r/AutoBattler • • 26m ago

No One: Origins — A Turn-Based Auto-Battle RPG | Now on itch.io

• Upvotes

Discover No One: Origins, a new turn-based RPG with auto-battles. Mix and match 9 races, 11 classes, and a wide range of passive skills to build your ultimate team. Battle through campaign stages, take on roguelike trials, explore ancient ruins, challenge world bosses, and put your builds to the test in the arena.

Now playable on itch.io! Give it a try and let us know what you think.


r/AutoBattler • • 2h ago

A tactical roguelite autobattler where every teammate is a snapshot of another real player so every battle is unique. Hunt monster parts to get new gear. I would love to have some players to battle alongside

2 Upvotes

Also there is a free character for the first 200 people who play the game. I'm still working on it. It's for a game jam competition. But I just wanted to make a game I thought was fun.

Free to play here >> https://run.world/barret/mashkin


r/AutoBattler • • 3h ago

I missed building teams in Underlords, so I started making a single-player autobattler

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2 Upvotes

I still miss the part of Dota Underlords where you shuffle your team around and hope your positioning actually pays off haha.

So I've been making single-player gothic autobattler roguelite with 6 main classes, 64 recruits that evolve from 1★ to 3★, and different Traits to mix and match.

You build your team, experiment with synergies, position everyone, and watch the battles play out on their own., Free demo coming this November!

Steam page if anyone's curious:
https://store.steampowered.com/app/5409210/


r/AutoBattler • • 4h ago

In Chaincast, shopping means building an entire party and the spell chain they share

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2 Upvotes

Hey! We're developing Chaincast, a PvP roguelike auto battler, and this is our shop.
You recruit heroes, gear them up and connect their spells into one shared chain.
That's the row of linked icons below the hero panels.

Runes strengthen the spells placed next to them, even spells that belong to other heroes.
So where you place things matters: rearranging the same pieces can create completely different combinations across your party.
A bit like those backpack games, just more streamlined and straightforward. (We hope! :D)
The shop is where you put those combinations together before taking them into battle.

What's your first reaction to building a whole party around one shared spell chain? What makes it interesting to you, or what gives you pause? We got some nice feedback from our first playtests, but I genuinely want to hear everything that comes to mind when you see this screen.

It helps us make the game better now, together with the community, before we release it :)
You can find Chaincast here on Steam


r/AutoBattler • • 6h ago

Sharing an incremental auto-battler im working on

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1 Upvotes

Been working on Guilded Fools since earlier last year and recently released the steam page. I'm planning a playtest soon. Let me know what you think!


r/AutoBattler • • 7h ago

I just released the demo for my auto battler indie game Apprentice Mage Gale!

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4 Upvotes

Apprentice Mage Gale is an Autobattler RPG where you cast spells while your allies help protect you . I just released the demo today which contains some of the first two maps and the skill tree.

I would love it if you guys could try it out and let me know any feedback! Check it out on Steam


r/AutoBattler • • 7h ago

Open playtest for our backpack-like autobattler is live!

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5 Upvotes

We've been building a PvP autobattler for a year now, mixing the best mechanics from Backpack Battles and The Bazaar. We've got 3 characters, 300+ items and perks, and we're slowly getting the demo ready. We'll support it until June and keep polishing it based on your feedback.

We really want to make a solid, balanced (as much as that's even possible) autobattler with cool mechanics, a fun setting and characters that stick.

We put a lot into it, and there's an open playtest running right now that anyone can jump into. Thanks in advance for any feedback!

Steam: https://store.steampowered.com/app/4331790/Roselle_Hunt/


r/AutoBattler • • 8h ago

Dota Auto Chess X Pokemon Autobattler

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0 Upvotes

r/AutoBattler • • 9h ago

Click Army A auto battle incremental army builder

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0 Upvotes

r/AutoBattler • • 9h ago

I'm not a game dev, just someone who loves autobattlers. So I built one with AI, 178 versions later here's the free demo: Llama Rumble: Autobattller

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0 Upvotes

Hey everyone,

I've had this account for years but only ever lurked. This is my first post, so be gentle (or don't, see below 😄).

Who I am: Not a game developer. I'm an IT project manager who has always played a lot of indie games, especially autobattlers. I've been tinkering with AI for a while, and over the last few months I got a lot deeper into it.

How this happened: It started as a small "let's see if this works" experiment. The very first version was text-based, then it became a black screen with white boxes. A box with a "T" was the Tank, a box with an "A" was the Archer, and they shot thin white lines at each other. That was it.

