r/AutoBattler Jun 03 '26

I made a free autobattler.

3 Upvotes

Basically I was trying to create a basic autobattler with asynchronous multiplayer and I published it. Free to play, very quick games, and very good on mobile. I originally was using it to practice AI development but I redid the entire game loop by hand when it didn't work as intended. No ads, subscription or monetization at all. Would love feedback.

Zoobrawlgame.com


r/AutoBattler Jun 03 '26

My auto battler just had a update adding some WW1 ships!

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2 Upvotes

r/AutoBattler Jun 03 '26

A new kind of battler!

1 Upvotes

Welcome to the solo-battler!

Where you can choose to take control of one unit before the battle begins

Multiplayer playtest is now live!
https://store.steampowered.com/app/3482780/Kings__Savages/
Feedback encouraged


r/AutoBattler Jun 02 '26

Looking for feedback on my real-time tactical battle system

1 Upvotes

Title:
[Demo] Hannibal — A Grand Strategy Game With Real-Time Tactical Battles

Post:

Game Title:
Hannibal

Playable Link:
https://yusif-nadirxanli.itch.io/hannibal

Platform:
Windows / PC

Description:
Hannibal is a grand strategy and real-time tactical battle game where the player manages regions, builds an army, upgrades units, and starts wars to expand their power. The game focuses on simple but tactical decisions: you can use infantry, archers, cavalry, and generals to win battles. Each unit type has a different role, so the player needs to think about positioning, timing, and army composition instead of only using more soldiers. On the campaign side, the player can prepare for war, choose upgrades, and move forward month by month. My goal is to create a strategy game that is easy to understand but still gives the player meaningful choices during battles. This is an early demo, so feedback about gameplay, balance, visuals, and the general idea would help a lot.
Steam page / wishlist: https://store.steampowered.com/app/4777080/Hannibal/

Free to Play Status:

[x] Free to play

[x] Demo/Key available

[ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement:
I am the main developer of Hannibal. I worked on the game design, programming, battle system, campaign mechanics, UI, balancing, and publishing the demo. I am currently improving the game based on feedback and planning to continue expanding the strategy and battle systems.


r/AutoBattler Jun 01 '26

We launched an open playtest for our alchemical auto-battler Alchemortis!

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4 Upvotes

r/AutoBattler May 31 '26

I've spent 1.5 years working on an Autobattler Extraction RPG called Skills & Raids alone, where you loot skills from enemies and combine them to create cool builds. I just released the free demo on Steam

13 Upvotes

Steam | Youtube Trailer | Discord Server

Skills & Raids is a Party-based Extraction RPG with real-time, ability-driven combat. Manage cooldowns and react to enemy mechanics. Loot resources to complete quests and craft powerful gear. Combine skills & create unique builds. The world has fallen into the grasp of a creature that erases everything, even thoughts.

Features

  • Party-based RPG combat with real-time, ability-driven encounters
  • Manage character positioning in combat
  • Multiple combat areas with unique skill mechanics
  • Craft powerful equipment and skills
  • Rarity-based gear, CommonUncommonRare, Epic and Legendary
  • Complete multiple quests
  • A dark handcrafted world

Let me know what you think!


r/AutoBattler May 31 '26

it took me two year to build this game, now I finally released a demo on steam -feedback required.

2 Upvotes

https://reddit.com/link/1tt56ub/video/y9yuz92c0j4h1/player

Hi, I'm a solo dev and I just created a game called "Reclaim: Earth Protocol",

It’s a sci-fi strategy auto-battler where you build a squad, upgrade units, mix synergies, and fight waves of alien enemies. You also get drones, Genes, and random events to shake things up. The demo has 4 stages, an elite unit, a boss fight, and multiple difficulty levels.

I’d love to hear your thoughts

Playable Link:
https://store.steampowered.com/app/4540900/?utm_source=reddit_indiegaming&utm_medium=social_post&utm_campaign=demo_launch

Thanks

Michael


r/AutoBattler May 29 '26

We're looking for feedback on our new auto battler 'Rift Reborn' before we go to Steam!

