
Congratulations! You just found a 'one of a kind' roguelike that combines deck-building card game and auto battle strategy game! Consider unit counters, then create powerful synergy by breaking down the boundaries between the battlefield and cards, then lead your army to victory!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.57/day in the week to Aug 1 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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

A fusion of deck-building roguelike and auto-battle simulator.
Legendary commanders from history return to the battlefield—this time in a fantasy world teeming with magic, curses, dwarves, and dragons.

Choose your battle rewards wisely, and craft your own deck by combining a wide array of cards and relics.
From cavalry units that break through enemy lines, to unyielding dwarves of steel, feral beasts, and ghostly legions—various synergies await your command.
Build the perfect synergy, cover your deck’s weaknesses, and strike at the enemy’s vulnerabilities as they grow stronger with every stage. Your journey leads to a final, decisive confrontation!<br>

Combat isn't the only thing waiting for you on this journey.
You might encounter quirky events, like a druidic group trying to protect a horde of rats, or a goblin salesman enthusiastically pitching long-term savings plans. You’ll also have the chance to take part in eerie experiments to customize your own cards—or simply enjoy the thrill of discovering powerful relics.
Every choice is yours to make. Will your decisions lead you to victory?<br>


Engagement
Reviews
Themes across 72 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏很不错很好玩,但是内容很少,而且好像不再更新了,如果打折入手还可以,原价就不要了
牌总量过少 可玩派系不足 局外资源强化太重要 没有那个开局选二体验差到极致 但这玩意要好几万点数 一把就那么点 以及可选的牌还有bug 那个投石机的发射拿了完全没效果 =诅咒 地图路线收益不平衡 尤其是拿了信封后 上路能过3实验下路能什么都没的 甚至有一把我做了商店成就,但那是因为必经的路上一个商店都没 以及还有不少何意味的事件 走个迷宫左边是箱子右边也是箱子 左边箱子会炸右边也会炸 和恶魔玩个游戏3个选项全会输 搞心态的 boss打过后的事件 选遗物会直接跳下一阶段的地图导致部分遗物未生效 最关键的隐藏boss相关 额外boss的开启所需的信封 居然能被栏3诅咒的遗物挡住 过于生草 boss体验也很差 过道太小+部署位过少导致没有自由部署或者灵体就铺不开(灵体一波不冲死也会全被策反)玩军营流的更是找罪受 铺出来后还会被最后那个窄到不行的弯给堵着 然后boss新增的小弟还有不屈这种属性 堵路上真的是把玩家当npc玩,尤其是巨人,枭兽这种大体型单位,实验室也没有改体型或者灵体的选项, 最重要的是游戏已经半年不更新了 现在入了就是在玩一个未完成也不会完成的游戏
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Russian, Japanese, Simplified Chinese, German
Hours played at review time, across 72 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
别买 跑路不更新了
Its a tough fight to the top. Every game is different and there are many ways to win or lose. Its a Slay the Spire 2 like game, which I own too. I would rate Commander Quest higher.
Decent turnbased autobattler/TD/strategy game with Slay the Spire aspects, but with less polish and seemingly abandoned before some features were fully fleshed out. I'd say that there were a lot of parts that weren't properly playtested or properly implemented. My review is positive because the game is cheap and I got enough enjoyment early enough in my playtime that the £9.99 price is worth it. TLDR; I'd say try the demo and decide for yourself whether the cheap price is worth picking it up or not. If you enjoy the demo, the base game is that but with an extra act, more characters and a decent amount of card variety. Disregarding all the negative parts that follow: I had fun playing this game. There is enough variety to make the game replayable, I'll say it again, the game is cheap and it has a FREE version in the form of the demo that gives you two acts of FREE content. Base your decision to buy on that. Anyway, my thoughts on the game: As of now, I am one of the few people to 100% this game and this is for good reason: winning 100 runs and reaching level 20 Penance takes a torturously long time. While most runs end up feeling the same if you're trying to grind up to Penance 20 by abusing one of the many buggy mechanics this game has to get a win. Would not recommend others putting themselves through that unless they actually enjoy the added difficulty of higher Penance levels and want to be forced to learn how to min-max the game and streamline their builds. As with any game - you will get better at the game even faster if you play on harder difficulty modes, if you stay on easy you won't improve as much. The only reason I completed it 100% is because I took a few long breaks from the game and came back to it when I wasn't bored of it anymore, 100 runs weren't done in a single block of time. A lot of the comments I see on RNG taking precedence are something that I agree with - to an extent as far as early runs go since you only get rerolls after you play enough to get the ember to afford it. Which makes the initial difficulty spike of the bosses hard to overcome without good luck. Act 3 normal battles and minibosses can be harder than the bosses of previous acts, possibly even the Act 3 boss too, with some battles being gimmicks like dps checks, stealthed enemies, enemies that mimic your last summon, or adding curse cards to your deck. IMO The game only really "starts" when you unlock the option to add two of nearly any cards to the deck at the start of a run. Since this is when you're finally able to start a run with a build already half done. This is a problem because ember takes so ♥♥♥♥♥♥♥ long to earn and the upgrades are too expensive, most people will give