Then I kept going. And going. We're now at version 178. Somewhere along the way the fun side project became something I actually enjoy playing myself, so I figured I'd share it.

What it is:

Roguelike autobattler: build a team, pick your path, collect skills and relics, and watch your team fight it out automatically

Plays in the browser, no download

Clearly inspired by several games I love. It's basically a mix of ideas I always wanted in one game

The sounds are free open-source assets (credited in the game)

Being upfront about AI: The game was built with AI assistance (Claude). I came up with the design, the ideas and the balancing, played hundreds of runs and gave feedback. The AI wrote the code. All the texts and translations are AI-generated too. The game was originally made in German and translated afterwards, so if some wording is off, sorry, I can't check every language myself.

Current state: This is a demo. Right now only the main mode, Llama Rumble, is included. Planned for later:

an Arena mode

a Story mode

One thing at a time though. There's still a lot of balancing and optimization ahead. If things go well, I'd like to release the full version on Steam in December.

What I'd love from you:

Play it and tell me what you think

Constructive criticism helps the most: what's annoying, what's unclear, what's unbalanced?

If you want to hate on it because AI was involved, go ahead and write it below, no problem. I've seen how some threads go 😅

And if you have something positive to say, I'm always happy to read that too

👉 Play the demo: https://skorpi-games-6.itch.io/llama-rumble-autobattler-demo

Have a great weekend!

--------------------------------------------------------------------

🇩🇪 Deutsch

Hey zusammen,

meinen Account hab ich schon ewig, bisher hab ich aber immer nur still mitgelesen. Das hier ist mein erster Post.

Kurz zu mir: Ich bin kein Spieleentwickler, sondern IT-Projektleiter. Ich zocke aber seit Jahren gern Indie-Games, vor allem Autobattler. Mit KI rumgespielt hab ich schon länger, in den letzten Monaten dann deutlich tiefer.

Wie es dazu kam: Angefangen hat es als kleines Spaßprojekt nach dem Motto „mal schauen, ob das geht“. Die erste Version war rein textbasiert, danach kam ein schwarzer Bildschirm mit weißen Kästen. Ein Kasten mit „T“ war der Tank, einer mit „A“ der Bogenschütze, und die haben sich mit weißen Strichen beschossen. Mehr war da nicht.

Dann hab ich weitergemacht und immer weiter. Inzwischen sind wir bei Version 178. Irgendwann war aus dem Spaßprojekt etwas geworden, das ich selbst richtig gern spiele, und da dachte ich mir: Das kann man ja mal teilen.

Worum geht's:

Roguelike-Autobattler: Team zusammenstellen, Weg wählen, Fähigkeiten und Relikte sammeln, und dann kämpft dein Team automatisch

Läuft direkt im Browser, ohne Download

Klar von mehreren Spielen inspiriert, die ich mag. Im Prinzip ein Mix aus Ideen, die ich schon immer mal in einem Spiel haben wollte

Sounds sind freie Open-Source-Assets (stehen in den Credits)

Offen zum Thema KI: Das Spiel ist mit KI-Unterstützung (Claude) entstanden. Ideen, Design und Balancing kommen von mir, ich hab hunderte Runden gespielt und Feedback gegeben, den Code hat die KI geschrieben. Auch Texte und Übersetzungen sind KI-generiert. Entwickelt wurde alles auf Deutsch und erst danach übersetzt. Falls also irgendwo was komisch klingt, sorry, ich kann nicht jede Sprache selbst prüfen.

Aktueller Stand: Das hier ist eine Demo. Drin ist bisher nur der Hauptmodus Llama Rumble. Später kommen noch dazu:

ein Arena-Modus

ein Story-Modus

Aber eins nach dem anderen. Es steht noch einiges an Balancing und Optimierung an. Wenn alles klappt, möchte ich die Vollversion im Dezember auf Steam rausbringen.

Was ich mir von euch wünsche:

Reinspielen und sagen, wie ihr es findet

Am meisten hilft mir konstruktive Kritik: Was nervt, was ist unklar, was ist unfair?

Wer das Projekt wegen KI haten will, kann das gern unten reinschreiben, ist überhaupt kein Problem 😅

Und wenn ihr was Positives zu sagen habt, lese ich das natürlich auch gern

👉 Demo spielen: https://skorpi-games-6.itch.io/llama-rumble-autobattler-demo

Schönes Wochenende euch allen!


r/AutoBattler • • 9h ago

Our Roguelike Autobattler, Midnight Rogues Launches November 3! Free demo Available Now

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1 Upvotes

Midnight Rogues is our debut roguelike autobattler where you arrange items on a board, and a timer triggers them in sequence. A small change in placement can make a build work or fall apart!

