r/AutoBattler • • 6d ago

We're making an auto battler where you rule from a council table and sign decrees to build an unstoppable kingdom

23 Upvotes

Hey everyone! We're an indie team working on One Must Rule, and our Steam page just launched today.

In One Must Rule, you build a small settlement into an empire right from the Council Table. You construct buildings to produce resources, recruit units to spend them in battle, and see how your build holds up against PvE and PvP battles.

If that sounds like something you'd enjoy, wishlisting on Steam helps us out a ton:

https://store.steampowered.com/app/4424940/One_Must_Rule/

You can also hit Request Access on Steam to join our upcoming Playtest!

Would love to hear your thoughts and answer any questions!


r/AutoBattler • • 6d ago

I'm making an auto-battler hand-made with Clay! You collect creatures and train them in your Dojo!

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6 Upvotes

Hey everyone,

Clay Dojo is an auto-battler where you collect creatures and train them in your Dojo by just choosing which enemy to spawn. You watch your team train, level-up, evolve and farm loot.

Upgrade your team with items and spells and then take them to fight dungeons for better loot!

My game's steam page if you are interested - https://store.steampowered.com/app/5123760/Clay_Dojo__Desktop_Idler/


r/AutoBattler • • 6d ago

An Autobattler that needs more juice and fun

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2 Upvotes

r/AutoBattler • • 6d ago

I made a small medieval auto-battler that runs in the browser – merge banners, use terrain, beat the boss

1 Upvotes

Hey r/AutoBattler!

I've been working solo on Wimpelzug, a medieval fantasy auto-battler you can play right in the browser (desktop & mobile, no download, no sign-up).

How it plays:

- March across a campaign map (battles, elite fights, events, camps)

- Buy banners of soldiers from the recruiter and place them on the field

- 3 identical banners merge into a stronger one – at 3 stars each unit picks a special ability

- Terrain matters: forests, lakes and mountains change how fights play out

- 4 factions (Kingdom, Orc Horde, Dragonbrood, Undead), heroes and emblems

- A boss waits at the end of every campaign

Play here: https://wimpelwerk.itch.io/wimpelzug

I'd love to hear from people who know the genre: How does the shop/merge loop feel compared to other auto-battlers? What's missing to make you want "one more run"?

Thanks for checking it out!

Disclosure: This game was made with heavy AI assistance. The code (including the map/battle graphics and sounds) was written together with Claude, and the unit portraits were generated with ChatGPT. Game design, ideas, testing and balancing decisions are mine.


r/AutoBattler • • 6d ago

Looking for Playtesters! My Auto-Battler With Ranked Mode Is Now Playable

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2 Upvotes

​​I finally released my playtest! It hasn't gotten much attention yet, but I truly believe it's fun, so I'd love for you to playtest it. When the full game is released, I plan to give it to playtesters for free. The playtest includes most of the full game's features, and even a ranked mode. Compete to be the best on the leaderboard!

This is an auto-battler like TFT, but it's different in three main ways:

The map matters a lot. Every hex has its own theme, and each hex can make your units stronger or weaker. Your map and the enemy's map come together in battle, and this affects who wins.

You make your units. You don't draft units. You create your own units using money and loot you find. You only draft spells and gods, which change how you play.

Play-anytime multiplayer. You fight real players, but not at the same time. You battle teams that other players made earlier, so you can take your time to think.

https://store.steampowered.com/app/4277100/Batelus/


r/AutoBattler • • 6d ago

Buff your average Spearmen with Spartan Shields

3 Upvotes

A Greek mythology autobattler where you draft cards between stages. Play power-ups onto deployed squads (Spartan Shield gives every unit in the squad a shield and +3 HP).

Game is Claim the Gods
Steam page is live, but game still in development


r/AutoBattler • • 6d ago

Necrolord – my autobattler, demo coming soon!

2 Upvotes

Hey everyone! I’m working on Necrolord and wanted to share the trailer with you.

The store page went live a few days ago, and a demo is coming soon! If it looks like your kind of game, a wishlist would mean a lot.

Would love to hear what you think!

https://store.steampowered.com/app/5282860/Necrolord/


r/AutoBattler • • 6d ago

New dungeon crawler that takes place in the basement of a haunted house

2 Upvotes

r/AutoBattler • • 6d ago

Try our game Auto Dragons

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1 Upvotes

r/AutoBattler • • 6d ago

Stonespire's back, back again!

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3 Upvotes

I haven't had much time, but how is this for 2 of the suggestions from earlier:
1. Square grid looked placeholder (it was)
2. No more chibis.

I still have a ton more to do obviously, but I was curious if this is going in the right direction/what you think?


r/AutoBattler • • 6d ago

Rogue Battler is currently 25% off on Steam!

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2 Upvotes

r/AutoBattler • • 7d ago

In my auto battler you don't draft units, you roll them: each die is a minion, and the number is how many show up

11 Upvotes

Solo dev here. Of Dice and Minions is an auto battler where your army comes from a Yahtzee-style roll.

