
A fast-paced roguelike kingdom builder. Grow your empire and fight massive battles against powerful rival kings. Break the game with thousands of insane builds to become the King of Kings.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 9.29/day in the week to Aug 23 → 13.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Build your city into the most powerful of all kingdoms through endless combinations of buildings, units, spells, and positioning. Take advantage of chaotic combos and powerful perks to break the game and become overpowered. Grow your kingdom in strategic ways, prepare for dozens of unique events, and show the world your kingdom can outlast all others in both single and async multiplayer.

From humble village to massive citadel, your capital recruits your units and grows their power. Expand your kingdom strategically over time and build it to survive decades of war and strife.

From sturdy knights and warlocks, to glass cannon wizards and bombers, to hordes of fiendish imps and sentient mushrooms, there are dozens of units to lead and fight. Stockpile gold to hire thousands of mercenaries to your cause, use dark magic to raise the dead, and harness nature itself to bring down your enemies!

Each of the kings has a different starting deck of buildings, troops, and spells, but you can loot the rival kings who attack your lands to access cards from their unique decks. Make peace with those whose units don’t fit your playstyle, and declare war against kings with the powers and units you covet, deploying the tools acquired from your enemy to unlock countless combinations of stacking buffs and modifiers to build an invincible army.

Async multiplayer mode pits you against eight rival kings to see whose kingdom survives the longest. Climb the ranks and prove yourself to truly be the king of kings, complete with cosmetic customization using rewards you’ve unlocked through daily challenges and medals earned along the way.
Quest Mode introduces unique mechanics-bending challenges as you travel the known world and face off against its kings to collect their crowns for yourself.
Endless Mode has you choose a king and face endless attacks from enemy kings and their most powerful warriors – how long can you survive the onslaught?
Combine your cards in endless ways – try out insane builds and watch massive armies fight for your crown, survive as long as you can against increasingly powerful enemies, or break the game and watch all challengers crumble before you.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1272 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Day 5: I came back to the game after five days, praying to every gaming god in existence that the developers had fixed multiplayer. Spoiler: they did not. In fact, it somehow got worse. Round one hits and boom — 909 warpers like it’s a Black Friday sale, and my opponent is sitting there with one sad little core base like they spawned in on accident. Multiplayer isn’t just broken — it’s a crime scene. With this many hackers running around, the game isn’t “early access”… it’s “early disaster.” These developers are absolutely not ready for prime time. Day 1:Great single‑player game… but the multiplayer? Absolute circus. The devs really went all‑in on creating a full‑blown disaster. You’ll slam into a wall almost immediately thanks to hackers building “impossible” bases like they’re auditioning for a Marvel movie. Example: I had a guy drop 700 warpers in ROUND TWO. And the “optimal” base? Every single plot stuffed with tier‑3 warpers like a clown car of nonsense. Devs, if you’re going to add multiplayer, maybe try removing your heads from your own backsides first.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Simplified Chinese, Traditional Chinese, Korean, Japanese, Portuguese - Brazil, Portuguese - Portugal, Spanish - Spain, Spanish - Latin America, French, Italian +18 more
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]A decent time killer that lacks the depth and interesting decision-making needed to be anything more than that.[/h2] [i]Disclaimer: This review is based exclusively on my experience with the asynchronous multiplayer mode.[/i] ⛔ [b][i]Very limited design space[/i][/b] Due to the limited number of cards for each king and the small number of decisions to be made each turn, there isn't much room for the devs to create a game with interesting decision-making or theorycrafting. All the fun parts of being a deckbuilder—managing deck size, weighing risk vs. reward of adding cards, etc.—are largely absent here. ⛔ [b][i]Build variety needs a lot of work[/i][/b] Because each king has a limited number of cards, runs quickly start to feel very same-y for each king. There just aren't enough options to make each run feel meaningfully different. ✅ [b][i]Nice pixel art and color palette[/i][/b] I like how distinct each king's army is, and the pixel art is quite pleasing. ✅ [b][i]Simple, straightforward UI/UX[/i][/b] ✅ [b][i]Somewhat interesting perk system[/i][/b] [h2]Grade: C-[/h2] Overall, [i]9 Kings[/i] is a very average game, but given how many heavy hitters the genre has seen over the past few years, I can't recommend it in good faith. The core design philosophy is ultimately what holds it back, and I don't think that's something that can be easily fixed without fundamentally changing the game. I can see the appeal for people looking for something simple and low-commitment, but if you're looking for a deckbuilder/autobattler with more meaningful decisions and build variety, [i]Slay the Spire 1/2[/i], [i]The Bazaar[/i], [i]Teamfight Tactics[/i], or [i]The King is Watching[/i] are much better choices. [i]9 Kings[/i] isn't a bad game, but once the novelty wore off, I just didn't find enough depth or variety to keep me coming back.
