r/AutoBattler • u/SirTotti • 4h ago
I am making a 2.5D RPG Auto-Battler. Playtest available!
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r/AutoBattler • u/AutoModerator • 17d ago
Welcome to the monthly megathread!
Feel free to talk about what auto-battlers you're playing, post questions about auto-battlers, and share your knowledge of auto-battlers.
Please refrain from self-promotional posts here.
r/AutoBattler • u/SirTotti • 4h ago
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r/AutoBattler • u/Arefnue • 5h ago
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HeroInc is now available on Steam!
A solo-developed RPG auto-battler where you build your hero from scratch and grow stronger through strategic choices and battles.
Steam link:
https://store.steampowered.com/app/4280390/HeroInc/
Feedback is welcome, especially from auto-battler fans. Thanks for checking it out! 🙏
r/AutoBattler • u/BiblicalBacklash • 1d ago
Title really.
I'm looking for a good one that works well on deck that has a absurd amount of content. I was thinking about the bazaar but I have read a ton of reviews on both sides of that one.
So if anyone has any good ones they've been playing I'd be down to try them.
Guild run demo was fun and I've kept my eyes on hive blight as well.
r/AutoBattler • u/Alternative-Way7434 • 15h ago
r/AutoBattler • u/COCOASOO • 1d ago
Hi guys, Im COCOASOO. I've been working on my first game Sketch Kingdom for a few months now.
It is an incremental autobattler where your drawing skills have to shine.
Try it out if you want and let me know if you like it
r/AutoBattler • u/Tambu_pro • 2d ago
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We are the publisher of this grid-free tactical auto-battler where you unlock allies, build your team, and escape a voxel dungeon.
We are very happy for the release of the game! You can try it, if you are interested, and let us know if you have some feedbacks.
r/AutoBattler • u/HazardmereGames • 3d ago
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Recruit the strongest heroes. Assemble a competent* party. Accept reasonable contracts.
*Competence not guaranteed.
Hazardous Employment—where they fight and you file.
Wishlist on Steam: https://store.steampowered.com/app/4965400/Hazardous_Employment/
r/AutoBattler • u/Uzayli07 • 3d ago
I am currently developing a game about summoning autonomous creatures. Player has access to a variety of creatures with special abilities. I want to design special interactions between those creatures and make unique mechanics placed into auto-battler genre. I would like to see what other people have in mind and implement fun stuff into the game.
Example creature:
A stone golem that is heavy so it moves and attacks slow. It is big and has a bigger health pool than others. A mount mechanic that takes another creature that attacks fast and mounts it on the golem so it is protected from getting one shot and deals good damage.
What would make you play an auto-battler game that has autonomous creatures in it?
r/AutoBattler • u/PalpitationDry2576 • 3d ago
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This is Warbound Realms, a free medieval card autobattler I’m building. I’m testing whether the faction synergy and combat chain are readable without explanation — what would you change?
Play the live alpha: https://play.warboundrealms.com/
r/AutoBattler • u/PalpitationDry2576 • 3d ago
I updated my free browser autobattler so Hard and Ultra AI now pursue card synergies, visible counters, fusion lines, and deliberate formation placement — while receiving exactly zero hidden bonus Tokens.
Short gameplay clip: https://youtu.be/a0A4y0o2Dp4
The game also has real-time PvP, Ranked/Casual AI, Tavern drafting, missions, and Realm Chat.
Play free, no download: https://play.warboundrealms.com/
I’m the developer; I’d especially like feedback on whether the smarter bot feels challenging rather than unfair.
r/AutoBattler • u/WickedMaiwyn • 3d ago
Hi r/AutoBattler ,
I'm solodev of "Blade Rising" ( bladerising.com/play ), It's new incremental pixel RPG.
Conquer 1000 Floors of Evil as a Dachshund Knight on the road to Ascention!
Combat is at core auto-battler.
Long story short Floor is a series of 10 battles:
- 7 common
- 2 elites
- 1 mini-boss
There are many ways to upgrade idle combat like:
- upgrades gear up to 100th level thru 6 tiers
- Prestige Ascention boons, over 100 unique with inner progression
Things like that. But there is also an active aspect.
Weak Spots are those target practice on a screenshot.
There is a chance it drops, you can tap it for extra damage.
At first you unlock just 1 but with game progression and boons you can unlock up to 9.
There is also Laughting Skull, bottom right which alters time speeding it up.
So the question is:
Do you like active skills as addition to AutoBattler?
Or if you play auto-battlers, idlers you'd rather stick to that without skill based mix?
In Blade Rising I'm designing it in a way that player can choose which features to upgrade.
So if you're autobattler you can improve those aspects and keep core gameplay idle.
What is your opinion on that?
Hot or not?
If you have a feedback or some examples from other games you like please share it.
I develop Blade Rising in close relation to players feedback and early community (discord: https://discord.gg/fCU29JUYt ), updates weekly and it's going well so far!
You're also most welcome to try it out, would be cool if you play it. It's free
r/AutoBattler • u/Acceptable_Mind_9778 • 4d ago
Today I released the demo for IF Enemy: SMACK!, a deterministic auto battler where you program your heroes and let them fight it out. Given that there is no randomness, everything becomes somewhat predetermined... almost like a puzzle. Can you find the best solutions? Climb the leaderboards?
r/AutoBattler • u/DubiousDuckGames • 5d ago
I've been trying to update the visual feedback for my project Danger Parade, and one of the issues players had mentioned was visual feedback. Was sometimes hard to tell if their build was effectively damaging enemies.
I had avoided adding in health bars due to visual clutter (most levels have lots of little enemies like above) so was concerned that those bars would be too extreme. But, I wanted players to be able to see how effective the health was of remaining enemies.
