
Arena combat meets mercenary club management. Recruit from a dynamic market, build your squad, and compete season after season in leagues and cups.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best KR #78, worst FR #79 · 2 markets collected
About
Control one fighter in fast-paced arena battles. Aim abilities, move, and react in real time to outplay your opponents through positioning and timing. Or step back, set tactics, and watch your team fight.
Win fights to earn gold, buy and sell mercenaries, and strengthen your roster. Discover classes with unique abilities, shape your team, and upgrade it across seasons.
Put your team to the test in structured leagues and tournaments. Face powerful clubs and unique leaders, recruit rare champions, and climb your way to the top.
Every run forces new decisions. Randomized stats, evolving rosters, and dynamic opponents keep each season different, while the market gives you new ways to adapt and improve.
A medieval world where war has been replaced by arena combat. Clubs of mercenaries compete in structured leagues for power, gold, and prestige. Enter the arena. Climb to the top.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 917 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
게임은 재미있는데 인구수 제한, 장비수 제한, 그리고 다양하지 못한 케릭터 컨셉때문에 적당히 즐기다가 질리는건 숨길수가없음 뭐랄까 다양한 빌드업 , 장비 , 케릭터 컨셉만 잘잡으면 많은 유저들이 꾸준히 즐길만할듯..
What vibe-coded indie games should be.
Hasta ahora, Eslabong me parece una maravilla. Su combate automático es apenas la superficie: la verdadera profundidad está en formar un equipo de cinco luchadores y conseguir que sus roles, estadísticas y habilidades funcionen en conjunto. Cada personaje cuenta con personalidad, tendencias, estilo de crecimiento, reliquias y especializaciones capaces de cambiar realmente su función. La posición, los enfriamientos, el maná, la estamina y efectos como sangrado, invisibilidad, miedo, silencio, escudos o resurrecciones hacen que cada composición tenga fortalezas y debilidades propias. Además, el historial detallado permite entender por qué ganaste o perdiste y ajustar el plantel para la siguiente batalla. Ver cómo una estrategia cuidadosamente preparada finalmente funciona resulta tremendamente satisfactorio. Fácil de empezar, difícil de dominar y peligrosamente adictivo. Muy recomendado para quienes disfruten los autobattlers, la creación de equipos y la optimización de builds.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English*, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Korean, French, German, Italian, Turkish*languages with full audio support
Hours played at review time, across 918 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
fav game of teambuilder genre
足球经理的感觉啊,挺上头
얼엑이지만 돈이 아깝지않을 정도의 수작임. 컨텐츠 나중에 더 추가되면 더재밌을듯
Pretty fun and with a good AI, enjoyed a lot
데모해보고 개재밌어서 꾸준히 업뎃하길 바라는 마음으로 구매
This game really caught me off guard, its really fun. The management/out of battle mechanics are really interesting and it really feels like I'm taking part in a big competition. The arena combat is also quite fun, the classes are varied and there are a lot of skills. I would love to see some more complex/dangerous arenas, things like spike traps or even just walls/obstacles to maneuver around. I don't have a lot of play time yet so if that exists already my bad.
Feedback I'm a Korean gamer who has been enjoying Eslabong, and I wanted to share some feedback about the game's progression and PvP system. One of the things I find most fun about Eslabong is not just the strategy, but also the excitement of pulling an amazing, legendary-level character and building them up. However, with the current PvP stat normalization and the fact that the seasons are essentially endless, the game has started to feel more repetitive and grind-heavy to me. I think the game could be much more interesting if there were a limited number of seasons, something like 10–15 seasons. After completing the final season, players could choose 5 characters they have raised, set up their strategic formation, and use that team to enter PvP. This would give players a real reason to search for and build the strongest possible team during those 15 seasons. It would also bring back the excitement of pulling a legendary-level character. If you get an amazing character, you would actually have a reason to invest in them because you're thinking about your final PvP team. It would also give players a reason to care about winning seasons early on. For example, if winning a season early allows you to sell your characters for a higher price, then winning early seasons could increase the overall value and strength of your roster by the time you reach Season 15. That would make season management and decision-making much more meaningful. And since Season 15 would be the end of the progression cycle, you wouldn't necessarily need a traditional endless endgame. Instead, there could be more content focused on leveling characters, gaining Prestige (명성), and developing your roster throughout the 15 seasons. Since there would be a clear endpoint at Season 15, you could also prevent players from repeatedly saving and loading their game to retry character pulls, and increase the chances of getting characters with higher growth potential, including characters that reach their maximum growth potential. Then, after Season 15, the game could transition into a proper PvP endgame. PvP could be separated by difficulty as well. For example: Peace players can only PvP against other Peace players. Infernus players can only PvP against players from the same Infernus difficulty. Each difficulty could have its own leaderboard. I think this would make raising characters much more satisfying, because you would not just be raising characters for the sake of endlessly progressing. You would be raising them while thinking about how they will fit into your final PvP team. Right now, I feel like the biggest problem is that the game doesn't really have an endpoint. There are a lot of places where you need Prestige as an endgame currency, but there aren't enough meaningful ways to obtain it. Because the progression never really ends, it can turn into an endless loop of grinding the same things over and over again. I feel like this may be one of the reasons some players eventually get burned out and quit. I really like the core idea of Eslabong, especially the strategy and the excitement of finding and developing great characters. I think giving the game a clear 10–15 season progression cycle, followed by a PvP endgame, could make those parts of the game much more meaningful and exciting.
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.
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