
Vocator is a strategic roguelike that blends Monopoly-inspired board mechanics with autobattler gameplay. Place heroes on the board, empower your servants, and adapt your strategy to survive.
Modeled estimate, not a reported figure. How we estimate →
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About
Vocator combines the unpredictability of a roguelike, the strategic planning of a board game, and the tactical depth of an autobattler.
Core Features:
Choose from 8 unique Vocators, each with a powerful ability that shapes your strategy.
Play from a roster of 70 heroes, placing them on the board to boost your army.
Reroll your servants' dice to land them on tiles occupied by heroes.
Collect and equip 86 artifacts that enhance heroes, empower servants, or alter core game rules.
Discover powerful synergies between heroes, artifacts, servants, and abilities to maximize your score.
Master the roguelike gameplay loop, uncovering new strategies and combinations with each run to overcome increasing challenges.
Whether you're a roguelike enthusiast, a fan of tactical autobattlers, or someone who loves strategic board games, Vocator challenges you to think ahead, adapt fast, and master the mechanics.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
I have no idea what I am doing but I am enjoying making my own game 3 meeples are moving around a board and you get cards to upgrade the board. Sometimes you get 4 peeps and I even managed to get 5 at 1 point Go team Green you can get the most points!!!
I wish I could give this game a "mid" rating to properly rate how I feel, as I am torn. I almost wonder if it would be better for me to not leave this review, but I do see potential in this game and I want to share my thoughts. TLDR: The game is unpolished and explains nothing, but there is enough of an idea to be fun for at least a little bit. Give the game a try for an hour, and refund it if you don't like it. On the one hand, the game has very rough presentation and makes no attempt at explaining how any of the mechanics work. For example, I have no idea what a "Servant" is or how that keyword activates during gameplay. The game was also not clear on what the various types of currency did, there were just some units and artifacts that could accumulate them, sometimes. One particular mechanic to remove units on the board was particularly unclear, during my first run I though my game was bugged because i could not remove any units, but turns out you need to start your run with a rule that allows you to gain "Removals" as a resource. Only through gaining this Removal resource can you free up space on the board by removing older weaker units. I found this out during my second run. That all being said, the game itself isn't a bad idea. Building a board units that combo off one another in a similar way to assembling matching properties in a Monoply is a good hook. I could see this game being quite fun with short tutorial to explain the basics, give the game a funky little background tune, some bouncy idle animations and a couple particle effects, etc. Adding a little bit of flare and some clarity on what the game's mechanics do would go a long way to make this feel like a final product. As is though, the game does feel incomplete, lacking the polish of a full release. It is a functional game, and even a fun one if you like figuring out basic mechanics through trial and error (yes that can be fun too!), but it isn't a complete package.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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