
Turn the battlefield into your ally in this tactical rogue-like with indirect controls. Assemble a unique squad, destroy the alien invaders with precise planning, and uncover the truth about the Event and the mysterious disappearance of humans.
Modeled estimate, not a reported figure. How we estimate →
About
Use the environment, weapons, positioning, battlefield mechanisms, and even enemies themselves to achieve victory. Construct spike walls, bait enemies into traps, and push them on hazards or land mines.
Master all 10 distinct characters and make each run unique by experimenting with squad compositions and different ability combinations. Deploy crazy tech like such as Energy Shields and Time Weapons, and hunt dangerous aliens for loot and glory.
Every battle combines different enemies, environments, abilities, and equipment; giving you countless possibilities to experiment with. Discover powerful synergies, or even completely overpowered strategies and builds.
Characters move and act on their own, but you have plenty of ways to influence the battle through indirect control. Victory comes from clever planning, positioning, and exploiting every advantage you can find, fair or not.
Every successful run and Station upgrade expands your options. Unlock new quests, weapons, gear, and abilities — each capable of shaping your strategy for the next run.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, German, Polish, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Turkish, Japanese
Engagement
Reviews
Themes across 61 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
跟我估计的差不多,30多,从体量来看绝对值得入手,虽然缝的东西多,但是我目前没发现有啥特别不协调的。局里面有一小部分特殊事件没有中文,可能是没翻译到,但这不影响游玩。然后我提几点建议,装备栏是咋设计的,第一个是武器栏,第二个是护甲栏,然后第三个是杂项???不是甲不是武器的全要占第三格,头盔,鞋子,饰品,辅助道具,无人机之类的居然全要用这一个格子,我个人建议没必要精简到这程度,多加一个头盔格和鞋子格,然后排版就按【人物】头盔、护甲、鞋子,排一列,然后再起一列加俩饰品格子。要不是道具会提示谁能装备已经占哪个格子(这点好评)我真难绷住头盔在脚上穿着。
Very enjoyable so far. Starts off quite difficult, but gets easier once you understand the mechanics. Use the hazards, structures, and abilities to your advantage to push further each run. Gear can be stored in mid-run stashes or get randomly put in your hub stash, available for the next run. TONS of unlocks, meta progression, quests, and lots more I still have locked and yet to discover. Seems to offer a lot of content for the price.
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Hours played at review time, across 61 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
THE BEST autobattler I've ever played, and maybe the most fleshed out one as well. Been waiting forever for this one, and completed the previous 2 demos all the way to the end wanting more. The loop is good enough, lots to unlock, including new characters to play. The main draw for me is the combat though, as there is some RTS with active pause aspects even though it's an autobattler. Fantastic game, 9/10. Minus one point only because I think they might have dumbed down the difficulty a tad from previous demos, and I feel like I'ma be sad when I'm done with the game in under 20 hours. Great for the price though.
This game has a few things that set it apart from other roguelite games so I'll list them out here and you can decide if they are a pro or con for you. - The game is an autobattler so units behave independently although you can tell a unit to prioritize specific targets and such. Most of the time they act logically although since they try and avoid hazerdous terrain (acide, traps etc) sometimes they get stuck moving back and forth trying to find a better route as battlefield conditions change. Also, given that units move around a lot, terrain matters a lot in terms of cover and ground hazards. I have won and lost some runs due to how the terrain affected the outcome of some fights. - Meta progression does not increase units base stats, it revolves around adding new items and gear to the loot pool and allowing you to start with certain gear, unlocking additional abilities for your characters and getting some passive bonuses that don't affect combat all that much but do things like give you some more resources after each fight or have vendors offer more items etc. - You keep both meta and run-only currencies between runs so you actually don't want to spend all your run-only currency all at once since it can be used on future runs, so that is something to take into account. - If one of your mercs goes down they die permanently for that run. While it is possible to purchase additional mercs during and you get back the gear the dead merc was wearing it's still a major setback as weapons are merc specific and the new mercs don't have the levelups the dead one had, and that's if you find another merc at all. I've lost a merc right before going into the final boss fight for a run and that basically doomed the run to be a failure as bosses are giant damage sponges and you really need a proper team to take them down. All in all, the game is not the best in the genre, but it does do enough new things, and is at a very inexpensive price ($8 currently with the launch discount) that it's worth playing if you enjoy this type of game.
