
Build your duchy piece by piece in this refreshing hybrid rogue-lite game. Use block-dropping mechanics to collect resources, recruit troops to fight against belligerent armies, and let every block shape your realm, leading your path to victory!
Modeled estimate, not a reported figure. How we estimate →
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.
About

Drop Duchy takes on the iconic geometric puzzle gameplay we all know and love with a fresh perspective: instead of simply clearing lines, you'll be thoughtfully building a realm using pieces of various shapes and types to overcome enemy challenges.
A mix of deckbuilding, puzzle and rogue-lite, the game offers a new gameplay designed to hone your appetite as a block-stacking tactician. Optimization is key to collecting precious resources, protecting your castle, and building your army.
Defeat is not the end, though: use the experience gained in previous runs to unlock even more content!


In each round of your run, Drop Duchy offers you a fresh and unique landscape to work with. Place tile pieces as you would in a typical block-dropping game but with a strategic twist: you need to align them to maximize their activation rules, producing maximum resources and units.
Selecting the optimal structures to place next to blocks of lush forests, wild rivers or grassy plains is crucial for maximizing your materials use and nurturing a bustling realm.
Forming lines grants bonuses, yet the ultimate goal is to pack up the most resources gradually. These resources will be crucial to build up your army bit by bit, ensuring your kingdom is well-protected against the enemy threats.

Select your path, gather your troops to outnumber your enemies, and reclaim the regions under their control. But be careful: letting your castle take too much damage can lead to defeat.
Successful battles lead your forces down branching, decision-filled paths in a march to storm the enemy fortress.
If your army falls before capturing the bastion, you can quickly jump back in and try a new strategy, thanks to a cleverly designed gameplay loop.
Adapt, conquer, and keep the action moving!

Grow in power with a rich deckbuilding system: build and enhance constructions with over 110 unique cards, each offering powerful upgrades and modifiers. Unlock new possibilities when using building or technology cards, each granting new bonus structures to boost soldier recruitment & various other perks. Customize your deck to suit your strategy and optimize your realm’s growth.
As you progress on your run, trade with markets or guilds to acquire valuable resources, use them wisely to upgrade your deck, make strategic decisions, and choose your path for the next round.

Drop Duchy features a robust meta progression system with over 100 unique misssions! Climb the ranks and unlock various bonuses such as increased resources, new cards or additional health.
These missions are intertwined with the three playable factions: The Duchy, The Republic, and The Order, each offering exclusive faction quests that grant faction-specific rewards. Completing these objectives across your runs not only tailors your strategy but also improves your chances of success, ensuring that every playthrough contributes to your long-term progression and victory.

