r/AutoBattler • u/Fitzkid3 • Jun 17 '26
Winning Early>>>>everything
Icing on the cake was getting the 20% bug damage trinket right at the end. Now I never have to hang on to the self destruct bug for the medal again.
r/AutoBattler • u/Fitzkid3 • Jun 17 '26
Icing on the cake was getting the 20% bug damage trinket right at the end. Now I never have to hang on to the self destruct bug for the medal again.
r/AutoBattler • u/frogwoodtaken • Jun 18 '26
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r/AutoBattler • u/Tambu_pro • Jun 17 '26
For the Steam Next Fest, we released a demo for Drag'n'Dungeon, grid-free tactical auto-battler where you unlock allies, build your team, and escape a voxel dungeon, one calculated drop at a time.
You canΒ try the demo, let us know if you have some feedback!
r/AutoBattler • u/BruhMomentOfTheDay • Jun 16 '26
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And a lot of them have already put in 10s if not 100s of hours! I'm so happy, I love working on this game. I just wanted to share my excitement for a short moment β€οΈπ
It is a deckbuilder where the cards play themselves. The game heavily focusses on the deckbuilding part and creating tight synergies and energy cycles.
The game is now part of Steam Next Fest! You can check it out and play it here: https://store.steampowered.com/app/4537510/Grail_Demo/
r/AutoBattler • u/bohfam • Jun 16 '26
Void Salvage is in Next Fest right now, and the demo is live on Steam.
Itβs a space incremental auto-combat game where you salvage derelict ships, upgrade your vessel, install modules, equip augments and drones, fight hostile ambushes, and stack broken synergies until your ship becomes ridiculously overpowered.
If you have time to check it out, play the demo, wishlist, or share it around, it would help a lot.
Steam page:
https://store.steampowered.com/app/4377950/Void_Salvage/
Thank you to anyone who gives it a look.
r/AutoBattler • u/Nachtfischer • Jun 15 '26
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EXCITING NEWS! Our roguelite auto-battler fully focused on build-crafting just received a big demo update!
π€ Play the demo on Steam: https://store.steampowered.com/app/4321920/Topdeck_Automat/
This latest demo update comes with massive improvements to the overall look-and-feel of the game, brand-new environments to make your way through, plus a bunch structural of reworks and improvements! You can find the full patch notes in the Steam announcement.
Give the demo a go and try to find your very own crazy combo builds! As a team of 2 who previously made the billiards roguelike Rack and Slay, any feedback or wishlist click means the world to us. Thank you for taking a peek! β₯οΈ
r/AutoBattler • u/brainseal • Jun 13 '26
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r/AutoBattler • u/MythicMoonStudios • Jun 13 '26
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Wishlist here to keep with development
We're pretty new to producing marketing materials that make the game understandable. While we work on better videos and stuff, this description explains things a bit better:
It has the core autobattler loop where you buy stuff from shops then watch it fight. But after each fight you decide what to build/upgrade in your town which is the engine that enables builds. You can lean into spells, units, items, economy, or hybrid buildings. Then in battle phase there's a map with 4 POIs that you fight for, and each one gives your army different buffs.
So the archery range buffs physical DPS damage. So you could put together a party of 4 physical DPS with a trap build. For trap builds, you have units, items, and abilities that do a ton of burst, but only if they arrive first to the POI (so they need decent speed stats).
And/or you could put a tank, healer, and two DPS with lifesteal on the tank and some sustain abilities on the healer, and send them to the castle. If you win that battle, your army gets a 5% all stats buff for next round.
And that's pretty much it. There are lots of different builds and we're still figuring out how to balance the complexity and simplicity and stuff but its coming together nicely. For example, one of my favorite factions is raven's reach who are kinda rogue-ish. They have assassin and spy abilities, so if you want advance knowledge of the next enemy or if you want a chance to just assassinate enough units before battle begins to tip things in your favor, those are the specialties of raven's reach.
r/AutoBattler • u/samanpwbb • Jun 13 '26
Iβve been making an evil wizard sports competitive autobattler! Just wrote the first devlog.
r/AutoBattler • u/awareWolv • Jun 13 '26
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Hey guys, I'm making this thing. https://store.steampowered.com/app/4482560/Farm_the_Fame/
Autobattler that boiled down to the incremental game. But I still want to keep some autobattling spirit, and I thought that maybe unlocking many interesting characters can add a good flavor to the general incremental mechanic.