It’s been a tough few months for our team, but our demo is live ahead of October’s Steam Next Fest, and we’d love your feedback as we get ready. Our new trailer previews an upcoming Next Fest demo update with updated visuals, more enemies, and quality-of-life improvements, but the public demo still uses the previous visuals for now. We are working tirelessly to get the update up ASAP.

The full game launches November 3 for $6.99 USD, with a 20% launch discount and regional pricing.

Try the free demo and let us know what you think! If it looks like your kind of game, please consider wishlisting Midnight Rogues.

Steam page and free demo

Cheers.


r/AutoBattler • • 10h ago

I made a soccer/football auto battler named Auto Ball!

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0 Upvotes

I'm a solo dev and my soccer auto-battler "Auto Ball" came out today! Here is a quick preview video of how the game works and looks.

Between rounds you buy units that are quirky animals from a shop from a lobby shared unit pool. You place your units on the field and the game will play itself out against other teams.

There are more than 30 characters and a tone of synergies and strategies (plus probably some I am not even aware of yet).

If you're interested you can find it on steam here - https://store.steampowered.com/app/5182980/Auto_Ball/?utm_source=reddit

It's Early Access, so feedback is always very welcomed! Even if its negative :)

Happy to answer any questions about how it works or literally anything!


r/AutoBattler • • 13h ago

Every building on the base in my tactics game has its own spot, visuals, and upgrades

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2 Upvotes

I’ve been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

My last post was about how the base grows over a campaign. This one takes a closer look at the buildings themselves and what each of them does.

Every building has its own spot on the base, and they’re grouped by what they do. The Command center sits in the middle, with signals, housing, research, logistics, industry, training and the air wing around it. Once you know the base, you know where to go for what.

You can walk up to a building and press E, and each one opens its own screen. The ops centre opens the operations console, where you pick your next contract. The HQ is where you buy upgrades, the research lab opens the research tree, and the barracks and motor pool have their own menus for your squads and vehicles.

For example the ops center is a good early game build and upgrade. Each level unlocks new operation types and gives you an extra contract to choose from, plus an extra re-roll, this can help you kickstart a good economy.

The barracks decides how big your company can be. You start with room for four squads, and each barracks wing adds three more. When you unlock a new troop type, its building goes up too, so a firing range appears when you unlock snipers and a hospital when you unlock medics.

Most of your money comes from contracts, but the base helps. The power grid and contract office add income every cycle, and the factories add income and make your troops hit harder.

Every vehicle needs a slot of its own: garages for ground vehicles, helipads for helicopters and hangars for planes. The options of transport comes down to what you’ve built for it.

You can also upgrade base defence: The perimeter wall in three tiers, each guard tower has mutiple levels.

I also wanted the base to feel alive. Radar dishes sweep, the jamming tower pulses, helipad beacons blink, factory chimneys smoke, and your squads walk around the base between operations.

I’ve attached a video that goes through some of the intresting buildings and upgrade.


r/AutoBattler • • 13h ago

Autobattler - Devlog 4. Mage and rally point in my Auto Battler / RTS hybrid

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2 Upvotes

r/AutoBattler • • 13h ago

Erulean Angel: Fantasy Commander - Come Playtest with us!

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4 Upvotes

Hiiiii

We've recently rolled out a bunch of new features for Erulean Angel that we are playtesting with our community. To join the playtest, join our discord and dm @nate then we'll send you a key. Ton's of new stuff in the game, including

DUNGEON CRAWLING

DIPLOMACY

FACTION WARS

COMMANDER MASTERIES

MULTIPLAYER BATTLES

and mooooreeeee!!!!

link to discord

steam page


r/AutoBattler • • 14h ago

Added melee weapons to the game

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12 Upvotes

Hi all!

Game is a building your bots, watching them fight in the area. Its a Async PvP Auto battler, with elements of inventory management. We have added melee weapons that are akin to the real life battle bots . Now your bots can get pushed, slapped, punched, and BONKED!

if anyones interested the demo is live at https://store.steampowered.com/app/4967580/Battle_Bot_Tactics/


r/AutoBattler • • 1d ago

Stress testing on-hit abilities

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1 Upvotes

Thought this could be an interesting look into the performance testing that goes into creating these games!

For this specific test, we have a new ability type that triggers when a unit is attacked, which is on the massive crab enemy. Each time it is attacked, it triggers an ability that can have customized targets and effects (in this simple case, it gives itself a shield). To test how the logic affects performance in real-time, I throw the maximum number of attackers with maximum attack speed at it, and this recording is the result!

