
Protect your team by forcing enemies to attack you in this single-player action roguelite inspired by MMO raids. Create unique builds, unlock powerful talents and master the art of tanking to command the chaos!
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Jul 31 → 0/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
Protect your team by forcing enemies to attack you in this single-player action roguelite inspired by MMO raids. Create unique builds, unlock powerful talents and master the art of tanking to command the chaos!

Damage your enemies to hold their attention! Or force them to attack you by running away!
Don't Lose Aggro lets you play any kind of tank you can think of, focusing on control, strategy and positioning.


You have the assignment of protecting your group from harm!
Companions, while alive, provide powerful abilities that can be upgraded, which are key for a successful run.
Don't Lose Aggro allows you to choose whether to protect your companions or go full hard-core and sacrifice them!


Use your abilities to utilize the tank you aim to become. Charge can close a gap between you and the enemy but if you're the slower type, you can always pull them towards you!
Some abilities are aggressive and focus on damage, whilst others focus on protection and healing.


Upgrade your lasting tanking builds by spending talent points to suit your preferred playstyle. Play as a Dodger, Blocker, Kiter, or Taunter - each with distinct mechanics and upgrade paths.

Battle through the lava-surrounded Isle of Doom, survive the Cyclone Sands' sandstorms, and face the final challenge in "The Fallen City."
As you progress, you'll unlock new arenas and fight new enemies & bosses to prove your tanking skills!
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun concept, quick into the action, plays very well with tight controls and fun progression. Runs aren't too time consuming, especially once you're good enough to start finishing with the x3 multipliers. Haven't encountered any bugs yet, very excited to see how good it is in the future with a bit more meat on the bones but the skeleton is solid.
Great game if you like tanking in MMORPGs, get this game. As a longtime World of Warcraft player of Warrior and Paladin, this felt right at home. Gameplay felt rogue-like which was a great addition. Even for being early access, it's worth the small price. Be warned, it is still quite buggy with shaders and being able to glitch through objects with certain abilities - as of May/June 2026. But even with these bugs, its still a great game and only has room to be even better. My personal recommendation for the developer is to allow people to create builds and save them. I like how grindy the game is for leveling up ( you don't just unlock everything in 2 hours), but definitely could be really cool to build expression and find different ways to play and tank. From being a 2h baddie with no sheild, to a tank that only does thorns and self heals/attricion. I think that could make the game really fun. I love how simple it is, so don't lose that in the process. Progression feels good.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French, German, Japanese, Simplified Chinese, Russian, Portuguese - Brazil, Italian, Spanish - Spain, Korean, Spanish - Latin America, Traditional Chinese +1 more
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Playing only a short while before making this review, I am a fan. It is very Early Access, but I like the vision, so far. There are times when enemies get stuck behind walls or don't react to you. I wish there was not the Shield mechanic for using skills. I wish it was more of a Stamina / Mana bar instead with skill cooldowns to manage. As a healer main in various MMORPG over the years, this does make me appreciate tanking more. The mobs going straight for the healer is not typical in MMO's, so it's initially jarring to see them charge straight 'em. Once I finish the current content, I will revisit on updates in the future.
If this game has taught me anything.. It is to remain being a healer in MMO style games.. I feel for my AI healer who is probably cursing me non stop.. Kinda like what I do as a healer.. I may never beat a level in this game but damn is it fun still! Quite the experience, spec for someone who refuses to play tanks in any MMO games. Neat skills and it certainly has a deep strategic feel to it. I have a little more respect for tanks now.. A LITTLE more..
EDIT after additional playtime: After spending more time with the systems, I think my biggest concern is companion flexibility and agency. The Ranger currently feels heavily dependent on a small number of builds and synergies to really shine. If those pieces don't come together, he can end up feeling less like a companion and more like a special ability with legs. I'd love to see him become more active in combat with regular attacks or more autonomous behavior. The Cleric feels stronger overall, but I'd still love to see companions contribute more to the fight instead of mostly existing as triggered abilities. Small attacks, buffs, utility effects, or passive support would go a long way toward making them feel alive. Build variety also feels somewhat restrictive right now. Ranger often feels like it demands specific tank sustain builds, while Cleric pushes you toward specific damage setups. More viable combinations and experimentation would improve replayability considerably. I'd also love to see: Starting abilities separated from gear choices. Larger party sizes so bringing both a healer and ranged companion becomes possible. More companion customization and progression. None of this changes my recommendation. The game is still incredibly fun and the core idea remains one of the best I've seen in years. I simply see the shape of an amazing game here and want more ways to play it.
hours and hours of fun
Players by region
Where this game's players are, estimated from review languages.
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