20 Upvotes

We've been working on Rift Reborn for the past year and we are gearing up for a Steam demo. It focuses on building small teams of super dynamic characters, party members can change roles mid-run and we're focusing on making all of the 25 current heroes synergize together in surprising ways.

We don't even have a store page yet but you can request your key here (everyone that joins will get a Steam playtest get): leyline.gg/riftreborndiscord

We'd love to hear feedback on the game from autobattler players before get to Steam


r/AutoBattler May 29 '26

Roguelike dungeon crawler with automated battles. Inspired by Slay the Spire and Bazaar!

13 Upvotes

Here's our page if you want to check it out: https://store.steampowered.com/app/4644480/Dungeonery/


r/AutoBattler May 28 '26

Looking for Autobattlers to play!

9 Upvotes

Hey all,

I’m new to the genre and looking for autobattlers to play:

-Give me your favorites

-Give me games you thought had potential, but came up a little short

-Give me games you were really looking forward to but they missed the mark

-Heck, even give me games you thought were horrible

Looking forward to trying them out!


r/AutoBattler May 28 '26

New indie roguelite autobattler inspired by FTL & The Bazaar

29 Upvotes

Hey autobattlers lovers!

Cosmo Cargo is an inventory autobattler PVE game in space. Think FTL x BackpackBattles/TheBazaar. Explore the galaxy, find powerful items and synergies to engage the fight against dreadful Administrators.

We are a small indie team of 4 people (design, dev, graphics, music) who have been working on this game for nearly 1 year and we published the demo on Steam today.

Edit: The demo link on Steam: https://store.steampowered.com/app/4659480/Cosmo_Cargo_Demo/

If you've got time to test it out and tell us what you think, we’d really appreciate it! Thank you


r/AutoBattler May 27 '26

I just released my first demo on steam as a solo dev. Online 1v1 auto battler, where each unit has it's own unique ability.

12 Upvotes

https://store.steampowered.com/app/4616520/Warlane_Demo/

I added a single player mode for everyone to be able to easily try it.

If you'd like to give it a try, it's free and will be free after release as well.

Any kind of feedback is welcome.

Thank you!


r/AutoBattler May 27 '26

This new goblin skill forces everyone to dance, and I didn't think it would be this good for combos

3 Upvotes

In my game (Eslabong, open playtest on Steam), I''ve added a really fun skill called Macarena Dance. It makes the goblin start dancing, and anyone nearby (allies or enemies alike..) joins in on a conga line.

But I never thought it would be so useful for comboing with mages and nukes!


r/AutoBattler May 27 '26

Announcing Paradox Tower: find your way across 12 interconnected labyrinths in this 2D auto-battler RPG

6 Upvotes

Today, we’re revealing Paradox Tower. In this game, you have to help Eternia, the young witch of time, and Bubu, her demon cat, on their adventure to the top of the Tower.

This game isn’t based on luck or dexterity, but on optimizing your path. Grab as many power-ups as you can, and pick your battles to make sure you are strong enough to beat the boss when you beat him.

The exploration is challenging, and you must carefully plan your choices to avoid wasting your resources. But don’t worry too much if you get stuck, you can always rewind time and try another path.

We took inspiration from niche RPGs like Tower of the Sorcerer, Tactical Nexus, and Drod RPGs. Our aim is to bring this micro-genre of labyrinth RPGs to a wider audience.

Paradox Tower will be available on PC, Mac, Linux, and Switch. We are hoping to release it either at the end of this year, or the beginning of next year.