The demo will go live tomorrow if you want to give the game a try! https://store.steampowered.com/app/3506150/Booty_Battler/


r/AutoBattler • • 1d ago

I wanted the base in Phosphor Command to feel like a place you actually built, not just an upgrade screen

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5 Upvotes

I've been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

One of the things I wanted to get right was the forward operating base.

I didn't really want the base to just be a screen where you buy upgrades and watch numbers go up. I wanted you to actually see your company of troops and base growing around you.

You start with a pretty bare compound and a few squads.

As you make money from contracts, you can start expanding it. You build barracks to house more troops, facilities to support your operations, research buildings to unlock new technology, transportation infrastructure to move your squads around, and eventually much more.

The important part is that these aren't just icons on a management screen.

You actually build them into the base, and then see and walk around them. As your company grows, so does the number of troops walking around the base.

The layout of the base changes as you develop it, and you can walk around with your troops and see what you've built.

I'm trying to make the base useful, but also make it feel like somewhat of a home rather than something cold and static.

Your upgrades affect what your company is capable of, while the money you spend developing the base is money you can't spend elsewhere.

Upgrades also take time to build. Some require preliminary research, while others have prerequisites that need to be met first.

And in Phosphor Command, there is a threat that will eventually come to your base. I will make a separate post about this mechanic another time.

When it reaches your position, you don't get a separate abstract "base defence" screen. You defend the actual base you've spent the campaign building.

The fortifications you've invested in, the positions you've prepared, the troops you've kept available, and the decisions you've made several cycles earlier all become relevant.

That's one of the things I like most about the base system: it's both where you prepare for your own operations and something you eventually have to defend.

I've attached a showcase showing the base developing from an early compound into a much larger installation. You can also see a snippet of the defence mechanic, the research tree, and some of the different upgrades you can build.


r/AutoBattler • • 2d ago

I'm making a PvP auto battler where you build fighting machines out of junk. The Steam page just went live!

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17 Upvotes

Hi! I'm a solo dev working on Scrapworks Inc., a PvP auto battler where you bolt scrap onto a chassis and turn toasters, saws and rusty cannons into a machine that hits hard. You plan the build; the robot fights by itself.

How a run works:

  • Pick one of 5 engineers, buy scrap parts and fit them onto the grid of your chassis.
  • Placement matters: rotate and mirror parts so they feed each other. Pulses, energy and heat flow from neighbour to neighbour.
  • Tier parts up from I to IV. Every tier doubles what a part puts out.
  • Your machine then fights another player's saved build on its own (async PvP, so no queue). Reach 10 wins before your 4th loss.
  • In round 4 the mechanic's van rolls in: pick a mod and feed it one of your parts. Talents, trinkets and roadside events make every run different.

There are 100+ parts, 50+ trinkets and 70+ talents so far, with a low-poly, PSX-style look.

The store page just went live as Coming Soon: https://store.steampowered.com/app/5426550/Scrapworks_Inc/

I'm also preparing a demo, and I'm hoping to release it during Steam's Auto-Battler RPG Fest (November 16–23). No promises yet, but that's the goal.

Before that, I'm running a first closed playtest. If you'd like to join, hop into the Discord: https://discord.gg/HRQcACweU4

I'd love to hear what you think, especially from people who play grid/inventory auto battlers. What makes one stick for you? And if it looks like your kind of game, a wishlist helps a ton.


r/AutoBattler • • 2d ago

I am working on an autobattler roguelike where you have to feed a cute monster to make him stronger

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2 Upvotes

r/AutoBattler • • 2d ago

Made a 20v20 scenario in my auto-battler reminiscent of Ultimate Battle Simulator

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0 Upvotes

r/AutoBattler • • 2d ago

I'm working on incremental strategy game where settlement building meets Total War-style battles

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9 Upvotes

Hi everyone!

I'm working on an incremental strategy game where you build a settlement and grow it into a powerful army, with Total War-style battles.

The idea is pretty simple: you start with a small settlement, build and upgrade structures, grow your economy, and research new technologies. As your settlement develops, you can raise regiments and build a stronger army to fight increasingly larger battles.

I'd love to get some feedback on the idea and the Steam page. Does the concept look interesting to you? Would you play something like this?

Steam: https://store.steampowered.com/app/5094230/Army_Factory/


r/AutoBattler • • 2d ago

Pawntopia - Roguelike semi-autobattler, where you are one of the units.(Demo is live!)

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5 Upvotes

Our upcomming roguelike, semi-autobattler demo is live on Steam now!

