
A PvP inventory management auto battler! Buy and craft powerful items, then carefully arrange them in your backpack.
Modeled estimate, not a reported figure. How we estimate →
Prices
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): 2.57/day in the week to Sep 7 → 3.57/day in the week after.
About
Buy rare and legendary items and organize them to make powerful builds.
Then battle other players with it!

In Backpack Battles, you fight with your backpack full of items. It matters what you buy, and especially how you place it! The smarter you place your items, the stronger you will be!

Items come in different shapes, sizes, prices, and rarities. Combine them into even stronger equipment.
Brew a powerful potion, craft a legendary weapon, or hatch a dragon friend!
There are over 500 different items to choose from!

Face the builds of other players in different game modes:
Unranked: Low pressure without timers
Ranked: Gain points against equal opponents, but still at your own pace
Custom rules: Play unranked but change gold, maximum health, and more
Lobbies: Match friends or streamers live with a timer!
See what they came up with, and counter them.

Pick one of 7 classes depending on your play style, each of them with 5 subclasses!
Do you want heavy crits or poison damage over time? Or squirrels?

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 958 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Don't get me wrong, game itself is really fun to play, but matchmaking is screwed up and devs don't want to address the issue - you just get banned from their Discord if you mention it. The way matchmaking is designed, causes insane power creep of the opponent boards, the further from big updates. Right now, if you are at master rank or above, it is almost guaranteed that you will struggle a lot(unless you're insanely lucky), also will most likely face an engineer with power armor + golden armor combo on turn 8(most broken meta build rn). You can be in a grandmaster, and face a platinum player with insanely good board - which is an issue, because he wouldn't be able to build that board in higher rank and survive. TL;DR - if you don't care about climbing the ranks, game will be fun to play, if you want to climb ranks, either speedrun it at the start of a new meta-shifting update, or don't bother at all.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 4.43/day in the week to Jul 25 → 4.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Korean, Simplified Chinese, Traditional Chinese, French, Portuguese - Brazil, Russian, Spanish - Latin America
Hours played at review time, across 960 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
理性差评 有创意,也确实好玩过,但越玩越像在和运气、体力消耗对抗。 这类背包构筑自动战斗游戏,前期新鲜感很强。物品形状、摆放位置、相邻加成、合成路线、流派组合,这些设计一开始会让人觉得“背包本身就是棋盘”,每一格都有意义,确实很容易上头。 但玩久之后,问题也变得非常明显。 首先是异步对战带来的“胡局对碰”感很强。很多时候你不是在和一个同局玩家动态博弈,而是在拿自己这一局的构筑去撞别人已经成型的样本。你发育正常,但对面天胡;你还在补关键件,对面核心组合已经完全启动。战斗阶段又几乎没有操作空间,所以输了之后经常不是觉得“我哪里决策错了”,而是觉得“这我怎么赢?” 策略当然不是没有,选择路线、判断商店、控制节奏、及时转型都有影响。但问题是,很多局的体验会被高 roll 构筑压过去。长期胜率也许能体现水平,可单局反馈经常很模糊:到底是我玩得不好,还是只是撞到了一个更胡的对手?这种感觉积累多了,策略乐趣就会被随机性稀释。 另一个让我越来越累的点,是背包摆放本身的认知负担太高。刚开始觉得摆包很有意思,但后期每拿到一个新物品、扩一次背包、换一个核心,都可能要把原来的布局推倒重来。一个看似简单的升级,实际可能牵扯形状、方向、相邻格、星位、触发条件和合成路线,最后变成每回合都在重新装修一次房子。 这不是单纯的操作繁琐,而是每回合都要玩家重新解一个空间优化题。短时间内很好玩,时间长了就很疲劳。尤其当你花了很大精力重排背包,结果下一场被一个天胡构筑直接碾过去,那种挫败感会特别强:我刚才费神优化的那些细节,到底有多少意义? 所以我对这游戏的评价是:创意很好,前期内容丰富也确实有吸引力,但长期体验不够稳定。它的爽点来自高 roll 和空间优化,但劝退点也正是高 roll 的不可交互,以及空间优化带来的持续疲劳。 如果你只是想尝鲜,或者很喜欢自动战斗、背包整理、构筑组合这类玩法,可以玩一玩。但如果你期待的是一个长期耐玩、反馈清晰、策略压过随机性的对战游戏,那我不太推荐。 总体:有亮点,但后劲不足。前期新鲜,后期疲惫;赢得爽,输得也经常莫名其妙。