I like the game, got it on sale for 9$. I find it a wonderful game to sit and enjoy, no rush and no need to stress over the little things. The game runs fairly smoothy for an Auto-battler, isn't crazy intensive and plays uniquely enough that most players won't get bored if it immediately. Do I think its going to be a long term game, no. This i'm fine with much like other indie games I play (Against the Storm, Graveyard Keeper, Peak or The Last Spell) who all reached an end point and no longer need to give live updates every week, I feel this will get to that point. Only thing I'd like is if they added the Chaos and Random cards to the Compendium. Also I see they're releasing it on phone and tablet, not sure we need that but I'm not against it, it is a simple enough cardgame I could see myself playing it on those platforms.
Softlocked the game because one of my units had 11,5k models, 4,8E+11 hp and 6,8E+11 dmg and the game struggled to continue. 11/10 great for inbetween shenanigans :p
最开始几个小时还挺上头的,但是玩法单一,很容易玩腻。玩到后期画面会很卡。玩了几小时后就不想再打开了,也无法申请退款了。从价格看性价比低,不推荐。
9 Kings succeeds in building a fun and fast paced deckbuilder that is intrguing and engaging. I love the single player mode of placing units and buildings to get crazy synergies and multiplayer sounded like an exciting mode to try once I had gotten better at playing at higher difficulties. Ultimately my negative review comes from my experience with the offline scenarios mode called 'Quests' where the player is given a king to play with modifiers that change the original formula of the game to give them unique and interesting scenarios to conquer. I am not against a challenge and have beaten many roguelikes and deckbuilders on their highest difficulties. I understand that randomness is baked into the formula. However, I ran into multiple scenarios that I could not complete even after lowering the difficulty all the way down because it felt like said scenarios were so unbalanced that I needed to get supremely lucky to even stand a chance. The enemy AI scales up incredibly fast in health, damage, and unit numbers and I would frequently get steamrolled if I didn't find the perfect cards to keep up. It didn't feel like there were multiple strategies to use to win these scenarios and I felt relief rather than satisfaction from completing them. They did not feel like cleverly crafted challenges that I could out-wit but instead an expertly crafted series of stone walls for which I was invited to bash my skull into. I hope to return to the game again someday if and when the scenarios mode gets tweaked because the game is fun. I was hoping to 100% the game by beating all quests, leveling up all the kings to max level, and beat the game on the highest difficulty with each. But at this time, I had to stop because I stopped having fun with the quests mode.
This is nice, interesting and different. The downside is that you get around the bloc pretty fast. Still, I got a good 15h out of it, and it happened very intensely, as it was fairly addictive and the "one more run" syndrome was very present. But yeah, once I understood what worked and what didn't, I eventually found the broken combos that took me to year 600+, and then that was that. Get it on special if you are interested.
I am a fan of autobattlers, and 9 Kings scratches the right itch for me. Making crazy combos is fun. After a point, I did feel that the novelty wore off and I didn't have much left to explore. But I'll chalk it up to the game still being in early access. Will definitely come back to it after release.
I love this game. Single player: ok this is pretty cool, lots to try and unlock Then they added Quest Mode: this is pretty cool and some are really challenging. Out of nowhere, A-sync multiplayer with a casual mode (no rank points lost): this is pretty cool and fun! Until you get stomped by someone with the busted combos or portal spam (or even a few hackers). Still fun to mess around with no consequences. And it gets updated with new/different rainbow combinations, so it's not always the same meta. Look forward to 1.0!
I have played this game for quite some time and am torn. On one side the concept is really great. I love the mix between chess and tower defense. And on Singleplayer it is so much fun. Though after various patches and content updates i still think the game is heavily unbalanced. Winning is still too much luck-heavy. Of cousre you need to know your king(s), their perks, their strengths and weaknesses. Without that you can´t win. But knowing what card or perk would be best doesn´t prevent that you simply don´t get it. You need to pray to RNG-esus to get exactly the card, blessing, whatever that you need to advance enough to win the next round or the playthrough. This is no fun for me. i could accept that in SP and maybe also for the quests. Though in Multiplayer is where the game could shine the most and fails greatly. It is not really Multiplayer, just to make that clear. The game just copies the decks from real players and applies them as it deems best when you play. I assume it also manipulates the deck to increase difficulty. If the game wouldn´t do that, it would be an up and down if you win or loose, depending on what deck of what player is chosen. But as it is, some decks have paladins with 50k+ health at year 16. King of time is crushing your greed-soldiers with hundreds of units in year 9... and so on. Either its cheater-decks or the game is manipulating existing decks in a wrong way. One way or the other - the game is still heavily inbalanced and that spoils the fun greatly. Still a great idea this game, awesome concept but right now (august 2026) a very bad execution.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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