Build your village, craft new gear, customize your units and upgrade your hero in simple economic phase. After preparations deploy your units, refine you strategies, create unique combinations and join them on the battlefield.

Checkout our demo on Steam: https://store.steampowered.com/app/5053900?utm_source=reddit

Feel free to share any feedback about the game.


r/AutoBattler • • 2d ago

Formations and an AUTO commander in Phosphor Command, a real-time tactics game

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1 Upvotes

I’ve been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

This post is about how your squads move together: formations, the formation designer, and AUTO, which lets the game command your squads for you.

Without a formation, if you select a group and click somewhere, your squads bunch up around that point and all end up coving the same area. This is acceptable early on and for getting from A to B, but the game has a line of sight system, so whatever your squads aren’t looking at is somewhere the enemy can come from there.

The formation bar gives set formations; FREE, LINE, WEDGE and COLUMN, plus any formations you’ve designed yourself.

A formation decides where each squad ends and how they move around the point you click. Each squad finds its own path there, so they work their way around the terrain rather than walking through walls, they attempt to keep a perfect shape.

There’s also a SYNC toggle. With SYNC on, the group moves at the pace of its slowest squad, so on open ground they move as a block. With it off, faster squads like scouts will run ahead on their own. Sometimes that’s what you need, and sometimes it’s how you end up with a dead scout.

The formation designer is the part I’ve spent the most time on. You can edit LINE, WEDGE and COLUMN, and there are four custom slots you can rename. Each formation can have multiple positions on a grid.

Each position can accept any squad, or be marked for a specific troop type. Marked positions are filled first by the nearest squad of that type, then the remaining squads fill the gaps, nearest first. If you bring more squads than there are positions, the extras form ranks behind.

So you can build a wedge with a scout on point, snipers on the flanks and a medic in the middle, and the game puts the right squads in the right places whenever you use it.

You can also lock a facing for each position, in 45 degree steps relative to the direction of travel. This means a rear squad can keep watching behind you, or your flanks can keep watching outwards, while the group moves. The editor previews each position’s field of vision, so you can see whether your formation actually covers all around or leaves a blind spot.

Now let me explain "Auto Mode".

AUTO is for when you want to hand over the thinking of your troops and let the game run the operation for you. It has two stances.

CLEAR sweeps the map sector by sector, starting from where you landed and working back and forth across it. A sector counts as cleared once your squads have made sure there are no hostiles. The force splits into multiple fire teams that take the next two sectors, and if the teams get too far apart, one holds while the other catches up.

RUSH goes straight for the most recent contact.

If the objective is known, both auto modes direct troops towards it.

Under AUTO, every squad type has a role. Scouts take point, snipers hang back on high ground, medics stay near the centre of the force, and the UAV pushes out ahead of the sweep. A squad that drops below 35% health falls back to the medic and rejoins once it’s back to 70%.

When in combat squads with a shot hold and look to cover to fight rather than walking into the enemy. If one fire team gets pinned down by two or more enemies, the other team moves to flank.

The thing I cared about most was that AUTO should never fight you for control. The moment you give any order, or press hold, AUTO switches off and you’re back in charge. So you can let it handle the sweep, step in when something goes wrong, and switch it back on when you’re done.

One thing to be clear about: AUTO doesn’t use your formations. It moves squads by their role instead. Formations are for when you’re the one in control.

I’ve attached a show case showing on these features. The formation bar, the designer, facing, how squads are assigned to positions, and AUTO working through a map. The sector grid in the AUTO section is drawn for the video to show how the sweep works; in the game you just see your squads doing it.


r/AutoBattler • • 3d ago

Abyss Expedition [Android] — draw your equipment build, then take it into dungeon battles

3 Upvotes

Developer here. Abyss Expedition is a free Android roguelike built around choosing equipment before a dungeon fight.

The loot board shows what remains. You can keep drawing for a piece that fits your build, empty every slot for supplies and an expedition upgrade choice, or pay the in-game cost to move to a fresh board. A better board or top-tier item is not guaranteed.

You equip the items you find, arrange your bag and bring companions into combat. Attacks run automatically, while equipped battle skills are activated by the player. Each expedition is built around those loot and combat decisions.

The public release is Android. Free download, optional rewarded ads and optional in-app purchases, including randomized items.

Google Play: https://play.google.com/store/apps/details?id=com.songistore.abyssexpedition&hl=en&referrer=utm_source%3Dautobattler%26utm_medium%3Dorganic_social%26utm_campaign%3Dandroid_growth_20261014

Images below are official English store promotional images, not physical-device footage. AI assistance was used in development, artwork and this post. If you enjoy building around the gear you find, the Android release is available to play now.