Здорово, что игра наконец вышла. Играл ещё в демку, и с тех пор игра заметно стала лучше. По геймплею это скорее тактика с возможностью добавить экшена автобатлера + немного рогалика. Быстрый и динамичный забег заканчивается довольно сложным финальным уровнем, где гораздо острее чувствуются и выбор прокачки и взаимодействия героев В целом довольно неплохой вариант провести вечерок, тем более по цене стакана кофе
I am saddened by the direction this game chose after the first demo. I loved the first demo. It is still an alright game, and it is very affordable but the progression has lost its appeal. In the first demo the meta progression increased your basic stats. It scratched that meta progression itch. Now the meta progression is mostly increasing your chance to find better loot during your run cycles. The run cycles (5-25 min) are too short for you to really care about finding a new gear piece. If the game brought back some of that old, satisfying meta progression this would be a 10/10. Now it's a 6,5/10 for me. If meta progression isn't important for you and you like auto battlers you will love this game in the current form, but what is the point of auto battlers without enjoyable meta progression?
One of the autobattlers out there. What we have here: a classic Slay the Spire-style map with 4 regions. You pick one region and do a run there. To move on to the next one, you have to defeat the boss of the previous region. Unlike Slay the Spire, you can't just go straight to the boss — first you have to clear the region by running through it several times and completing missions. You can equip your heroes with items, use abilities, and set their behavior. [b]THE GOOD[/b] [b]• Runs are short.[/b] Honestly, I'm tired of roguelikes where a single run takes more than an hour, sometimes even two. [b]• Different hero combinations actually feel different.[/b] The short runs make it fun to experiment with different team compositions. [b]• A ♥♥♥♥♥♥♥♥ of abilities.[/b] You can build your heroes in all kinds of ways. Combined with the previous point, the buildcraft feels really good: you can stack tons of shields, summon different minions, spam all kinds of AoE, etc. [b]• The manual control is an interesting idea.[/b] Probably a way to compensate for the AI being dumb: you can set movement and attack priorities and avoid going insane when someone is being absolutely braindead and doing something completely different from what you want. [b]• The merchant's goofy-ass lines.[/b] [b]• Very reasonable price.[/b] [b]NEUTRAL[/b] [b]• I'm not a huge fan of having tons of meta-progression, and this game has a lot of it.[/b] I'm putting it in neutral because many people consider meta-progression a plus: it creates a sense of progression. And without it, the game would probably have less of a challenge. [b]• There is some kind of story.[/b] I don't know many roguelikes other than Hades where the story was actually interesting, but just so you know — it's here. [b]• So far I've only beaten the first area's boss, and he turned out to be ridiculously tanky.[/b] Maybe that's intentional: basically, to beat him, you need to find some way to out-tank his incoming damage. You can't just overwhelm him with raw stats. I'm putting this in neutral because the idea sounds interesting from a tactical perspective, but in practice I spent like 7 minutes poking him with a fork while he kept jumping in my face. [b]THE BAD[/b] [b]• Not enough item variety.[/b] While the abilities are all different, items are usually just +X damage/HP/armor and are split into two categories that apply to all heroes: heavy/light, melee/ranged. I wish there were more items with active abilities that could have a bigger impact on gameplay. [b]• Taking certain quests ends the run before the final floor.[/b] You feel like you've barely started and then the game just hard-stops you. Pretty disappointing. [b]• Sometimes both your units and enemy units become absolutely braindead[/b] when the entire map is covered in various effects that they try to path around. [b]• No Mac/Steam Deck build.[/b] I'd recommend it to roguelike fans.
战斗策略性极强,能改地形放技能,植入体搭配让每局都有新体验。除了装备栏设计有点反人类,其他没毛病。
Очень интересная игра, затягивает сразу, понравилась рисовка и стилизация персонажей!