in another effort to review every video game that has helped distract me from the crushing weight of my own mortality and the unavoidable horrors of the human condition: i'd give this game a 7/10 with the footnote: [i] i really enjoy that this game plays itself so i can doomscroll while i play and further harm my attention span [/i]
你看到的是,众多国内广告游戏鼻祖,国内不要脸厂家抄袭对象,背包摆格子类游戏祖宗,非网游及时类对战巅峰,自由回合制战斗开拓者!背包乱斗!
I can see why many people love this game. The build variety is insane. Almost every item can combine into something else, and the number of possible strategies feels enormous. There is clearly a lot of depth here. The problem is that the game constantly asks me to remember information instead of helping me use it. I spent most of my first hour opening the recipe book, scanning through pages of item icons, trying to remember what combines into what, then opening it again a few minutes later because I already forgot. It felt less like making strategic decisions and more like taking an open-book exam. I still managed to win my first full run, but honestly, I wasn't thinking much about synergies or long-term planning. I mostly picked items that could merge into something useful because keeping track of everything else was exhausting. I can imagine that after dozens of hours, once all those recipes become muscle memory, the game becomes much more enjoyable. But getting to that point requires far more memorization than I personally enjoy. The depth is there, but the amount of information management between me and that depth was too much. If you enjoy learning and memorizing large crafting trees, you'll probably love it. If you prefer games that surface information clearly and let you focus on decisions rather than memory, your experience may be very different.
I came back yesterday, and among the NUMEROUS new changes and features, they gave new Engineer class the largest rack. So glad the team behind this game are people of exquisite culture. Also dunking on my friends as an OP Waterbender!
自从发现此游可以合成多款式的彩虹黏黏后,一切流派都不重要了.jpg 赞美黏黏!
非常可笑的平衡。设计师应该不玩这个游戏,不知道怎么做平衡性调整。
游戏没问题,但是我会给每一个有elo匹配机制的pvp游戏打0分,喜欢玩锤匕排大盾刺墙吗?喜欢玩debuff排舞龙吗?喜欢组件刚好够就连败吗?不夸张的说这游戏的匹配机制堪比王者荣耀,最大的问题还是平衡性稀烂,制作组不玩游戏只看数据,明明是通过同样的运营达成的套路,同稀有度同价格的情况下强度也能天差地别,看似选择很多实际上就只是在那几个强的套路间来回选
It was fun at first, but I can't recommend the game in its current state. I can't shake the feeling that there is some kind of forced 50% win rate system similar to the one people often talk about in Dota 2. You can put together a strong build that counters multiple mechanics at once, only to then get matched against 4-5 hard counters in a row during your extra matches. Running a healing build? Suddenly you face opponents with 3-4 cursed helmets, sometimes for two games in a row, making your healing completely useless. Running a physical damage build without a perfect sapphire in your weapon? Here comes a series of opponents stacking 2-3k armor. Running a buff build? Suddenly almost everyone has iron chains, dolls, and similar items that strip all your buffs away. As a result, my rating just keeps hovering around Diamond, and it's incredibly difficult to climb higher. I've played the game for many hours, and I didn't have this feeling a year ago. Back then, it didn't feel like the matchmaking was deliberately giving me counterpicks to stop my rating from increasing too quickly. Maybe it's just bad luck, but after playing for so many hours, the pattern feels a little too consistent to ignore.
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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