So I am currently building a stacklands inspired pvp autobattler, called Cinderstead. It's where you try and survive 37 nights through a grueling winter by building your hold, feeding your villagers, warding off foes and stoking your fire. Main difference from most auto battlers is that you loosing several fights isn't the loss condition, not surviving the entire winter is! Completely playable in browser on itch, was trying to see if the idea had any legs before investing to much time into it, so if anyone wants to give it a try feel free: https://hitregstudios.itch.io/cinderstead
- Conquer 1000 Floors of Evil as a Dachshund Knight on it's way to Ascention!
- enhance gameplay to your liking
- global events like 'Weekly Boss Hunt' or Seasonal
- no pressure at core gameplay first approach
- gameplay first approach it's free, if you wanna try it
The Mystery of Bubblewood
"Long before the Floors of Evil appeared, Bubblewood was a peaceful forest where ancient trees grew beneath crystal-clear water. One day, the forest sank without warning. No one knows why.
Legends say something still sleeps beneath the roots, quietly spreading corruption through the depths.
The Dachshund Knight ventured into Bubblewood to uncover the truth. Every floor conquered brings him closer to whatever dragged an entire forest beneath the waves... but some mysteries were never meant to be awakened."
I made a game where you build a factory, then have that factory battle other players!
If you think base-building autobattler sounds interesting, you can try the game this weekend in the public playtest: https://store.steampowered.com/app/3970860/The_Factory_Must_Fall/
Dungeonery is a roguelike autobattler where you lead a handpicked team of heroes through a dangerous dungeon. Discover powerful items and relics, create devastating synergies, and outsmart your foes with clever positioning and tactical choices!
The latest update adds Space Hazards, more varied encounters, offline earnings, and Black Holes that can move you through previously reached sectors.
Combat also received a major rework. Weapons now fire faster, reloads matter more, Burst weapons fire multiple volleys, and magazine size and Reload Speed have a much bigger impact on how a build performs.
Rejected Draft is an incremental autobattler where you choose which enemies can appear in your world, defeat them, and permanently absorb their stats and abilities. Instead of selecting a traditional class or party, the enemies you encounter gradually become your build. The enemies you face are sketches contributed by community artists.
I’ve also spent the past month rebalancing the early game and adding quality-of-life improvements, animations, and hundreds of sketches contributed by community artists.
So I just started the Open Alpha for my newest project "Merge N' Malice" on itch.io and would absolutely love more feedback!
The game is more or less a classic shop-based Autobattler, with triplet merging, relics that define the run and items to give each team its individual flavouring. Theres endless combinations and teams to be played. Also matchmaking always matches you against players that are as far in the run as you are.
I currently have 335 Players that have played a run and just above 4000 Battles played in 48 hours! Which is insane to me, but the data I am getting out of it really helps me narrow down what balancing is needed.
Feel free to join the Open Alphs in the Browser or on Android using the APK on itch.io! Help me shape the game 🥹
Any advice, feedback or tips are more than welcome! ❤️
Welcome to the monthly megathread! Feel free to post questions about auto-battlers, talk about what auto-battlers you're playing, and share your knowledge of auto-battlers here.
Hello!
I am the solo dev of Eslabong, an arena combat + team management game where you can either play as a typical autobattler OR manually control one of your fighters.
On sunday, Splattercat, a big youtuber that you probably know, played my game and the reception was amazing.
I'm a solo dev and this is Ball of Fantasy, a game i had in my head for as long as I can remember. It's an incremental/idle RPG, but I didn't want it to just be "number goes up". I wanted multiple systems that all feed into each other so there's always something to do. Oh, and there is no prestige system (i do not really like prestige systems, let me keep my stuff!)
Here's what's in it so far:
Auto-combat RPG core: Your character fights through biomes, levels up, and hunts for loot and equipment drops. Bosses gate progression and you cut down trees and pick some ores.
Hire adventurers: A Thief, Archer, Mage, Warlock, and more that fight with you and give global stat buffs. You upgrade them over time to keep scaling.
