
Four heroes are facing a horde of evil! Ultimate abilities, magic artifacts, hero upgrades and clever tactics... All these will help to defeat the Boss.
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 Aug 30 → 0/day in the week after.
About
Play by the 4-heroes team. Defend against the hordes of monsters, plan your moves, improve your abilities. Defeat all the enemies on each level and join the deadly fight with Boss!

An original turn-based battle system
Eight heroes with unique abilities and battle techique
А lot of additional skills, a variety of magical items
An unlimited choice of game tactics
Additional difficulty levels, which will become a real challenge even for the most experienced strategist
The main feature of the game is a unique turn-based battle system. You command the team of 4 heroes, 3 of which are fighting on the front line, while the 4th is recovering health behind the backs of his team-mates. To make a move you need to change positions of any two heroes. If the hero moves from the back line to the front, he uses superattack. For example, the knight is thrilling the land, stunning all the enemies on the line, while the huntress is charging a bow with energy, simultaneously firing arrows in all the enemies.
Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 484reviews | 85% | — | $60.2K |
| $4.99 | 95ratings | 81% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
For the price its alright. Its a fun concept, but not much level or enemy variation. So it gets repetitive after about an hour. I wish games like this would incorporate more randomness in level design. So you're not just doing the same thing, over, and over, and over again. I see they are making a new one. Hopefully there will be more variation.
Задротская игра слегка, все достижения так и не взял, надоело, может быть как-нибудь потом. Поначалу интересно и прикольно, но затянуто...
É um bom jogo de estratégia, mas um tanto quanto repetitivo. Guards é um jogo de estratégia em turnos baseado em grade, estruturado em torno de rotação posicional obrigatória de unidades e progressão por campanha. Sua identidade é definida pela gestão de um quarteto fixo de unidades, organizado em três posições frontais e uma retaguarda, sob câmera isométrica fixa que privilegia legibilidade e estabilidade visual. O núcleo mecânico reside na troca obrigatória de posição entre duas unidades. A rodada só ocorre após a movimentação. A unidade posicionada na retaguarda recupera vida passivamente; ao ser deslocada para a linha de frente, ativa sua habilidade especial. Essa dinâmica transforma o reposicionamento constante no eixo central da estratégia. A tomada de decisão não se limita ao ataque, mas envolve cálculo de exposição e estimativa de dano proveniente das unidades inimigas. Os inimigos surgem organizados em três faixas alinhadas às posições aliadas, podendo acumular até cinco unidades por faixa. Avançam progressivamente a cada rodada e apresentam características e parâmetros distintos, que escalam conforme o avanço na campanha. A progressão é cumulativa. A cada mapa finalizado, recursos são concedidos para aprimoramento temporário das unidades; ao final da partida, recursos destinados a aprimoramentos permanentes são obtidos. A superação das três dificuldades graduais depende do acúmulo progressivo desses recursos, estabelecendo um ciclo de tentativa, coleta, aprimoramento e nova tentativa sob maior exigência. Essa estrutura alonga a duração do jogo, que varia aproximadamente entre quatro e trinta horas, conforme o nível de repetição necessário para a maximização do time escolhido. A profundidade é moderada: a compreensão inicial é rápida, mas a otimização da rotação e da composição de grupo sustenta a camada estratégica. A expressão do jogador, contudo, permanece limitada ao escopo do quarteto selecionado e às restrições estruturais da campanha linear. VLW! o/
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Russian
| $4.99 |
| 44ratings |
| 72% |
| — |
| not modelled |
| $1.99−60% | — | — | — | 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.
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun use of created assets. Good game, everything worked for me. BTW, IMO in later stages it should speed up (like saves during the playthrough), because it seems like a lot repeating the same levels to get to "current" puzzle.
Pure grind game. Many hours of doing the exact same thing over and over and over, to slowly gain currency to upgrade your units. Additionally, winning on the highest difficulty is pure RNG. You can do everything right but get screwed on either the upgrades you are offered or enemy spawn locations or what your sniper decides to shoot and then you just die.
The Good + Interesting core gimmick + if all the wasted time/energy of the UI was removed (see below), it would be a pleasant little grind The Bad - repetitive and grindy - loading screen is not clear that it is one, and takes long enough to get on my nerves when grinding - damage & health are not visible at a glance or even hovering -- you have to click - There are 7 possible actions each turn (6 different swaps + inventory), but the interface is not designed around this, so it's easy to choose the wrong action (swapping the wrong heroes) and takes -- what feels like -- wasted effort to do the core gameplay - after each battle, you get 2-4 random upgrade choices, but won't be able to afford most of them - help text is unclear or wrong (lvl 2 shield ability says it gives shields per *turn* not per *battle*) The Ugly - fastest speed breaks action order, and isn't even all that fast Verdict I'm interested in Guards II. Hopefully it will resolve the issues here and make good on the premise
[list] [h3] Достоинства: [/h3] [*] Интересная механика передвижения [*] Перманентные улучшения [/list] [list] [h3] Недостатки: [/h3] [*] Слабая roguelite составляющая [*] Все несколько однообразно, довольно быстро надоедает [/list] Обзор скорее нейтральный, чем отрицательный.
I love the female character designs, but the gameplay is absolute ♥♥♥♥♥♥♥.
Such simple gameplay, and yet it poses such a challenge. I mean the basics are really simple. There's three lanes with monsters that move towards your party of four heroes. Since it's one more lane than you have heroes, one of them is left "in the back seat". When you swap positions and thus move said hero to the front, he or she performs a special attack. A healing ability for example, or an especially powerful strike. Which brings me to the next point. The game is turn-based, and all you have to do in your turn is to swap the positions of two heroes. Easy, right? Let's see how far you'll come then, and how many of the ten (I believe?) stages you can master. After completing each stage you get rewarded gold, an in-game currency that you can use to upgrade one of your heroes, such as giving your crusader more health or more damage to the archer. However, gold can only be used during one playthrough. It disappears, once you die. Which happens a lot. For permament upgrades or items in the shop, there's mithril, a currency that you obtain after each playthrough depending on how far you've come, or by completing quests. There's one final currency to obtain, which gives you more basic improvements, such as the amount of health the hero in the back regenerates, or the number of item slots. Well. That's basically it. This is the recipe for the whole game. Enough to defeat me almost 30 times.
plat the whole game and is a damn good game, if you are into RTS games. cheap and well worth the time. just MAKE SURE YOU DONT LEVEL UP THE TOP 4 HEROES, if you want to unlock the lucky 4 achievement. amazing game every second of it!!!!!!!
Players by region
Where this game's players are, estimated from review languages.
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