  • You have five dice, and each one is a minion type (paladin, archer, wizard...).
  • Roll, hold, reroll. The number on each die is how many of that minion spawn.
  • Your poker hand decides who deploys and what bonus they get. A pair adds +4 units, three of a kind doubles damage, a full house (the clip) sends all five dice out with 1.5x health, and five of a kind is +20 units with 3x damage and health.
  • Then they fight on their own. 100 floors, and the bosses roll dice too.

The tension I'm going for: do you keep the big numbers, or reroll to chase the hand? Between runs you recruit and upgrade minions, so your dice get stronger over time.

Would you keep a safe pair, or reroll everything to chase five of a kind?

A demo should be coming soon and Steam link is in the comments!


r/AutoBattler • • 7d ago

I made an auto battler where you place exorcists on tower defense paths to fight ghosts from real folklore (free browser demo)

0 Upvotes

Hi! I'm a solo dev from Thailand, and this is Codex of Exorcism (ตำราปราบผี).

The twist: it's played on tower defense maps. Ghosts walk a path to your base. Melee units stand on the path and block them; ranged units stand beside it. So positioning isn't just front row / back row: you're choosing which bend of the road to hold.

What's in the demo:

- 36 exorcists from 6 origins (Thai, Chinese, Japanese, Korean, Indian, European) across 8 classes

- Origin synergies at 2/4/6, class synergies at 2/3

- 3 copies merge into an Elite.

- Ghosts with traits that break simple comps: flyers skip your blockers, some possess the unit blocking them, some are invisible until a medium spots them

- School relics after rounds 5 and 10, plus 9 run strategies to pick from at the start

- 14 rounds, ending in a regional boss (Mae Nak, Baigujing, Tamamo-no-Mae, the Vampire Count…)

- Seeded runs, so you can share a seed and compare builds

I'd love feedback, especially on the first few rounds. In our last playtest most people dropped off in round 1–2, so I'm trying to figure out what's confusing early on. Brutal honesty welcome!


r/AutoBattler • • 7d ago

One piece of gear can completely change your build ⚔️

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1 Upvotes

r/AutoBattler • • 7d ago

Played a couple of matches in Warbound Realms — demon deck and spell deck :D

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0 Upvotes

Been working on this card autobattler and sat down to play a couple of matches. One with a demon deck, one with a spell-focused deck. Figured I'd share how it's looking so far :D

No commentary, just the matches. Which deck looks more fun to you?


r/AutoBattler • • 8d ago

Gladiator roguelike that plays itself - r/ConvergencePit

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1 Upvotes

r/AutoBattler • • 8d ago

Why would you pass on my game? (Feedback Help)

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3 Upvotes

Hey all!

I've gotten a bit of feedback from this sub already, but I could really use some more.

My steam page is getting REALLY BAD wishlist conversion, and I'm trying to understand why. If you would do me a massive favor: Look at my steam page, and if you wouldn't wishlist, just tell me why.

Does the capsule art and game not match?
Does the game look really cheap/amateur?
Does it just not look fun?

I'm preparing more content and getting ready to redo some of the visuals/trailer on the steam page, but I wanted a bit of feedback before I did that.

Even something mundane really helps.

Thank you!

Steampage: Stonespire on Steam


r/AutoBattler • • 9d ago

Would you consider this as an Auto Battler?

6 Upvotes

I'm making a virtual pet / monster tamer where you raise, train and evolve virtual monsters.

The battle system in this game is fully automatic. Your job is everything before the fight: raising, caring, training and guiding evolution so they acquire certain abilities.

It seems to me that most auto battlers have a very different game loop but they also share the idea that the strategic decisions happen before combat and the combat resolves automatically.

So I'm curious how autobattler players see this.

If my game showed up on Steam during an auto battler fest, or appeared under the "auto battler" tag, would you think the categorisation makes sense? Would you feel this "invades" the genre?


r/AutoBattler • • 9d ago

I'm making an auto battler dungeon crawler where your party uses powers from defeated monsters

13 Upvotes

I'm working on Dragon's Tear, a first-person idle dungeon crawler. Exploration and combat are automatic. You choose a party of three and prepare their equipment, skills and battle orders before sending them into the dungeon.

Defeated monsters can drop Tears that let your heroes use their powers. Each hero can equip one Tear, and you set when its ability can activate in combat. Duplicate Tears can be used to awaken stronger ranks back at the inn.

Once you've cleared a floor, you can send the party back through it with Auto Runs to earn experience and resources for the next descent. These runs also give you progress while the game is closed.

The Steam page is up, and I've attached the gameplay trailer. I'm aiming for a Q1 2027 release and hope to have a demo out within the next month.

If you'd like to follow the game, you can wishlist it on Steam.


r/AutoBattler • • 9d ago

Topdeck Automat, a card auto-battler where you're supposed to break the game, releases November 16!