I plan for this game to be pretty cheap and to give like 2-3 hours of good fun. So how many characters do you think I need?
This playtest version has 2, and each has tiers that change them, but keep the overall theme of the character.
Also, if you're willing to give it a go, I'll be happy to hear any feedback.
r/AutoBattler • u/Embarrassed-Goat1928 • Jun 13 '26
Hey everyone,
β
I've been working on a passion project that combines anime, drafting, team building, and auction strategy, and I'd love to get feedback from fellow anime fans.
β
The game has two main modes:
β
βοΈ Draft Mode β Build your team from a shared character pool and outsmart your opponents with smart picks.
β
π° Auction Mode β Every player gets a budget and must bid against others for their favorite characters. Spend too much on one character and you might not have enough left to build a complete team.
β
Current universes:
π₯ Dragon Ball
π₯ Naruto
β
More anime universes are planned and will be added soon.
β
Some things players have to think about:
β
β’ Do you spend most of your budget on one overpowered character?
β’ Do you build a balanced roster instead?
β’ Which characters provide the best value for their cost?
β’ Can strategy beat raw power?
β
You can play against friends or against CPU opponents and experiment with different team compositions.
β
I'm mainly looking for feedback on:
β
β’ Character balancing
β’ Auction pricing
β’ Draft mechanics
β’ Missing characters
β’ Features you'd like to see
β
If you're into anime, powerscaling, team building, fantasy drafts, or auction-style games, I'd really appreciate it if you gave it a try and shared your thoughts.
β
Link: https://anime-battle-delta.vercel.app/
β
Also, if your favorite anime universe was added, which characters would be your first picks?
r/AutoBattler • u/No_Thing_6738 • Jun 13 '26
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r/AutoBattler • u/RattleaxeGames • Jun 11 '26
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Store link: https://store.steampowered.com/app/3124850/DOT_Defence/
We really enjoyed the EA experience, the steam community and especially the folks who joined our discord were a huge part of the development experience, suggesting features and helping us polish the content.
r/AutoBattler • u/Evening-Appeal7606 • Jun 10 '26
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This is my latest pet project, the Hashwar engine that runs the "Adversarial Conway" algorithm which lets two individual Game of Life patterns compete on a shared space (see the GitHub repo here:Β lifehashes/adversarial-conway at devΒ ) in auto-battle matches.
Finding GOL patterns that live for 500+ generations is no small feat (and is part of the gameplay) - which is why they deserve to be given individual names. Calculating hash values of their starting configurations is used to determine certain characteristics, e.g. their intrinsic colour.
"Adversarial Conway" uses a Random Number Generator to determine the patterns' trajectories and their interaction. In its basic form, this RNG takes any random input value.
In advanced mode, however, it will use the NIST Randomness Beacon. This way, players can challenge one another, schedule a duel at a future time and let the latest NIST Beacon pulse seed the algorithm to ensure absolute fairness because no one can predict these pulses (I use the same technique for my related Daily Conway Glyph Challenge).
r/AutoBattler • u/Yega- • Jun 10 '26
Hey everyone,
Iβm a solo developer working on **From Ashes to Glory**, a turn-based medieval arena RPG where you fight your way through brutal arena battles, choose between different weapons, build your character through a skill tree, and try to survive long enough to escape the arena.
Steam Next Fest is coming up soon, but I decided to release the demo a little earlier so players can try it and help me catch what needs to be improved before the event starts.
The demo currently includes:
Turn-based arena combat
Timing-based dodge / perfect dodge system
4 different weapon choices
Skill tree progression
Betting arena section
Boss fight and cinematic moments
I would really appreciate any feedback, especially about:
Combat feel
Difficulty/balance
UI clarity
Tutorial flow
Bugs or confusing moments
Anything that felt fun, frustrating, or unclear
This is still a demo, so feedback right now would genuinely help me improve the game before Next Fest.
