
Eonica Chess Battle is an auto-battler game, mixing together elements of the classic chess game with elements from the fantasy fiction world.
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Languages: English*, Russian*languages with full audio support
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[h3]What a disappointment... not even mobile game cr[b][/b]ap[/h3] Within just a veeery few minutes you've seen everything. I literally had more "fun" watching the underwhleming trailer. Gameplaywise it's pure, random chaos. It has barely anything to do with Chess...
"Eonica Chess Battle" is a badly made abandoned Early Access "autobattler" with a mild chess theme... it's both convoluted and imbalanced. Throw pieces up on the board and hope, because the tutorial won't prepare you to either play the game, or warn you how bad it is. Some of the visuals look ok but the visual design is too noisy and chaotic... I can see why they abandoned this one. The developers abandoned this 2 years and 11 months ago. It will never be completed. This unfinished game is just polluting Steam and making it harder for gamers to find genuinely, completely made games. The graphics in this game are passable, but could be better. And while it's vital for any game to have impressive visuals (gaming is a visual medium, after all), there's more to a game than just the graphics. To be worth a gamers time, the game must match top tier visuals with top tier gameplay, and that's not happening here. You're forced to sign a highly questionable yet legally unenforceable End User License Agreement... for such a relatively low effort, low quality product, this comes across more as a delusion of grandeur than anything else. This agreement includes questionable requirements that may attempt to revoke consumer law protections that gamers expect to have, which is also highly problematic. Developers must learn they are here to serve gamers, not control them. I had my cat walk over the keyboard while the EULA was displaying, which fixed that problem for me. This is "free" enough, at least you won't be expected to spend any more money after you download this, but just because something is free doesn't mean it's good. Even though this is "free", it failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at only 10 concurrent players... this is a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Not this time. This isn't worth downloading. While this won't cost you any money, you get what you pay for, and sometimes, even when the game is free, it's still not enough.
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Hours played at review time, across 38 reviews with recorded playtime.
чики брики
根本没法正常游戏,进入比赛后画面是灰色的,什么都看不到,音乐照常,然后只提示你输赢,说白了的就是进去就挂机,然后你还看不到
Затея интересная и наполнение прикольное. Но не играйте ведь игроков нет и недоработок многовато
The game was dead on arrival...well it feels like it.
not what i though the game was going to be like at all i wish it was more like real chess and not what it is.....
Eonica Chess Battle approaches the auto-battler formula from an interesting angle by mixing fantasy units, automated combat, resource management, and ideas inspired by traditional chess. Rather than relying entirely on raw unit statistics, the game places considerable importance on where pieces are positioned and how their movement characteristics affect their ability to engage opponents. Developed and published by StandArts, it was designed primarily as an online competitive experience where eight players construct armies and attempt to remain standing after everyone else has been eliminated. The core loop follows the recognizable rhythm of an auto-battler. Players acquire pieces, arrange their forces, improve their lineup, and prepare for rounds that resolve largely without direct intervention. The strategic work therefore happens before combat. Choosing what to purchase is only part of the equation because positioning can determine whether an otherwise strong composition performs effectively. The chess influence gives this aspect additional personality, encouraging players to consider movement patterns, attack opportunities, and the relationship between individual pieces instead of simply filling the board with the strongest available characters. Team composition adds another layer of decision-making. Different pieces can complement one another through useful combinations, so building around effective relationships generally produces better results than selecting units independently. Random availability prevents every match from following an identical path, forcing players to adapt when their preferred strategy cannot be assembled. This uncertainty works well with the competitive format because improvisation becomes an important skill. Knowing when to abandon an unsuccessful plan and take advantage of better options can be just as valuable as understanding the strongest theoretical combinations. Resource management further strengthens the strategic side. Spending aggressively can provide an immediate advantage, while conserving resources may create better opportunities later. Neither approach is universally correct, since the appropriate decision depends on the current board, available pieces, opponents, and overall condition of the match. These choices create a satisfying tension between immediate survival and long-term development. Players who enjoy analyzing probabilities and gradually optimizing a composition are likely to find more value here than those expecting direct control over every attack. The eight-player structure is particularly suitable for this design. Opponents are not static challenges, and their armies can evolve considerably throughout a session. Observing what other players are building allows an attentive competitor to reconsider positioning or alter a composition before an unfavorable encounter. Quick matches provide a more casual route into the mechanics, while Ranked play was intended for players interested in more serious competition and leaderboard progression. Custom games also offered flexibility for groups wanting a more controlled environment. Where Eonica Chess Battle struggles is in turning its promising foundation into a thoroughly polished package. Its presentation communicates the fantasy-board-game concept reasonably well, but battles can become visually busy when numerous pieces begin acting simultaneously. Since understanding combat outcomes is essential for improving a strategy, readability matters enormously in this genre. Greater visual clarity, interface refinement, stronger feedback, and additional quality-of-life improvements could have made learning from each round considerably easier. Its Early Access nature is also impossible to ignore when evaluating the overall experience. The project had ambitions extending beyond its original feature set, including broader competitive and customization elements, but it never developed into the fully realized platform that its underlying mechanics suggested was possible. This leaves an uneven impression: the essential strategy contains some genuinely worthwhile ideas, yet the surrounding structure feels less complete than the central concept deserves. An even greater concern is the game's present status. Eonica Chess Battle has effectively reached the end of its active development life, with retirement plans affecting its continued availability and online functionality. This matters enormously because the game was constructed around multiplayer competition rather than a substantial standalone offline campaign. A shrinking or unavailable online ecosystem undermines the primary reason to play. Consequently, it is more appropriate today to view the title as an interesting abandoned experiment than as an actively supported competitive game worth committing significant time to. Steam Deck compatibility is officially categorized as Playable rather than fully Verified. Performance with the default graphics configuration is considered suitable, and the game can run successfully on SteamOS. However, handheld players should expect compromises. Some functionality is not fully accessible through the default controller configuration, touchscreen interaction or a community controller layout may occasionally be useful, and text entry can require manually opening the virtual keyboard. Some interface text may also appear small, while certain prompts can display keyboard, mouse, or non-Steam Deck controller icons. It is therefore functional on the Deck, but the experience is less seamless than a fully optimized handheld release. Despite these problems, the design deserves recognition for attempting something more distinctive than simply reproducing another standard auto-battler. Chess-inspired movement, army positioning, economic decisions, randomized unit acquisition, composition building, and opponent observation form a potentially compelling combination. At its best, the game rewards players for thinking several rounds ahead while remaining flexible enough to respond when circumstances change. There is satisfaction in watching a carefully constructed formation succeed because of decisions made before the battle begins. Ultimately, Eonica Chess Battle is a case of appealing strategic foundations being limited by an unfinished development journey and an unsustainable multiplayer ecosystem. The core concept has enough personality to demonstrate what a more extensively developed version might have achieved, particularly through its integration of chess concepts into automated fantasy combat. However, limited refinement and the game's retirement make its weaknesses far more consequential today. As a historical Early Access experiment it remains interesting, but as a current recommendation it is difficult to endorse. Rating: 5/10
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The auto upgrade should not be automatic upon purchase of the unit, but upon placing the 3rd of the same unit on the board instead. Kinda meh for me and I played one single quick match that made no sense due having multiple opponents "1v1 me ♥♥♥♥♥" comes to mind as chess is usually played.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 332 | 73% | — | |
| $435 | 4 | 75% | $4.99 | |
| $0 | 29 | 28% | Free | |
| $0 | 3.5K | 77% | Free | |
| $0 | 1.2K | 70% | Free | |
| — | 0 | — | — |