
A mini citybuilding roguelike. Place buildings, stack combos, and master deep strategy in short bursts to create a tiny thriving metropolis!
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best AU #50, worst UK #99 · 9 markets collected
US · last 30 days
About
Combolands is a tiny roguelike citybuilder offering deep strategy in a bite-sized package! Grow your own mini metropolis: place buildings, unlock powerful synergies, and trigger cascading combos. With 21 possible guild combinations, Combolands offers strategic depth and a 'number-go-up' rush in satisfying 30 minute bursts.
Unlock new guilds as you play, each with unique identities, strengths and drawbacks. Every run will see you picking 2 different guilds to play with. You'll start with a brand-new, procedural map, and grow a tiny hamlet into a thriving city.
Break the game, refine your strategy, and build a city for the ages!
Satisfying roguelike blend of deckbuilder and citybuilder mechanics
A pantheon of 7 guilds with unique buildings and playstyles - pick 2 every run
Procedurally generated islands
120+ buildings to construct your town
100+ passive heirlooms to further enhance your build
Upgrades to manipulate your buildings' behaviour, and potions to manipulate the map
Recruit from 13+ city councillors, each with their own progressions and abilities
Work your way up 10 increasingly challenging ranks
Genres
Engagement
Reviews
Themes across 825 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very Fun game I've been enjoying it a lot. However: - I think the game early shop should be unlocked already from the start. It might feel a bit like a chore for some players. - I think the early game so far has been a lil too ez and for this kind of games i exlect a bit more of a challenge. Ive basically not lost the 1st 5 games (going up each level) and trying new guilds every time. Often i notice i dont do the right play butbi still get away with it with a win. I want to be punished gor my misplays a lil more and learn from those mistakes. Otherwise absolutely recommend this game, very fun to mix different archetypes and the guild voting system is a very nice touch. Love the pixel art too!
I like the game, though I hope you add more to it after localizing. Would it be possible for the map to expand in endless mode? Or to add more hazards to destroy, some sort of extra difficulty. In my experience once you get good synergies going the game becomes too easy.
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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**languages with full audio support
Hours played at review time, across 827 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
現時点で日本語化していませんが、ついつい起動してしまうほどにはハマっています。何が影響するのかといった記載がわかりやすいのでそこまで困っていませんが、やはり日本語化が欲しいところです。
we've been hooked on the concept for this since trying the demo several weeks ago, and the full release has been everything we hoped for and more. A lovely lovely lovely little citybuilder
So far it has been a great time, very satisfying. Would love to see more guilds and levels added at some point, as updates or DLCs
Really great, but wish there was more. I've maxed everything out -_-
This game is a gem! Devs, this is your sign to quit your day job and start developing some bangers!
Fantastic game, the numerous guild combinations and different maps offer a ton of replayability. This roguelike really makes you think about each choice especially on highest difficulty. Can't wait to finish it with all guild combinations
玩法的基本单元是桌游式的:玩家在方格中放置地块,获取分数。简洁、明确,每局都是轻量内容,简单休闲。 在此之上,使用了许多电子式的流行设计,比如三选一或遗物。连携系统的复杂度,远超桌面手工结算的限制;围绕类型标签的各种机制,运行起来比传统桌游更加流畅。渐进式的教学、隐藏内容等,都是电子化的优势。结算时的特效,先是闪电动效、然后数字飞长、最后收入囊中,为正反馈增色许多。 个人来说,本作的核心趣味在于大量潜在的combo。不断解锁的新要素,构成了各种可能性的策略空间。但关键在于,这空间存在于每局游戏外部,而正在进行的当局游戏,则变成了预想策略的一次实践。就此而言,如果参照某个类似的桌面游戏,在十几分钟的单局游戏里,(多位)玩家会坐在此处,即时地发现、交流和获胜。换言之,本作的核心乐趣,相比桌游式的即时体验,已经略微提前到了每局游戏开始之前。 桌面和电子游戏的一个差异,在于游玩场景。一场桌游的体验通常是短时的,一次性的,尽管会重开,但通常不会追求连续性;且更注重机制的交互,故事常常仅服务于机制或玩法。电子游戏则不同,不仅游玩会持续更长的时间,而且玩家可能会将多次对局,视作一次完整的游戏周期。因此更追求体验的连续性,期待故事一步一步地深入发展下去。对城建游戏来说,即使没有文本叙事,玩家也会在单局数十小时内,自我创造和讲述一个关于城市发展和建设的故事。 一个例子是局内分数。当这一典型的桌游元素,充当了电子化设计的目标,尽管使游玩体验变得轻快,但却显得单薄。对桌面游戏来说,特别是在具有社交属性的多人游戏场合,分数标识了进程,进而成为交流的媒介,谁领先、差多少、要不要卡一下;但在单人场合下,分数却变得有些无所指,有点空。尤其是每阶段分数不累计。玩家试图追求分数增长,但当玩家特别幸运或强大,获取远超目标的分数时,游戏却没有相应的反馈来回应(比如成就系统应还有设计余地)。就连名义上(人口增长)的叙事性也丢失了。 总的来说,游戏保留了桌游式的风味,又有现代电子式的乐趣。从设计角度看也有启发,游戏继承了桌游诠释世界的方式,有着完整而准确的电子化设计。整体体验还不错,尽管存在些许冗余。
Ok, thought it was meh at first, but now I can't stop playing. Still probably only worth $5
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