
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
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
It has the sauce
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
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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
Ce jeu est très très bon et addictif , on espère plus de contenu ! Un mode campagne , plus de difficulté , trio de guildes , plus de guildes ...
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
Ok, thought it was meh at first, but now I can't stop playing. Still probably only worth $5
단순하지만 단순하지 않고 한판한판이 빨라서 라이트하게 하기도 좋음
I like it. Big Balatro feels, maybe not quite on the same level of addictive but I did play 6 hours straight, just telling myself one more run. Almost zero deckbuilding elements (there are consumable "cards", and the ability to dismiss "cards"). Difficulty might be a little too easy as I did win almost every run, ramping up the difficulty and playing with different guilds each run. On the other hand, there were a lot of close calls and I only passed some with the "extra lives", and I think it's a lot more complex of a game than Balatro overall. The way that the buildings interact with each other is really satisfying, chaining events, almost like Game of Life; I'm wondering if it's Turing complete - can you end up with an infinite loop? I found that you're generally encouraged to concentrate your buildings in a single city, and the only thing really discouraging this is the proximity blocking. Most of my gripes with the game are just UI/UX. It plays generally well once you know what everything is, but there's a few issues where it could play much better. Which modifiers are in play isn't really very clear. I still don't quite understand the Council system, I get that it's modifiers but it talks about "next vote" - is that just flavour text or is there actually a vote? The select building type then hover is bad UX, it should just be an icon for each type, always on display that you can hover over; there's a lot of clicking involved just to switch between being able to highlight Nature and Engineering. A lot of words shown when there should be more icons overall - see Cobalt Core and Knights in Tight Spaces for imo a good example of this. The silhouettes and contrast of buildings should be more defined as well. Some way to type to search/highlight buildings would be very welcome. Haven't figured out how to view my "deck" but I've not looked very hard. If I hover over a building card, or have selected one, it should tell me on the map immediately where I can place them, rather than having to use the cursor to scan the map to find a place for it. Overall 7 out of 10, could be an 8 out of 10 with better UX polish, 9 out of 10 with the balance more dialled in, and 10 out of 10 with deckbuilding.
Balatro if you were building cities
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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
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