
Battlevoid: Harbinger is a hard sci-fi space exploration game blending roguelike, turn-based, star map strategy, and real-time space battles. You are a young commander venturing out into enemy territories, to unknown galaxies, never knowing what you will face as you jump out from hyperspace.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0/day in the week to Aug 26 → 0/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.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 933reviews | 80% | — | $332.1K |
| $3.99−60% | 113ratings | 66% | — | not modelled |
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.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Mobile game.
I got this game because I thought it would be similar to the battles in Day of Saggittarius, and I found exactly what I was looking for. I haven't played many games of this variety, so I can't compare it to others in the genre, but the space theme is super cool and it runs great on my laptop. I love space!
TLDR: Honestly I cant recommend it if you pay for it. The game is basically a collection of small annoyances and these glimmers of lost potential. There's too much wrong to make it worth a purchase. To many bugs, too much bad controls and far far too many confirmation dialog boxes. YES I want to repair for free, NO you don't need to ask if I'm sure. 3 Bad sectors? Sure. But make the 3rd one unique. What they did was 2 hull damaging sectors and 1 shield damaging. Rather than being mechanics to fight against they are just annoyances as well. Like path your movement AVOIDING bad sectors by default. If I can take the same steps to get to my goal but one way doesnt have an asteroid field to make me stop in my tracks and sit waiting (Which is basically all the bad sectors are, boring pauses) then just have it path me through the clear sectors. For the Devs: Roguelike does not mean hard enough you die and have to restart every 10 minutes unless you get lucky. The entire game could be renamed Guerrilla Tactics Simulator.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Danish, Dutch, Finnish, Norwegian, Portuguese - Portugal, Russian, Swedish
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I suppose some grace can be given for where video game design was 10 years ago but nevertheless, this game is full of wasted potential. The basic gameplay is compelling but the progression is nonexistent. It's not even a proper roguelike since your failures don't even lead to meaningful progress. It's super slow progress to unlock new ships and every freaking ship is just as weak in the early game as any other, no matter what stats it carries. And why is it weak even when it has 3 times the shields or hull of the starter ship? Because rng of ship placement and map layout just kills you plain and simple. So despite what some of the advocates may say, no, losing is not fun.
kind of wish there are more of this kind of games.
If you ever have a few spare hours, definitely check this out.
I really enjoy Battlevoid! I got this game because I liked Space Haven from the same devs, which I also recommend. I am not sure how best to convey what I enjoy in this game. It looks simpler on the surface than it really is. I did need patience to get better and discover a few tactics that make winning easier. I had a lot of fun at first, just running in there "guns blazing" and getting my azz kicked pretty bad each time. Then I felt a bit frustrated for a while, because I had not figured how to improve yet. There are a lot of details to learn (like weapon types, distances, timing of attacks) and I was making many mistakes. Once I improved this became fun again, and I am still having fun after 54 hours in. About "grinding": I read some reviews complaining about grinding. I would not call this grinding, but it is a careful progression while getting stronger, and any mistake can be fatal. But each time I lost a good ship or got game over, I knew I had only myself to blame, it was not RNG but my own lack of care. Only part where I can (partially) understand why some players get impatient is the unlocking of the bigger ships. I did not unlock most of them yet. I am not even sure I will continue playing long enough to unlock them. Is it bad design, unbalanced? I am not sure. It keeps me looking forward to next game in case I unlock a bigger ship. The ones I have are already big, heavy and slow enough (like the heavy carrier) and it already takes a while to fully equip such a beast. My usual gameplay loop looks like this: - destroy a couple of helpless enemy ships - use the weapons or scrap they dropped to upgrade my ships - think a lot about which combination/upgrade of weapons will make me stronger - feel powerful, forget humility - attack another "helpless" target, except this time I did not look at the map properly so reinforcements arrive and land right on top of my ships - panic for the rest of the battle, trying to save all my ships - if I am lucky, not lose the game in a few seconds - become careful again for a while... until I feel powerful again and make the same mistake
Well polished roguelike space combat sim.
I really wanted to like this game, but it's just so unfinished. The balancing is horrendous and your doing is arbitrary. It takes (tedious) ages to get to a point where your fleet is somewhat capable and then you just get wiped out by random encounters. This has little to do with strategy, it's just frustrating. Don't buy it.
Nice little 2D space battle game. Responsive Devs proven to solve problems :)
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.4K | 10 | 100% | $4.99 | |
| $4.5M | 78.8K | 95% | $1.99 | |
| $3.2M | 4K | 94% | $19.99 | |
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| $5.9K | 51 | 61% | $3.99 | |
| $2.7M | 7.4K | 94% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $332.3K | 1.5K | 64% | $14.99 | |
| $331.9K | 2K | 96% | $6.99 | |
| $332.3K | 710 | 76% | $19.99 | |
| $332.4K | 1.3K | 83% | $12.99 | |
| $331.8K | 795 | 59% | $11.99 | |
| $331.8K | 6.2K | 88% | $2.99 |