r/AutoBattler

What are you playing or looking forward to? (no self promo)

What are you playing or looking forward to? (no self promo)

In response to this post, I thought it would be good to start some conversation about fun autobattlers but with no self promo allowed. If you are a dev, surely its because you love playing autobattlers.

So, what is everyone playing or looking forward to playing?

I try to keep up with the genre as much as possible. The most interesting one I tried recently was the open playtest of Alchemortis.

It's single player and uses an inventory management mechanic similar to backpack battles. It offers a tree no navigate like slay the spire, and has a cool alchemy mechanic where you mix things together and they either improve or get cursed. I didn't get too deep into it but it definitely left an impression and left me wanting to learn and play more.

The one I've been keeping an eye on and want to try soon is batomon showdown. I was watching retromation play it a lot and its high on my list of things to try next.

How about you all?

u/MythicMoonStudios — 10 hours ago

Subreddit for Autobattler conversation?

I was wondering if there’s a separate subreddit for discussion of auto battlers and not just advertisements for everyone’s solo projects. I absolutely respect the indie dev, but I also would love to see conversations about games that already exist.

reddit.com
u/Bkraist — 20 hours ago
▲ 19 r/AutoBattler+3 crossposts

9 Kings inspired me to learn game development

I am a software engineer who has always wanted to learn how to develop and make games but I had one issue. I didn't have an idea.

After playing 9 kings shortly after it's release I sprouted the idea for my game, it has a few aspects inspired directly from 9 kings as well as Balatro. Mainly the auto battling from 9 Kings.

It started with a simple concept of building a space fleet to battle against enemy space fleets, while enhancing your fleets with Planets and moons.

I have been developing this game for around 12 months so far and have opened a playtest. With my game being of a very similar genre I would love to know get some thoughts and feedback from die hard 9 Kings fans to see where I'm hitting the mark and where I am falling short.

Keep in mind the game is pretty early in development and is a little unbalanced right now as well as some additional features still in development.

If you read this far thanks for hearing my story and if you love 9 Kings check out my game it would mean a lot to me!

Steam Link: https://store.steampowered.com/app/4481200/Null__Void/

u/TakenObedear — 1 day ago
▲ 12 r/AutoBattler+1 crossposts

Hammered Heroes - a run-based auto battler.

Hammered Heroes is in early development. There are 200 procedurally generated levels (with 15 different bosses) and an end game where you kill legends to unlock more characters.

Lots of roguelike DNA.

You can try it for as long as you want here: https://facewongames.itch.io/hammered-heroes

Saving is disabled for the demo currently, but all content is available.

u/Due_Departure5285 — 1 day ago
▲ 120 r/AutoBattler+1 crossposts

Godot is letting me and my husband achieve our dream of making games, and I'm grateful

That's pretty much it! We're making a fantasy auto-battler with RPG vibes called "Claw and Conjure." Currently on Godot 4.4.

I was playing/testing and capturing new screenshots for steam tonight and really felt like I was having fun with the game and was proud of how it's coming along, and wanted to share with someone!

u/MythicMoonStudios — 4 days ago
▲ 16 r/AutoBattler+3 crossposts

I've been obsessed with Backpack Battles, so I spent the last few months solo-developing my own auto-battler where you can craft and dismantle items.

Ever since sinking way too many hours into Hearthstone Battlegrounds, TFT, and Backpack Battles, I've wanted to try making an auto-battler. This is my first real shot at the genre, and I could really use some feedback.

The game is called Shatterforge. It's an item-synergy crafting auto-battler where you forge your loadout, dismantle gear for parts, and match up against opponents' builds.

u/NagaChiang — 3 days ago

I made an autobattler that's fun to watch. Marble physics battle arenas + roguelike build craft. Kings of Oros.

u/josh_rose — 4 days ago
▲ 13 r/AutoBattler+2 crossposts

Released today - a PvP autobattler that uses a stock market to auto-balance

After three years of solo development, released my first commercial game.

Kind of feels hollow - may just need to take a nap.

The game is good, and has true innovation with the market-balancing system, but it's not on the path to commercial success (or recouping costs). I think I'll keep developing it though - I want to see the world grow and there are some truly dedicated (obsessive?) players that keep me excited.

Just so many confusing emotions right now.

https://store.steampowered.com/app/2600970/Flawed_Tactics/

u/flawedGames — 4 days ago
▲ 32 r/AutoBattler+4 crossposts

ROAST my art of incremental pixel RPG. Looking forward to make it better

Hey r/PixelArt ,
I'm solo-dev one man army working on incremental pixel RPG.
Art is not my main spec but it's so fun to do. I just like the symbolism it requires.
So frame by frame animations, enemies design, attacks, UI, icons etc. I've done it all.

I may not look like, but the design and coding part was huge here. It's already done, project is available in early access to smooth things out.

So I'm at the stage when finally I can focus more on ART!
Before I go to more enemies etc. I want to upgrade current assets.

- For sure a combat summary looks poor.
- Some icons are in different resolution like Prestige Point Crown vs Coin.
- Ascention has a little photo-story sequence of lore, which is nice, but the overall UI needs some love.
- Prestige Buff info popup is weak.
- I re-use a label art, just stretching it with unity 9-slice and with colors.

For sure you're better experts on art and pixel style so any feedback would be golden for me.
Roast it, give tips and tricks, give ideas, you name it.
I don't mind it because my goal is to upgrade the overall quality.