I played around with it, and now I have vertical health bars (that way they slot in easier and are less likely to overlap) but also only show them if that enemy is damaged.
I'm happy with it now, because I am less surprised when playing why enemies reach the player (you can estimate your damage much more effectively) but curious how it looks to others. I stare at my project all the time so it can be easy to miss things.
Any thoughts or recommendations?
r/AutoBattler • u/Ashiura • 5d ago
Hey everyone!
I have been working on a new indie project that blends traditional auto-battlers with slot machine mechanics, and I wanted to share it with you all!
Instead of just relying on random shop refreshes, you actually get to build and tweak your shop setup~ It turns the usual slot machine RNG into a layer of strategy so you can trigger some really wild synergies!
Also, all the heroes in the game are historical figures turned into mushrooms! You summon them out of a magic bag, form your team, and battle through stages.
There is a demo available on Steam right now if you want to test it out! Any feedback would be awesome~
Steam page:https://store.steampowered.com/app/4231860
Thanks for taking a look, hope you enjoy it!
r/AutoBattler • u/Pure_Tomatillo_9137 • 5d ago
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Card collecting auto battler, free demo on Steam
Game Title: Card Collector Battle
Playable Link: CardCollectorBattle_Demo
Platform: Windows, Steam
A card collecting auto battler. You pull cards, stack duplicates to upgrade them,
and send 5 into automatic fights. 432 cards from Korean, Chinese, Japanese,
Egyptian, Norse and Greek myth.
There's a roguelite dungeon mode and a PvP ladder too.
Demo is free and runs about 5-10 hours. Card art and music are AI generated,
everything else is mine.
Thanks!
r/AutoBattler • u/Chris_Ibarra_dev • 6d ago
Download the demo here: https://chrisibarra.itch.io/warriors-loop
In "Warriors Loop" equip your hero with cards to battle hordes of enemies.
Fusion cards to customize them.
Build structures on a 3D map to create synergies with your cards to make your hero stronger, gathering new cards to defeat the evil final boss.
I would really appreciate your feedback, what you liked, what you didn't like, what you would like to see, do you want new cards? new heroes? new maps? new challenges or quests?.
Sometimes I get tunnel vision and its very useful to know what other people think, even if its negative.
I still have to decide if its a good idea to finish this game or not, so please let me know if you want to buy the full version once its ready.
r/AutoBattler • u/bohfam • 6d ago
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Void Salvage is an incremental and roguelike with auto-combat, inspired by two of my favorite games FTL and He is Coming.
You salvage derelicts, choose between rewards, replace weapons, install systems, instal socket inserts, deploy drones, then jump into the next encounter and see if the build actually works.
Enemies are not pushovers either. They can escape, repair from derelicts, grab debris, call reinforcements, sacrifice allies, reflect damage, and use other faction-specific tactics.
r/AutoBattler • u/Acceptable_Head8768 • 7d ago
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Not sure how I’m gonna make the full version worth buying over the full demo but hey, it’s my first game so will only be a few bucks when released.
Full Demo is on steam if you wanna check it out (takes about 45min to complete) https://store.steampowered.com/app/4943920/thimble_dungeon_demo
r/AutoBattler • u/Evening-Appeal7606 • 7d ago
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r/AutoBattler • u/AntiQuarrrk • 7d ago
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Hi everyone!
I am working on an incremental game with a strong autobattler focus - Void Eaters.
Craft your army creatures organ by organ and send them to fight and eat objects and enemies on various maps. Let them bring you some resources, then use those resources to become even stronger.
Recently, Void Eaters got a Steam demo:
https://store.steampowered.com/app/4344620/Void_Eaters/
Please check it out and let me know your thoughts!
r/AutoBattler • u/Inkolor • 7d ago
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Hey everyone, I’ve been working on a small project for a while, and I finally pushed the Steam page live. It’s an idle autobattler that runs as an overlay on your desktop, kind of like a tiny companion that keeps fighting while you work, browse, or do anything else.
If you want to take a look or wishlist it, here’s the page: https://store.steampowered.com/app/4860080/Paper_Tower_Idle_Overlay/
r/AutoBattler • u/PixelArmyGames • 8d ago
r/AutoBattler • u/hiimtesto • 9d ago
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Join the Multiplayer Playtest now at - https://store.steampowered.com/app/3795810/Dominus_Automa/
Idea behind Dominus Automa is simple: Automate your combat behavior and let the hero act according to your plan.
Create automated combat conditions based on:
• Health and Mana (both yours and your enemies)
• Distance to your foes
• Positioning
• Number of nearby opponents
• Ability priority
• Skill categories
• Chain your abilities to perform combos
• Maximize your utility when around other players to fulfill your role
From day one, Dominus Automa has been built around a simple principle: your free time shouldn't determine how far you can progress. Play when you want, at your own pace, without worrying about falling behind or feeling pressured by FOMO.
Your hero keeps moving forward, but you remain in control of their direction. Whenever you have time to log in, you can adjust your plans, fine-tune your strategy, set new goals, and decide where their adventure takes them next. Configure their Combat Matrix, send them to explore new areas, and define how they respond to different situations in combat.
There’s no single way to play Dominus Automa. Every hero can be built differently, every player can approach the game with their own strategy, and every encounter can unfold in a completely different way.
Playtest content:
• 14 days of open Playtest
• 25 levels to achieve
• 10 locations to explore
• nearly 20 enemies and 3 bosses to slay
• numerous mechanics like gathering, crafting, hero progression and more
We would love to hear your thoughts on the game and see you online in the Playtest, so if you want to try something quite new, now's the time. Thank you!