
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 894 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ergghef
Very clever game. Lots of depth. Fun. Incredibly, incredibly easy. I lost maybe twice on the way to the max difficulty? And that was just because I needed to max out my rank for some of the guilds (and farming just seems way harder to get points with than say fishers). Some guilds just play super easy so with civic/trader/fishers its just really easy to get an absurd amount of points. Needs another 10 ranks of difficulty. I really wish the game would prompt you to delete an heirloom or potion/upgrade before it just throws away the new one. I built the temple and didn't have heirloom space so it just poofed. Nice. I then had a run where I got all the gems and got the wizard vote, but I already had items and the vote spawns as a usable item, so it poofed. Cool.
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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 896 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's fun for a few rounds, and I definitely didn't feel ripped off at this price, but not much more than that. The combos are fun and building up a big combo is exciting, but midway through a game it gets a bit too complex, so it feels like things just happen at random, you can't keep track of everything. The art style is charming, but it's often a bit hard to actually tell things apart at this scale, which is problematic for a game like this. And of course it has the usual roguelike problem of expecting you to play the same basic game loop a hundred times over while it drip feeds you tiny bits of progression.
Combolands is a neat little game in the subgenre of Balatrolikes. As the title suggests, the game encourages the player to build combos to create highly synergistic builds and score points. I'm not sure if this is a direct source of inspiration, but I found some parallels to Monster Train -- specifically the way in which you combine two factions to create the card pool to use for the entirety of your run. The unlock / completion screen also bears some similarities, which is a good thing as it's very concise and provides a sense of satisfaction as you progress through the game. The gameplay itself reminds me of physical tabletop games of the Tableau-building genre. Though one of the steam community-given tags is Deckbuilding, you won't be doing any actual, well, deck-building in this game. Instead, you will be solving positional optimization puzzles revolving around the adjacency of buildings, mainly pairing them up based on their keywords. As such, it doesn't really [i]feel[/i] like a City Builder either -- it's simply the aesthetic the game uses to facilitate its gameplay. My "cities" often involve messy arrays of rock, shopping stalls, fishing boats, and farmlands that nonetheless generate "populations" of tens of thousands that, I assume, live under those rocks and inside of hay bales. This isn't a flaw, as I think it adds to the ambient humor of the game as your cities create some nebulous value that then translates into your city earning the title of "Metropolis" at the end of the run. There are 10 difficulty levels, though in my climb I've only lost once, so I wouldn't say the game is all that hard. Other than difficulties, playing with each faction will unlock up to 10 buildings and passives (collectively) for said faction. I do want to say that the game lacks variety when you start off, as there aren't nearly enough buildings in the pool for the runs with the same faction to be varied, even if you match it with a secondary faction, and this is only made worse when you lack any unlocks. Maybe adding ~5-10 buildings to each one would fix that issue for me, I'm not sure. Regardless, this is a pretty chill game, and I would recommend it given the low price.
Absolutely amazing game!
Pretty fun and has lots of replayability. Great deal.
Lots of fun discovering new combos 10/10
Gem of a little combo building game. Perfect for a morning game with a cup of coffee sort of deal; good lop, interesting tiles to place, and rewarding feeling when a run really pops off. Well worth the price.
I waited until I 100% the game to leave a review, and I can say that this game is fantastic and challenging, but accessible too. Having gotten to play through and beat every combination the game currently has to offer, there are definitely weaker match ups that were hard to wrap my head around. I think if I'd like anything, off the top of my head, being able to reroll the map without a loss statistic would be great. I'd also love if there were an icon on the weeks that a new hazard spawns. I can't recall how many times I messed up and skipped a week because I thought I needed that week's gold to counter the hazard. Otherwise, the game has been fantastic and those pain points were not deterring enough to keep me from completing the content as it stands presently. I look forward to seeing further developments, including paid DLC, as I feel the game has been well worth the price and would love to support future development <3
very cute, chill roguelike.
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