
A mini citybuilding roguelike. Place buildings, stack combos, and master deep strategy in short bursts to create a tiny thriving metropolis!
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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 868 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Such a good cosy roguelike. A nice amount of meta-progression (I'm on difficulty 5 as per this review, and haven't unlocked all the factions). I do feel like some buildings are downright unuseable, and therefore some factions are just straight up stronger than others. But that may be my playstyle. I find that Martial is the strongest for example. To the devs - Please don't reduce the power of factions if you find that people are finding the game too easy. Instead, consider adding more difficulty modifiers. That'll allow people to explore the game at the lower difficulties and enjoy playing the really strong builds, only to start to lose as they enter the 'endgame. Just my two cents.
Filled with combos and fun synergies. There is a satisfying set of factions to explore - each playing differently. It is fast, runs don't overstay their welcome. The mechanics are well documented in tool tips and generally reasonably clear. Sometimes the effects of the buildings are not natural; like, fishing boats scoring off of nature rather than merely fish, so you can be better off placing your boat next to a field of flowers rather than a school of fish. I had no problem with that once I was used to it though.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $489K | 2.3K | 83% | $12.99 | |
| $488.9K | 944 | 69% | $19.99 | |
| $488.9K | 714 | 61% | $19.99 | |
| $489.2K | 657 | 97% | $11.99 | |
| $488.8K | 1.7K | 72% | $11.99 | |
| $488.8K | 867 | 76% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $59.5M | 198.8K | 98% | $14.99 | |
| $25.1K | 92 | 91% | $9.99 | |
| $3.1K | 21 | 100% | $6.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
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 870 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I Don't usually write reviews, but considering that I've 100%ed this one I figured I should. It's a fantastic Balatro inspired, bite-sized, city building roguelike. The various guilds all play fairly differently and have some very interesting and potentially powerful combinations and interactions that are a real joy to discover and implement. I do think it's a little too easy once you have a solid grasp on how each deck plays, and I'd personally love to see more guilds and more ranks of difficulty but these are minor gripes in the face of such a fun game. Kudos to the developer, this is a game I will very likely keep installed and fire up when I feel the urge.
Balatro meets Backpack Hero, as a city builder. I could go into more detail, but that's basically it. Select two guilds that complement each other, place your tiles to synergize with one another, learn how the games' systems interlock. There are a lot of little flourishes in Combolands that show how attentive the team is. For example, ending a Milestone early. Do you want to gain some precious extra gold, or spend another turn building out your economic engine for the next milestone? The game is full of little things like that, small risk/reward tradeoffs that test how well you understand it. It's exactly what I'm looking for in a roguelike.
Super fun concept and solid execution
Really fun, scratches the balatro itch.
Just an amazing game. A game-feel akin to Balatro, with different vibes. Satisfying, short runs, just as advertised. Maybe don't expect to actually build proper and pretty cities in this one, treat it like a puzzle and you should have a good time.
Very fun little turn based roguelite. Similar to 9Kings mixed with Balatro in its playstyle. Great pixel art, music, and styling. Plenty of replayability for my needs.
An excellent little game that makes you feel clever when you assemble little engines and combos, highly recommend. I'd love for there to be some harder difficulties though, I've not lost a run yet and am already at the maximum difficulty!
A charming little rogue-like with a lot of good design decisions. This is a point salad game built largely around synergies between building types; each building has some guild it belongs to as well as one to three additional tag-like types. Even natural features have tags, though they lack guilds (neutral building specifically have the "neutral" guild tag). Buildings and Items frequently (almost always, in fact) refer to specific other types of buildings, and so emerges the synergy. This is a simple system as a baseline, but it rapidly grows more complex as various features allow you to change tags, add tags, modify building stats, and build interconnected towns where each building feeds off the next in a carefully crafted chain. This ends up being very fun, and I would highly suggest trying it out yourself if you're a fan of games like Balatro where you build sweet combos and watch your points rocket to the sky. I would like to see some expansion on both the guild count and in-guild strategy level -- though each guild theoretically offers a variety of strategies, in practice playing on max difficulty there are usually just a few strategies (or even one, in some cases) that you should be trying to "force." These are a bit too consistent and generally constructed too easily, in my opinion, because of the relatively small number of buildings offered to each guild. For instance (though this is the most egregious example), when playing as the Maritime guild, in the first round you will be offered fishing boats, which you can use to pass the first couple milestones. Soon thereafter as uncommons enter the pool, you will be offered fish traps (which trigger all fishing boats in range) and trawlers (which trigger one fishing building in range every 5 weeks -- but this is easily reduced). With good planning, you can easily force the trawler to target the fish trap, which will in turn trigger every fishing boat. The entire guild is full of additional ways to buff the fishing boats as well, so this very quickly will snowball out of control. I did this consistently for every single guild combination with the Maritime guild and failed to assemble the combo in time maybe 10% of the time. Overall, I would still highly recommend this game because it is in the end a very fun and strategic experience, and the level of optimization that makes it repetitive is only going to be reached many hours into it.
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