An original mix of puzzle gameplay and real-time strategy
A brand new game experience with each run thanks to procedural generation
Play with 3 Factions: The Duchy, The Order, The Republic
Meta progression: over 100 challenges designed to help you through your journey
Build the perfect deck with over 110 unique cards
An elegant and charming art direction to please your eyes
An engaging and ever-evolving soundtrack to please your ears
Choose your path between lakes, glades, forests, villages, guilds… and more!
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99−40% | 3Kreviews | 90% | — | $1.4M |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 306 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pour une raison que j'ignore, je voyais Drop Duchy comme un city-builder médiéval, une sorte de croisement étrange entre Dorfromantik et Tetris. J'imaginais cela comme un petit jeu au concept original qui m'occuperait un court moment entre deux plus grosses productions. Eh bien, je me suis trompé sur ces deux points ! Finalement, Drop Duchy n'a presque rien à voir avec un city-builder : ici, placer ses différentes briques pour admirer sa création finale n'est pas la priorité. Le titre mise davantage sur la tactique, la stratégie et le deckbuilding. Et contrairement à Tetris, nous ne sommes pas contraints de prendre des décisions dans la précipitation, car le jeu donne la possibilité, à tout moment, de mettre une pièce de côté, voire même de revenir au tour précédent (et ce, sans aucune restriction). Une approche bien plus zen qui nous assure d'avoir tout le temps nécessaire pour positionner ses pièces de la manière la plus optimale, tout en anticipant plusieurs coups à l'avance la combinaison qui rapportera le plus de points. Placer une brique au mauvais endroit, rager et bloquer sa partie a donc peu de chances de se produire ! Le joueur démarre la partie en choisissant une classe parmi les cinq disponibles. Deux d'entre elles sont normalement proposées en DLC, mais m'ont été fournies avec la version obtenue via Humble Bundle. Elles s'intègrent d'ailleurs si naturellement à l'ensemble qu'elles auraient, à mon sens, mérité de faire partie du jeu de base. Chacune de ces classes (les campagnards, les citadins, le clergé, les barbares et les nordiques) possèdent des affinités avec des éléments particuliers, permettant d'adopter différentes approches pour appréhender le jeu. Ces différentes factions confèrent une forte rejouabilité en proposant diverses stratégies pour des parties qui ne se ressemblent pas. Au fil du jeu, le joueur doit placer, comme dans Tetris, les différentes pièces qui lui sont distribuées aléatoirement. Toutefois, le but n'est pas forcément de compléter le plus de lignes possible (même si c'est préférable), mais plutôt de placer ses bâtiments à proximité de ressources particulières. Par exemple, les briques « forêt » lâcheront des ressources si la brique « bûcheron » est à proximité. Les « bâtiments » du joueur sont représentés par des cartes que l'on gagne au fil des niveaux terminés ou des événements rencontrés. Elles se distinguent en trois catégories : les cartes technologiques assurant des bonus passifs, les cartes agissant sur les ressources avoisinantes et, enfin, les cartes militaires. Car oui, il y a de la baston. C'est la raison pour laquelle le jeu prend également la forme d'un roguelike. Le joueur chemine à travers différentes maps linéaires ponctuées de rencontres, menant invariablement à un boss. Une fois celui-ci occis, on enchaîne sur le tableau suivant jusqu'à atteindre le troisième et dernier boss, où sa défaite entraîne la fin victorieuse de la partie. La plupart des rencontres mènent à des affrontements contre les sbires du boss, représentés par des briques « ennemis » que l'on doit placer nous-mêmes sur la zone de jeu. Ces confrontations se déroulent lorsque l'on ne peut plus placer de briques et prennent la forme d'un « pierre-feuille-papier-ciseaux ». L'objectif est qu'à la fin d'une rencontre hostile, nous disposions de davantage de troupes que l'adversaire afin qu'il ne nous inflige pas de dommages. En cas de dégâts trop importants, notre nombre de points de vie est réduit et, s'il atteint zéro, c'est le game over. Je trouve ces affrontements suffisamment simples pour ne pas être trop prise de tête, tout en étant juste assez tactiques pour qu'une mauvaise décision puisse mener à la perte inutile des troupes de notre armée. Le jeu dispose d'un nombre conséquent de succès Steam, et chaque session permet d'en obtenir quelques-uns, motivant l'envie de recommencer immédiatement une partie. En plus de se rapprocher du platine, ils permettent aussi de gagner des points d'expérience servant au déblocage de nouvelles cartes plus puissantes, élargissant encore davantage les possibilités tactiques pour la session suivante. De plus, une fois que l'on comprend la stratégie d'une faction, il arrive que le niveau terminé prenne un habillage visuel cohérent, amenant quasiment à la contemplation d'un city builder. La brique « mairie » à proximité de la brique « ferme » et de la brique « tour de garde », entourée par des champs de blé, tandis qu'en arrière-plan, les briques « montagne » camouflent les briques ennemies, donnant l'impression qu'elles tiennent un siège sur notre petit village. Admirer un tel décor apporte la satisfaction d'avoir construit tout cela, non pas par notre volonté de faire quelque chose de joli, mais par la maîtrise stratégique de la faction que l'on a appris à diriger. J'ai trouvé la recette très addictive et intelligente, sans la pression et la frénésie d'une partie de Tetris. Drop Duchy a, de prime abord, l'air d'un « petit » jeu, mais une fois qu'il dévoile ses atouts, il présente une profondeur qui m'a fait enchaîner les parties sur une trentaine d'heures. Je recommande !