up before reaching this point - an arbitrary time gate on fun is not good game design. My thought is that this was done with the intention of eventually monetising it like mobile games do, but the game seems abandoned before reaching this point, probably from the lack of players caused by said choice in game design - see the irony here, classic greedy publisher choices ending up costing money instead - so the point is moot. The main reason this game is difficult is because unlike pretty much every other game, there isn't a guide on Steam to handhold you when you get stuck because of the nonexistant playerbase, it took many hours of trial and error to reach the point where I'd have to actually try to lose by picking a bad build or by trying a new mechanic. The game as it stands is "finished". Every "type" of deck can be built and won with, it just takes creativity, adapting your strategy and persistence to learn how to win in the same vein as any moderately difficult game. There is more build variety than other people are suggesting in other reviews, but there are no guides available to help you find them. Most of my enjoyment from this game came from finding all these different combinations on my own by just trying new stuff, thinking "could I build a deck centred around this mechanic?" but I also understand that most people want to have at least some guidance, especially when they find something too difficult to enjoy. The biggest issue with this game, is most people don't like to struggle bashing their heads against a deceptively difficult casual game with a massive difficulty spike, when instead they could invest their valuable time into learning something more fulfilling. For the average person, games like this one are generally played because they take less effort than something like an FPS or RTS and the effort required to learn the game well enough to win consistently goes against that grain. To play devil's advocate, losing lots of times is a staple of roguelikes in general, this isn't really any different from Slay the Spire in that regard. There are MANY bugs and unintended clashes in mechanics that cause things to function improperly. So many that I can't even remember them all. The one you'll see most often is bad pathing and summons getting stuck on the environment. One notable bug/exploit, to the player's benefit, is with the Letter of Recommendation and summons that add more units based on the other cards in your deck (Raging Tide Militia and Mercenary), due to a weird interaction, you end up with far more units with the copied card than the original, which can be abused to the point where I had the entire map filled with units in a couple of runs. As an example of where the game is going wrong, the Dwarf faction is straight up not as fun to play as the Human one. It adds a secondary resource that requires time to build up to do some extra card interactions like getting a summon with 30 health that gains 2 attack for every steel you have or the Richard relic that gives your units extra 1 health for every 20 steel. The units are all slower as well, meaning most Dwarf runs end up being: hurry up and wait. The Dwarf version of Jeanne d'Arc is flat out worse than the human version. The Ancient Rosary relic applies 1 protection to every structure unit once per turn, the Dwarf deck has no structures because the devs added a unit type and swapped the ballista to the new type without changing the relic to match, the only structure you can get at start is the culverin which I find misses way too often to be worth playing over your actual deck, especially at the cost of 2 mana. The Holy knight summon for humans gains +2/+8 for every Base card used (Slay the Spire power card), the Dwarf version stays at the fragile 8 health and gets 3 attack for every 10 steel. At the same time, one of her relics incentivises steel usage by dealing 3 damage to 3 random enemies every time you spend steel, meaning there is no synergy between that and the knights while the human version gives you a random base card every turn.
[i]Dies ist eine subjektive Meinungsäußerung[/i] [h1]Bereue den Kauf nicht[/h1] Haut mich jetzt nicht total weg, aber war gut genug um eine ordentliche Spielzeit (1h pro eingesetztem €) zu generieren. Dies ist ein taktisches Kartenspiel mit Autobattleranteil zum entspannen und etwas rumzufrickeln. Der Preis ist für das was geliefert wird mMn völlig ok. Dennoch: Die große Abwechslung habe ich nicht erfahren. Die gegnerischen Kommandanten wiederholen sich schnell und es gibt pro Akt zwei verschiedene Endbosse. Ich habe bisher nur die Menschen gespielt um die Spieltiefe zu erkunden. Es gibt in etwa drei bis vier größere Deckoptionen, die in Detail durch das zufällige Kartenangebote variieren. Das alles stört nicht, könnte aber umfangreicher sein. Doch für den Preis - wie oben geschrieben - völlig ok. Mich stört immens, dass das Spiel im Endladebildschirm - nach einer verlorenen Kampagne - bei mir schon zweimal eingefroren (also abgestürzt) ist. Ich weiß nicht ob das an meinem System liegt oder am Spiel. Egal warum: Es muss hier erwähnt werden. Meine Gedanken zu den Spielen meines Maingenre findet ihr in der Gruppe [url=https://store.steampowered.com/curator/45150501/]Bullet-Heaven Deutsch[/url].