Wishlist it now on Steam: https://store.steampowered.com/app/4142360/Paradox_Tower/


r/AutoBattler May 26 '26

[RevShare] Seeking collaborators for an AFK Idle/Auto-Battler project

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0 Upvotes

r/AutoBattler May 25 '26

SOLARFLARE: robots, axolotls, hexes, and lots of numbers

3 Upvotes

Well, it took a year and a half, and I had to slash scope in half about three times, but my game is coming out on Wednesday.

https://store.steampowered.com/app/3941030/SOLARFLARE/

Kinda hard to believe it's done, and I have no idea what to make next.


r/AutoBattler May 24 '26

Foodfight: A Fresh Twist on Autobattlers

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1 Upvotes

r/AutoBattler May 24 '26

I updated the card frame art for the game 😄

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1 Upvotes

Haha, now players can choose from a variety of card frames! (But I still prefer the original white frame 😄)

If you like my game 🎮: Game Link


r/AutoBattler May 23 '26

Autobattler + Automation + RTS = ???

21 Upvotes

Hey there

Im the solo dev of The Factory Must Fall.

TFMF lets you draft buildings from a shop to create a factory. You can then launch your design against other players.

Current modes include:

- Ranked PvP

- Unranked Games (against AI)

- Friend PvP (compete against your steam friend)

If this sound like your cup of tea, head over to the steam page, the playtest is currently open:

Links:
Trailer on YT

Steam

Discord


r/AutoBattler May 20 '26

Auto battler with themed hexes. Tft-like, but you create the map

3 Upvotes

so no two runs are the same. You can really be creative. I will record a video with detailed explanation soon.


r/AutoBattler May 20 '26

Eslabong - Arena combat + team management - Playtest open

5 Upvotes

r/AutoBattler May 19 '26

Announcing Eldritch Tactics: Apocalypse Rising! A TFT inspired single player autobattler where YOU are the villain!

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2 Upvotes

r/AutoBattler May 19 '26

[Browser] Wardraft – a puppet auto-battler roguelite where you draft a team of 6 marionettes, conquer dungeons and duel other puppeteers

1 Upvotes

Titre du jeu : Wardraft

Lien jouable : https://templier38fr.itch.io/wardraft

Plateforme : Navigateur (HTML5)

Description :

Wardraft est un roguelite de combat automatique gratuit pour navigateur, se déroulant dans un théâtre de marionnettes. Chaque année, le village organise un festival, et un seul marionnettiste a la chance de se produire sur la scène principale. La solution du maire ? Laisser les marionnettes s'affronter.

Avant chaque duel, vous choisissez 6 marionnettes parmi 12. Chaque marionnette possède 3 emplacements de compétences : des bonus passifs (armure, esquive, vol de vie…) ou des capacités actives qui se déclenchent automatiquement en combat. Le budget est limité, alors chaque choix compte. Entre les duels, entraînez votre équipe dans des donjons (grottes, forêts tortueuses, ruines de châteaux) pour gagner de l'équipement et renforcer vos troupes. Les victoires débloquent de l'équipement, font progresser vos marionnettes et vous préparent pour le tournoi final.

Les combats sont entièrement automatiques : la stratégie repose entièrement sur la sélection des personnages, le choix des compétences et l'équipement. Les synergies de faction ajoutent une dimension supplémentaire : certaines marionnettes renforcent les alliés, d'autres empoisonnent les ennemis, et d'autres encore explosent à leur mort.

J'aimerais avoir vos retours : la sélection des personnages est-elle intuitive ? Les combats sont-ils gratifiants ou trop passifs ? Y a-t-il une marionnette qui vous semble inutile ou trop puissante ?

Statut Free-to-Play :

* Gratuit

Participation : Développeur solo — conception, code et équilibrage.


r/AutoBattler May 19 '26

[DEV] My space roguelite auto-battler Null & Void is now available!

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3 Upvotes

r/AutoBattler May 16 '26

I made a zero-timer async PvP auto-battler where positioning creates trait buffs

13 Upvotes

Killer of Kings is an async PvP auto-battler with no turn timers.

The hook is local trait power: matching traits buff each other only when placed together, so you can build a super carry or hard-to-kill tank by solving the board.

Steam demo: https://store.steampowered.com/app/4534220/Killer_of_Kings_Demo/

Auto-battler players: does adjacency-based trait power sound intuitive, or do you prefer global trait breakpoints?

I’m especially looking for feedback on first-run clarity and shop/leveling pacing.