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 5/day in the week to Jul 21 → 4.6/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Ukrainian
Hours played at review time, across 308 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I feel very yes and no about Drop Duchy. It's a curious mix of tetris, roguelite and deckbuilding, but for me I found the most important thing you do is to stop playing tetris. Instead you should leave gaps when the strategy requires so. That's what the game is about. Also always invest in military buildings. I don't find this game particularly addicting, but there are lots of achievements and sometimes I feel like going after them. It's not a bad game, there's plenty of content and everything works well if you want to give it a try.
[h1]𝕌𝕞𝕞... ℝ𝕠𝕘𝕦𝕖𝕝𝕚𝕜𝕖 𝕋𝕖𝕥𝕣𝕚𝕤? ℍ𝕖𝕝𝕝 𝕟𝕠![/h1] I really wanted to like Drop Duchy. The idea sounded right up my alley: building territory, arranging blocks, making strategic decisions, and watching everything come together. But for me, the execution just never clicked. Having got it recently on a Humble Bundle collection, having also watched the trailer, I thought "wow this is amazing". I was truly disappointed. I kept feeling like I was wrestling with the game rather than playing it. What should have been satisfying planning often turned into me staring at the board thinking, “Well, I guess I’m stuck with this.” The randomness can be a real pain in the neck, and when a run goes sideways, it doesn’t always feel like I made a bad decision: it feels like the game dealt me a lousy hand and told me to make do with it. As I always say whenever I negatively review a roguelike game... A run should have a skill component too, not only be luck-sided. Bad starting hand, fine... Let me OUTSKILL the bad luck? That's not what happens in Drop Duchy. Maybe I’m just not drinking the Kool-Aid here, but I found the whole experience surprisingly frustrating. I had several moments where I thought the next run would finally make it click, only to end up back at square one wondering why I was doing this to myself. There’s definitely a good idea buried underneath it all, but personally, I came away feeling like I was digging for gold and finding rocks. I can see why people enjoy it, but for me, Drop Duchy was more headache than happy little kingdom. Did I mention that some things happen randomly in your board? No? Well I should... I've mastered Drop Duchy in the span of 50 or so hours, and I'm still amazed at how many troops a single outpost can get, through one misplay on your part. I'm glad I'm through with this game. [b]4/10[/b]
A creeper of a rogue style game. First hours go, it's cute but a bit gimmicky. After 10 hours you start to get hooked. After 30 hours you see the depth. Ask me again in 50 hours
huge fan of Tetris my big screen Tetris high score was 768 lines starting from level 9 4/10 not a fan of this almost pure RNG the more cards you unlock the worse the games gets
Not my cup of tea, but the quality of the game itself is not bad. Graphics, replayability, mechanics, progression - all is good.
It was fun for a little while, but the unlocks adding to the drafting pool started to make every run so unfocused that the fun just fell off the farther I got, and I didn't even get to the end. The more I unlocked, the worse and less fun my runs were. That seems pretty poorly designed.
Well, that got me addicted quickly! Once you understand how it all connects, you might play the game for longer than expected. It has this Tetris feeling to it, but offers a lot of other things on top of watching bricks fall and align. The boss fights are fun and unique. There are so many different options on how you might have to play in order to defeat the bosses or the enemies along the way. Lots of Tiles to unlock and experiment around with your ever-growing deck, and a big progress tree with unlockables never disappoints. The game is very forgiving; you can undo your turn if you messed up, and reload the game quickly if you want to redo battles that didn't go your way. As far as I have seen, there are other factions to unlock when you progress far enough with the tree, and there are also two factions that you can add to your game that come in the form of two DLCs, which is fine in my opinion. Besides the classic mode, there are at least two others for you to enjoy once you win a game in normal mode, so there is lots of content. Not to mention the music that fits the game so well. Anyway, if you like games like these, go for it; it is all worth it!
I bought this game 3 days ago, thinking it will be a fun little time waster. Since then, I sank more then 10 hours into it, and can't stop playing! It seems simple on the surface, but has suprising depth! Findign new combos, playing around with your tiles/cards/factions is really-really rewarding! Also: TETRIS! :D Huge praise to the devs, for coming up with such a unique game, I truly think this is one of the most original idea I've seen in the past couple of years!
I love tetris, and this is not the game you should be playing of you want a tetris roguelite, this is a roguelite with tetris elements.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $53.1K | 136 | 91% | $7.99 | |
| $732 | 20 | 80% | $0.99 | |
| $344 | 5 | 100% | $1.99 | |
| — | 0 | — | — | |
| $2.8M | 3.9K | 97% | $19.99 | |
| $285K | 565 | 82% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.4M | 1.7K | 87% | $29.99 | |
| $1.4M | 4.2K | 63% | $19.99 | |
| $1.4M | 441 | 90% | $79.99 | |
| $1.4M | 855 | 88% | $39.99 | |
| $1.4M | 3.6K | 94% | $19.99 | |
| $1.4M | 2K | 82% | $29.99 |