Spider Scary
It's a fun roguelike strategy game. The early stages can be quite challenging, but considering the price and the amount of content you get, it's definitely great value for money. One of the game's strengths is how engaging it is to play. There are many different card combinations and builds to experiment with, which keeps things interesting. However, it's a bit disappointing that increasing the difficulty doesn't necessarily make the game more enjoyable. Instead, it tends to feel repetitive and monotonous after a while.
fun
Commander Quest delivers an engaging blend of roguelike deck-building and automated tactical battles, creating a strategy experience that feels both innovative and rewarding. Developed by Flyway Games, Inc. and published by Flyway Games, Inc. alongside KRAFTON, Inc., the game transports players into a whimsical fantasy world where legendary historical commanders are reimagined as heroes leading armies of mythical creatures, dwarves, beasts, and undead warriors. Rather than relying on traditional turn-based mechanics or simple card combat, the game combines careful deck construction with real-time battlefield execution, resulting in a formula that constantly challenges players to think strategically before every encounter. The foundation of the gameplay lies in assembling an effective deck while building an army capable of handling increasingly difficult battles. Every card, relic, and unit has the potential to contribute to powerful combinations, making each reward selection meaningful. Instead of chasing the strongest individual cards, success comes from understanding how different abilities interact with one another. Players can specialize in defensive formations anchored by sturdy dwarves, unleash aggressive cavalry charges, overwhelm opponents with summoned beasts, or command ghostly legions that excel through unique abilities. The wide variety of tactical possibilities encourages experimentation, ensuring that no two playthroughs feel exactly alike. Combat introduces an extra layer of depth by allowing the assembled units to automatically clash on the battlefield after deployment. Although battles resolve without direct control, preparation remains entirely in the player's hands. Positioning, deployment order, army composition, and deck synergy all determine whether a strategy succeeds or collapses under enemy pressure. This fusion of deck-building and auto-battling creates satisfying moments as carefully planned combinations unfold during combat, rewarding thoughtful decision-making instead of relying purely on chance. The game's fantasy interpretation of famous military leaders gives Commander Quest its own distinct personality. Instead of pursuing historical accuracy, it embraces creativity by placing recognizable commanders in a colorful world filled with dragons, monsters, magic, and legendary creatures. This imaginative approach allows every faction to feature memorable unit designs while maintaining a lighthearted tone that complements the game's strategic complexity. The setting feels playful without diminishing the importance of tactical planning, making the overall adventure both entertaining and approachable. Replay value is one of the game's greatest strengths. As expected from a roguelike, each run offers randomized cards, relics, encounters, and events that force players to adapt their plans as they progress. A strategy that dominates one expedition may not be possible in the next, encouraging flexibility rather than repetitive optimization. Random encounters further enrich the journey by introducing unusual merchants, mysterious experiments, magical relics, and humorous scenarios that can dramatically influence the direction of a run. These unpredictable events prevent the gameplay loop from becoming monotonous and add welcome variety between battles. Visually, Commander Quest embraces a bright fantasy art style that makes its diverse armies easy to distinguish during combat. Units feature expressive designs, battle effects remain clear without overwhelming the screen, and the interface presents the game's many mechanics in an organized manner. The battlefield remains readable even during large-scale clashes, allowing players to observe how their strategies perform while appreciating the lively animations that accompany each encounter. Combined with an atmospheric soundtrack and polished presentation, the audiovisual package complements the strategic gameplay well. The progression system rewards both patience and learning. Defeats rarely feel unfair because each failed run teaches valuable lessons about deck construction, unit placement, and synergy management. As players become more familiar with different commanders, relic combinations, and battlefield tactics, they gradually unlock stronger strategies capable of overcoming increasingly difficult challenges. While newcomers may initially find the layered mechanics intimidating, the steady sense of improvement makes mastering the game particularly satisfying. Commander Quest successfully combines several popular genres into a cohesive experience that feels fresh rather than derivative. Its emphasis on strategic planning, creative deck building, tactical army composition, and constantly changing roguelike progression gives players plenty of reasons to return for another run. Although some randomness is inherent to the genre, the game's focus on intelligent adaptation ensures that player skill remains the deciding factor far more often than luck. For fans of strategy games looking for something that blends thoughtful planning with highly replayable gameplay, Commander Quest stands as an excellent recommendation. Rating: 7/10
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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