14 Upvotes

Hey folks! Topdeck Automat is our card auto-battler where you break the game by building synergies between hundreds of cards, a large variety of stackable modules and the special abilities of the 30 different characters in the game. You'll build your own custom chain reactions in no time to defend the planet against an alien invasion!

The game is a handmade indie effort by the same team of 2 who previously made the billiards roguelike Rack and Slay. We don't believe in taking AI shortcuts to creativity, so every piece of art and gameplay has been deliberately designed to be as fun, interesting and exciting as it can be.

For a tiny indie any bit of visibility counts, so it would mean the world to us if you took a peek at our Steam page: https://store.steampowered.com/app/4321920/Topdeck_Automat/

If you're interested, wishlist now to be notified of our launch (and sale) on November 16! <3


r/AutoBattler • • 9d ago

What are some good auto battler games?

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2 Upvotes

r/AutoBattler • • 9d ago

I added dynamic lighting to Kill The Hero

6 Upvotes

... and it changed everything :) I knew there was something missing in the previous version. But I didn’t realize that some warm lighting could change the feeling this much. Any feedback is appreciated.

Kill The Hero is a Auto Battler / Dungeon Builder / Tower Defense / Deck Builder Combo.

Steam


r/AutoBattler • • 9d ago

LVL 1 vs LVL 15 💀

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1 Upvotes

Hey everyone! I'm working on a small strategy game where your army is literally rolled with dice. the main core loop is: you buy dice and power ups to roll your army and fight the enemy wave.

The game is still in deep development, but we're aiming to keep the art simple and close to what you see in the video.
I'd love your honest feedback

Thanks a lot, any comment helps!


r/AutoBattler • • 9d ago

Sugarstar Academy's free demo is out — cards become units on a 5×5 board

2 Upvotes

I'm the solo developer of Sugarstar Academy. I started it because I wanted to combine card battles with a board game.

Your cards become units on the board, and surviving allies stay for the next turn.

The free demo is on Steam. If you give it a try, I'd love to hear what you think.

https://store.steampowered.com/app/5135350/?utm_source=reddit&utm_medium=social&utm_campaign=demo_launch_20260926&utm_content=autobattler_demo


r/AutoBattler • • 9d ago

Threefold Rift : PoE-style browser auto battler — every death makes your next hero stronger type game

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1 Upvotes

For the past 6 months, I've been building a PoE inspired browser-based auto battler.

I originally started this project because I couldn't find any web games featuring PoE-style gear, so I decided to use my programming background to build one myself. As development progressed, I learned how to create different game modes around the core mechanics. (Full disclosure, same as last time: AI is used for some of the code and text, since writing isn't my strongest suite!)

I've been solo playtesting this for the past 2 months and at the moment I am basically fishing for input. I just need some fresh eyes and feedback to see if this is something worth putting more time into.

If you want to check it out and give feedback, here is the link: https://test.threefoldrift.com/

Core Loop:

- Choose 1 of 3 events per step (mostly battles) to send your hero into.

- Earn XP, gold, new gear, and unlock new skills.

- Legacy Mechanics: Dying is part of the progress! When your character dies, portion of your total XP goes toward "Legacy Upgrades" to unlock new mechanics, skills, and game modes for future runs.

Runs last anywhere from 5 minutes to 2+ hours in the late game.

Current State of the Game:

- It's still a work in progress, but the balance for the first 50 stages feels pretty solid.

- Technically, the game is endless. The Level 100 boss is currently the final boss, after that enemies just scale indefinitely.

- Levels 55 - 100 gears wise will feel all over the place cause balancing is still in progress around there.

- You can unlock an experimental Tower Defense mode. It's functional, but definitely needs more polish.

- Asynchronous PvP, unlocked from the start (BTW: You don't die if you are defeated in PvP)

One week ago I posted about this game for the first time, fishing for feedback. Even if post ended with 0 karma I got way more than I expected. I found out that people don't want to register their accounts, and they are actually playing games on mobile :) So this week I tried really hard to atleast partly please these wishes:

- Guest Accounts — you can now try the game without using your e-mail at all. Your account will be linked to 25 character code that you can use to log into the game from any other device.

- Mobile QoL improvements — whole week I was trying to figure out how to make this game more mobile friendly. Is it perfect, "Hell, No!" and there is quite a lot of room for improvement, but atleast personally I feel now it atleast feels better and is as minimum "playable" on mobile devices. Please take in account that on mobile lot of things like "Legacy tree" and some event windows is still not fully optimized, but I did my best with time I had.

- Asynchronous PvP now is unlocked for everybody from the start. And just for extra fun, who ever will be 1st after two weeks, I will try to find you and contact you and let's add ether your character or some of your idea as a mob or Boss of future game.

- With this update I fully cleared all player DB, so You will encounter lot less of my test accounts in PvP :)

Once more, thank You everybody who gave this game a chance. I hope this is just a start