So far in scope of first 300 players no one complained on art yet.
Genre is also more focused on the incremental upgrade progression than art so some things are forgiven to me.
But well, it's far away from perfect yet ;p
I don't want to do the minimal effort, I want to give my best shot.

Let's talk it out folks!

u/WickedMaiwyn — 9 days ago

What are your favourite autobattlers while at work?

EDIT: PC based autobattler suggestions also welcome!

Hi All, I'm facing down some mindnumbing grunt work at my desk over the next couple of weeks, and I am looking for a low-maintenance autobattler to keep me company. Those requiring only occasional input or that actually thrive on being left alone for awhile would be fantastic. Sci-fi or fantasy would be amazing, but any genre is fine. What are everyone's favourites?

reddit.com
u/ltdpackplayer — 10 days ago
▲ 42 r/AutoBattler+4 crossposts

We gave the first boss in our autobattler game some much needed juice

u/V055K — 10 days ago
▲ 6 r/AutoBattler+2 crossposts

Eslabong - Arena + Manejo de Club - Demo en Steam

Hola gente,

Les dejo el nuevo video que hice para promocionar mi juego en Steam. Se trata de manejar un equipo de Arena, compras y vendes mercenarios, manejas a un luchador, o si preferis seteas tacticas y miras como Autobattler.

Si a alguno le interesa, dejo link a Steam para que bajen la demo y agreguen a lista de deseados si les copa.

https://store.steampowered.com/app/4560660/Eslabong/

u/Franz10 — 12 days ago
▲ 6 r/AutoBattler+2 crossposts

AutoRPG- Come try it out! Feedback requested!

Hey everyone. I have had a game ive been working on that i posted on the steam workshop page for rpgmakerMZ. Im looking for people to just casually play the game and give me feedback. Ive only received one comment out of several people trying the game and it was when the game had JUST started so it wasnt really all that insightful but still appreciated.

Im not looking to inflate numbers or anything like that. I genuinely want feedback more than anything. Im a solo dev that cant code and really need help trying to make this game the best it could be. Ive had several people try it and crickets. I just dont have all the time in the world to keep going through trying every single weapon/equipment combo every skill etc.

AutoRPG is a pretty linear RPG where your characters autobattle choosing their own commands. Everytime you beat a boss a new dungeon appears on the world map and the shop updates with a new tier of items. The goal is to loot/buy equipment and build different classes into a build path you want. If this sounds like something youd like- please give it a try and please give me some feedback on balance maps music etc. Anything would be appreciated.

https://steamcommunity.com/sharedfiles/filedetails/?id=3652591446

u/ResponseUpper3212 — 11 days ago
▲ 2 r/AutoBattler+1 crossposts

"BannerRush", a real time tactical autobattler. What do you think of the idea?

Hey everyone, I'm Tommy from HexLeaf Studio (Germany). I'm developing "BannerRush" and wanted to share it with the community it's made for. I'm a huge strategy fan myself, and BannerRush grew straight out of that passion.

1 Minute gameplay of BannerRush against easy computer (latest version)

What it is: A real time tactical game on a grid based battlefield. You deploy units, buildings and spells while the fight plays out in real time. Your troops march forward on their own, and your goal isn't to destroy a base but to push as many units as possible across the enemy line. Whoever has the most crossings at the end wins the match.

A match currently runs over 5 rounds of 2 to 3 minutes each, and the tension climbs toward the end: in round 4 every crossing counts double, in round 5 triple. So the finale often decides everything.

The Tactics Forge: For me the most exciting moment comes between rounds. This is where you have full freedom over how to carry the battle forward. Do you wall yourself in? Go for ranged attacks, commit fully to magic, or to epic melee brawls? All of that is already possible. You can also back up your troops with boosters like a magic shield, speed boost or healing potion, so they actually reach the enemy line.

Buildings and lane control: Buildings matter a lot in BannerRush. You can upgrade them up to level 3, and besides their active bonuses they grant a lane bonus. You can fight over it: dominate a lane and your units there get noticeably stronger, for example 15% more attack damage and 15% more speed. Lose the building, lose the lane.

It all revolves around gold: The whole system runs on a single resource, gold. You collect it in many places: through the Pillar of Economy, in fights, from treasure chests, and by crossing the enemy line. There's even a special unit, the Thief. If he makes it across the enemy line, he steals gold from your opponent and slides it over to you.

Treasure chests: Chests spawn during matches and give you extra support. Everything from gold to boosters to global skills like "all units gain 20% more damage" can be in there.

Ultimates as the cherry on top: Through a combo system you collect XP during the fight and unlock ultimates with it, powerful finishers for the big moment. At the start of each round you pick one of 3 levels. The higher the level, the heavier the effect. On one end you can spawn treasure chests into your own half, on the other you can send a poison cloud at your opponent. A level 3 ultimate is the extreme: an earthquake, an inferno, or mass conversion, where all enemy units turn into yours.

That's BannerRush. The core is online 1v1 PvP, and a closed playtest is just around the corner.

What I'm most curious about: does a match stay tense all the way to the end for you, even if you lose a round along the way? And does the fight over lanes and the gold system sound fun to you? I'd love any feedback on the concept.

reddit.com
u/HexLeafStudio — 14 days ago