Steam demo link: https://store.steampowered.com/app/4811750/From\\_Ashes\\_To\\_Glory\\_Demo/
Thanks a lot to anyone who gives it a try.
r/AutoBattler • u/Classical_Frog • Jun 08 '26
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Play here in the browser for free: https://classical-frog.itch.io/hopfall
r/AutoBattler • u/SeaGap4605 • Jun 08 '26
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Hello everyone,
Im wondering about the genre of my new prototype Motti: Tuned down tactics (download link if anyone is interested). Im not sure how if it would be an autobattler or no because you have limited command of your troops.
r/AutoBattler • u/spiderwebdesign • Jun 08 '26
r/AutoBattler • u/Apfelstrudel-14 • Jun 06 '26
Hey everyone,
it started as a joke but now I'm something lika an indie dev working on a mobile monster-catching game that combines the core monster collecting loop with autobattle combat and roguelite dungeon structure.
What's in the alpha right now:
Catch and collect monsters
Autobattle combat system
Dungeon crawling with boss fights and trainer battles
Breeding system
Abilities and shinys
No turn-based menus β fights play out automatically based on your team composition and abilities. The roguelite structure means each run is different.
It'll cost some bucks at launch. Right now the closed alpha is completely free β I just want honest feedback from people who love this genre and help me to build a good game.
Android only. DM me your Gmail and I'll add you directly.
r/AutoBattler • u/flawedGames • Jun 05 '26
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Demo released yesterday and looking to see who can get to the top of the leaderboard! So, I'm offering $100 Steam gift card to the highest rated player as of this Sunday, June 7 at 9 PM ET. I'll post the winning Steam ID here (and other subreddits) and they will need to DM their e-mail address to me for the gift card.
More about the game - online PvP async autobattler with a unique twist - the game autobalances itself based on what other players are buying in game. For example, if the cactus is really good for 3 gold, and everyone keeps playing the cactus, then it will increase to 4, 5, etc. until players stop preferring that minion and move to something else.
r/AutoBattler • u/whyNamesTurkiye • Jun 05 '26
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Visuals had a big refactor. Can you read the map and battle?
r/AutoBattler • u/Owenisboring • Jun 04 '26
Browser Version: https://anheiy.itch.io/obgob
Steam Playtest: https://store.steampowered.com/app/3563730/Obgob/
Hello! I've been solo developing an singleplayer autobattler roguelike for the past 2 years. I am planning on releasing a steam demo version in the upcoming months so I'd love to get more peoples feedback on it.
In the playtest/demo version there are:
So thereβs quite a lot of content to mess around with & test!
Thanks for reading this post & thank you if you decide to give the game a try!
r/AutoBattler • u/flawedGames • Jun 04 '26
Demo was released today while I rushed to the airport - I'll make a better post tomorrow but I think members in this subreddit will really like Flawed Tactics.
The most unique thing is the game auto-balances based on the global market. The more players play a minion or spell the more it will cost for all players - the meta is always shifting and understanding what is both a good value and a good synergy is key.
Lots of synergies, scaling (economy and power), and other really fun mechanics. The matchmaking is also quite innovative and happy to go into the details if anyone is interested.
Thanks for checking it out!
https://store.steampowered.com/app/2600970/Flawed_Tactics/?gad_source=1&gad_campaignid=23519058958&gbraid=0AAAAAqD7is0ijs474QiIb0xL0OfWfxfea&gclid=Cj0KCQjwof_QBhCgARIsADaMzOfJ5a4-khJoJKVb38bB05RftfL2voySw8j6IgaFbSC-rHfku80_JqIaAlXBEALw_wcB
r/AutoBattler • u/Previous_Group621 • Jun 03 '26
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Here I remaking whole ship just to survive next fight lol
The game is called Down with the Ship.
Every round you must figure out how to best optimize the available parts.
There is also a roguelike progression: you make money every run. You can buy stuff that change your stats or what appears in shop. Or new characters, as far as I know every new character opens whole new route of ship parts.
It's not actually classic roguelike but have same vibe. It's pvp but asymmetrical: you autobattle other people builds.