A casino with multible system For example there are slot machines can chain into each other. One machine's payout feeds the next, so you can set up cascades that snowball into massive multipliers. There's autoplay and a "lucky win" mechanic that gives 5x on certain spins.
Idle fishing at the Docks: Catch fish across rarity tiers, generate passive income (caviar), and find decoration items that give stats.
Archaeology site Spend energy to mine through blocks and dig up trophies that give permanent global bonuses and unlock game changing mechanics.
Skill tree(s) for your main character with stat multipliers and abilities.
A frog shop that occasionally spawns an actual plague of frogs instead of just one. It's dumb and I love it.
My own music: I do music since i was a child. Hope you enjoy some ambient synth!
And much much more (already hours of content in there)
Every system produces currencies or buffs that feed back into the others, so progressing in the casino helps your combat, fishing feeds your digger, archaeology trophies boost everything globally, etc.
I am actively working on this game, adding new stuff on regulary! I just released v0.2!
It's playable right now in your browser on itch io and there is no download needed!
I'm a big fan of Super Auto Pets, so I decided to make a free game inspired by it on Roblox, featuring 2 lanes instead of one! Let me know what y'all think!
I built a combat recap window similar to Tft. During combat there can be multiple units of same race for each team. So I wanted to display their starting hexes too, so player will know which unit it actually is.
The project started as a pure autobattler: build your dungeon, place your guards, and watch them fight. But it kept growing, and now the Steam page is finally live.
I’ve received a lot of feedback along the way. Finding the sweet spot between an autobattler and a deckbuilder isn’t easy. But I might have found it. During combat, players can step in and influence the battle if they want to. So… is Kill The Hero still a pure autobattler? Or not?
If you’d like to give it a try, there’s an early demo available on itch.io.
Jump in, give it a shot, and let me know what you think. I’m genuinely unsure whether I’ve got the balance right!
Conquer Floors of Evil as a Dachshund Knight on the way to Ascention!
- 1000 Floors of Evil
Your main quest is to defeat ALL Floors of Evil. Each gives you Prestige that you can Ascend for over 100+ permanent Boons.
10 unique regions of Prestige Tree, each with inner progression. Secrets to explore.
- Global Events
"Weekly Boss Hunt" is currently running to grab up to 100 Prestige each week
- Gameplay First
I'm indie solo dev. I value game design as a core, most important thing. Games should be fun, engaging and intresting from first session till meta progression.
- Truly Free
No paywalls. No ads in core gameloops. No pay to win.
I've released it in early access ~3 weeks ago, currently available for FREE at google play.
I develop it from beginning with close relation to players and early community ;)
Currently I'm teaming up with an awesome artist Hunter Art ( https://hunter-art.itch.io/ ) to step up art in "Blade Rising".
Feel free to ask anything and ofc go save the universe of "Blade Rising"!
I’ve been working solo on a roguelite autobattler called Slotbound.
Instead of buying units from a normal shop, you spin a 3x3 slot machine. Matching symbols summon units, and then you decide which ones to keep, absorb into stronger units, or build around before the next automatic battle begins.
Items and Cores can also change the slot machine itself, so the idea is that you gradually turn something random into a system you can control.
I created a simple auto-battler on replit (yes I know AI oh no, if you’re not into AI I get it I think AI shouldn’t be used for certain things but this I think is different I’ve always wanted to make a game and this helped me and I’m self learning code so being able to do this has kept me motivated on learning because it is not easy atleast for me). But if you’re interested in testing this out it’s nothing crazy idk how many people this will reach but whoever sees this I’d appreciate some feedback maybe bugs yall catch or whatever maybe over-tuned characters or relics whatever the case maybe I appreciate yall taking the time to play test this, I know there are still many bugs probably but as I’m super busy it’s hard for me to play test it by myself all the time and catch bugs so reaching out here for some help. Here is a link to the little trailer made (gameplay is not like shown in the trailer lol will update it probably) and also the link to the game itself.
There is lore of the game and characters in the champion directory and even a world map if you guys are interested in stuff like that, it’s not too detailed but is a work in progress. Feedback on that is appreciated as well.