Deadlock Station is a tactical roguelite that approaches squad combat from an unusual direction, placing greater emphasis on preparation, positioning, environmental manipulation, and indirect command than on constantly controlling every individual unit. Developed and published by Luxorix Games, it combines elements of strategy, RPG progression, auto-battling, base development, and science-fiction exploration. The result is a game built around understanding interconnected systems and using them intelligently, making each expedition feel like a sequence of tactical problems rather than a simple test of reflexes or raw statistics. The combat system is the defining feature. Instead of manually directing every action performed by the squad, players prepare formations, consider the strengths of their characters, establish tactical priorities, and then influence battles as they develop. This creates an interesting balance between automation and active strategy. Success depends heavily on what happens before an engagement begins, but players are not reduced to passive spectators once fighting starts. Recognizing when an initial plan is failing and adapting to changing battlefield conditions remains an important part of survival. Environmental interaction makes these encounters considerably more interesting. Battlefields contain hazards and structural features that can become useful tactical tools. Enemies can be manipulated into dangerous locations, movement routes can be controlled, and traps or land mines can transform positioning into an offensive weapon. Spike walls and choke points can be just as important as the abilities of individual squad members. This means that evaluating the terrain before committing to an encounter can produce a significant advantage, especially when the squad cannot simply overpower its opponents directly. Character selection adds another layer of depth. Different squad members possess distinctive abilities and combat stances, encouraging experimentation with combinations rather than relying exclusively on individually powerful fighters. A successful group needs characters whose strengths complement one another and suit the circumstances of a particular expedition. Equipment and implants further modify their capabilities, while science-fiction technologies such as Energy Shields and Time Weapons introduce additional possibilities for specialized builds. Finding useful combinations gives progression a practical purpose beyond merely increasing numerical strength. Enemy variety supports this emphasis on adaptation. Players encounter hostile groups such as Ravagers and Renegades alongside dangerous alien creatures, and each situation can require a different response. Terrain layouts and objectives also change the tactical equation. A formation that works extremely well against one group may perform poorly when confronted by different attack patterns or environmental conditions. This unpredictability is important because it discourages players from treating every expedition as an opportunity to repeat exactly the same strategy. Outside individual encounters, base development creates a broader progression loop. Expeditions contribute toward unlocking additional characters, equipment, items, and opportunities involving different factions. Organizations including the Order and PFS help expand the world while giving players more reasons to continue exploring. This creates a satisfying structure in which combat accomplishments feed into longer-term development. Returning from an expedition therefore feels meaningful because discoveries can expand the range of strategies available during future attempts. The narrative gives this progression an appropriate science-fiction backdrop. Humanity has disappeared following a mysterious Event, leaving behind a world threatened by alien forces and competing survivors or factions. Discovering what happened becomes part of the motivation for repeatedly venturing into dangerous territory. The mystery works well with the roguelite structure because information can be uncovered gradually across multiple expeditions, allowing the setting to develop alongside the player's mechanical understanding of the game. Its pixel-art presentation is well suited to the tactical design. The top-down perspective keeps battlefield layouts readable and makes it easier to identify characters, opponents, obstacles, and environmental hazards. Visual clarity is especially important when positioning can determine the outcome of an encounter. Rather than depending entirely on elaborate spectacle, the presentation serves the underlying mechanics, while the science-fiction environments provide enough atmosphere to support the mysterious post-disaster setting. The game's indirect-control approach may also be its most divisive feature. Players accustomed to traditional tactical RPGs may initially want greater authority over every movement and attack. Here, part of the challenge comes from preparing characters properly and then influencing circumstances instead of micromanaging every second of combat. Conversely, it requires more tactical participation than a completely passive auto battler. Deadlock Station consequently occupies an interesting middle ground where the player acts more like a battlefield planner than a conventional action hero. Its roguelite foundation naturally means that individual expeditions can vary in difficulty depending on available characters, equipment, enemy combinations, and battlefield layouts. Some runs may provide particularly effective synergies, while others demand greater improvisation. However, this uncertainty fits the design because learning the systems becomes a form of progression itself. Understanding how to exploit terrain, combine abilities, arrange formations, and react to unfamiliar threats can eventually become more valuable than relying on a single powerful setup. Steam Deck compatibility deserves some qualification. The Steam store does not currently provide an official Valve Steam Deck compatibility rating for Deadlock Station, so it should not be described as officially Verified or Playable. Its Windows-focused requirements also mean that portable compatibility should not be assumed solely from the relatively lightweight presentation. It may potentially run through Proton depending on the current build and configuration, but users purchasing specifically for Steam Deck should regard compatibility as unverified unless Valve or the developer provides a definitive status. Overall, Deadlock Station offers a thoughtful variation on tactical roguelite design by making the environment, formation planning, squad composition, and indirect battlefield control equally important parts of combat. Its mixture of automated behavior and strategic intervention gives it an identity that separates it from both conventional tactical RPGs and straightforward auto battlers. The persistent progression, faction elements, equipment options, unusual technologies, varied enemies, and mystery surrounding humanity's disappearance provide enough supporting structure to make repeated expeditions feel purposeful. For players who enjoy experimenting with systems and discovering clever solutions, the strongest appeal lies in making several mechanics work together. A successful encounter can involve choosing the correct characters, arranging them effectively, exploiting a hazard, controlling enemy movement, and using specialized equipment at precisely the right moment. That emphasis on planning and adaptation gives the game considerable strategic personality, even if its indirect control system will not appeal equally to everyone. As a tactical roguelite with a distinctive approach to commanding a squad, it presents a compelling combination of accessibility, experimentation, and strategic depth. Rating: 8/10
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