
Turn a handful of heroes into a massive legion! Legionbound is a casual retro RPG autobattler where you recruit heroes, discover class synergies, forge powerful Ascensions, and battle through hordes of enemies across replayable roguelite runs.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
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.
About
Legionbound is a retro party-based RPG where fights play out in modern autobattler style, where the choices you make when selecting your heroes makes the difference between huge runs and getting wiped. Recruit a ridiculous number of heroes, stack synergies, and see if your legion holds together when the enemies pour in wave after wave.
Build up your party to up to 50 heroes at the same time. A far call from “perfecting my four-person party,“ more like "assembling a traveling fantasy pile of poor decisions.”

While your heroes are going to be fighting minions automatically, it doesn't mean you can't make a difference! Reposition heroes between rows, cast unlockable spells, and purchase passive items that align with the skills you've unlocked to maximize the benefits your heroes receive. Once your heroes have proven themselves, combine them into powerful Ascension classes to control the battlefield!
Battle Mode
An Endurance run on different maps where the goal is simple: last as long as you can. Keep recruiting heroes during the run, keep them alive through items and discovering Synergy subclasses, and see how far your build can go before it finally snaps. Unlock maps and heroes along the way!
Adventure Mode
A roguelite journey where you can construct buildings with special passive abilities and enhance your team over multiple battles. Venture forth into a variety of maps with various difficulties, modifiers, and rewards, but all the meanwhile the final foe gains power. When you are ready to face the final foe, will you confront the Endbringer or loop back to the beginning to gain more power?

Even when you wipe, you are still moving forward. Earn skill points, climb a detailed skill tree, and unlock roguelite bonuses that make future runs stronger, smoother, and more customizable.
Retro party-based RPG with modern autobattler combat
Recruit from many fantasy classes and field up to 50 heroes at once
42 different classes, each with their own synergy subclass to discover
Over 800 possible Ascension heroes to combine
Strike down hordes of mobs and dozens of bosses across 10 different maps.
Battle Mode: Survive as long as possible, recruit mid-run, conquer every battlefield
Adventure Mode: Face a variety of choices and challenges as you build your party and prepare for the final battle.
Expansive roguelite skill tree that upgrades future runs, respec at will!

Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−20% | 676reviews | 83% | — | $155.3K |
| $4.99 | — | — | — | $6.3K |
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 142 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
TLDR: the concept is cool but there's definitely not enough here to justify the price. UPDATE: 9 hours and the game is basically done. Nothing left to do. I started to like it, until I got here. Not changing the review until there's more content and the controller issue is addressed. 9 hours of staring at a screen and doing almost nothing does not warrant an improved review. TAKE NOTE: every positive review has less than 2 hours playtime. You'll think it's cool until you spend 3 hours and then realize this game should have been 3 bucks. INITIAL REVIEW: .5 hours in: what am i missing? it's called an auto battler, but it's just an idler with absolutely nothing special added. i had more fun with clicker heroes in the first half hour than this... what's worse is there's zero controller support, on a game that you control basically nothing. in this era of steam deck, that's a decision that vexes me...
This game is way too shallow. The leveling makes no sense and happens way too fast. You'll start a round where an enemy type might have 2K health but by the last wave will have 10k health because they scale instantly with your characters. Which brings me to the leveling system itself. It is completely pointless. Your characters do not unlock any skills or get better at anything and the enemies scale up with them, so what's the point? In fact it is even worse since your party's health does not scale up nearly as fast as the enemy's attack, you have to find exploits to advance the game. Which brings me to another thing that's terrible with this game... It took me my second run until I figure out how to upgrade the mana regeneration and buy an invulnerability spell that makes my party completely untouchable. If for whatever reason the shield drops for a few seconds while I don't pay attention, I'll loose 2 or 3 guys since the enemy attack scale way outpaces your own DEF and CON. The rounds become a total slog since you're constantly timing your clicks to cast spells to help your hapless level 600 losers. This needs a ton of balancing and tweaking. It could be a pretty decent game if they get it right, but it is so shallow now.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Traditional Chinese, Korean, French, German, Spanish - Spain, Portuguese - Brazil, Russian, Spanish - Latin America
Hours played at review time, across 142 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I don't really know how to review this one. Like, [i]technically[/i] the game is what it says on the tin- there are class synergies, there is a party based RPG dynamic, there is some amount of choice you're making. But, this is an idle game through and through. Sure, you do make a one time decision on where to place a unit, but typically you aren't moving them once placed. Sure, when you're first starting to play you want to maximize aura buffs by centering heroes around someone, but that falls away pretty quickly once you develop meta progression and are just, well, [b]idling[/b]. Because that's what all the choices boil away to show in the end- that this is an idle game and the difference between selecting units, items, and placement compared to what the computer will do for you in the idle mode is really no different. A lot of the choices in the game are illusions of choice. Yeah, you want your defense units in the front and your squishies in the back. Duh. That's not really making a meaningful choice, that's just the fact that squishies will die if they get hit. And, yeah, you want to take X unit with Y unit because they synergize, and you can only get more powerful units (ascended units) if you syngerize them. None of this is really choice. Choice implies that there's a second option that is equally valid, and in this game there's none of that. You get the choice of what you want to focus on in the sense of excluding certain units from your team, but there's not really a huge amount of variability here. Do you want to focus on Dex, Str, or Mag units? Cool, focus on that type and then splash Def units for frontline shielding. There. That's the biggest choice you'll make. They all play relatively the same. You just pick the keystones from the meta progression that benefit the type of units you're focusing on and you're done. And you are done. I've found that the idle mode plays the game better than I can as it will instantly buy new units, which at the highest speed is the limiting factor. A boss suddenly kills two front liners? No biggie, the computer just bought two new units to replace them so the attacks don't start cascading into your backrow causing even more losses; for a person, by the time a message pops up alerting you of a dead unit, three more are already dead and now you're struggling to salvage what remains. There is an adventure mode, which is like a drafting rouglike? You can build areas that give you specific bonuses and give you the ability to purchase specific units, all while you climb up progressively more difficult waves of enemies to a final boss. I personally found it really tedious. What little enjoyment I got out of watching my team destroy wave after wave of enemies was dragged down by the constant line of "choices" and up-keeping you had to make after a few waves. It felt less like a rougelike and more like a very tedious idle game. And this is where I don't know how to review the game. It doesn't really succeed at being an auto-battler as your choices aren't that impactful. It doesn't really succeed as a rougelike either as each run will look nearly identical once you find your niche. And it doesn't really succeed as an idler as you do have to check on it somewhat frequently just to see if you've lost with zero interactability outside of that. After playing it for ten hours, I was bored. I had seen everything and wasn't truly that impressed or interested. Overall, the game does play well and, as far as I know, I didn't encounter any bugs- although, when the game is whipping past you at top speed, it's hard to say if a bug actually happens. I just can't recommend this- at least not at full price. I think for $4 it's worth a play, but anything more than that is not great. This is an idle game, an idle game that tries to cloak itself in something else, but still just an idle game. If I want to [i]not[/i] play a game, I'll just go knit while watching someone else play something.
Legionbound is a genuinely cool idea that never closes the gap between concept and execution. Once you've cleared the early unlocks, the core loop stops being a game and starts being something that wants to be a screensaver — but never lets you treat it like one. You'd think enough progress would let you sit back, but you can't: gold and gems have to be manually picked up, so you're constantly waving your cursor around the screen chasing loot, and shop purchases run on a timer you have to babysit even though the queue just buys whatever's available with no way to target a specific need. It's not idle and it's not actively directed either — it's a third thing, a chore that borrows the worst of both. The talent tree makes this worse instead of better. Under-invested, progress is nearly impossible; past a certain threshold, everything becomes trivial. There's no middle where the tree is actually shaping meaningful decisions — it's a wall, then a light switch. Ascensions, which look like the game's most interesting mechanic, are gated tightly enough that you never get a real feel for their impact before you're pushed back into the grind. And the build space overall skews hard toward stacking raw damage; other combinations exist but don't seem viable for continued progress, so experimentation gets punished rather than rewarded. I put 11 hours into it — genuinely locked in the whole time. Stepping back, I have no pull to return. If you're looking for a casual auto-battler, you'll enjoy this. But if you're looking for something deeper, you'll probably find this one too grindy.
So far I've only played adventure mode. One big distraction for me is the feature in which heroes gain experience and level up. It seems to me that as your heroes level up, enemies scale up to match hero levels. As the gold you gain scales up, heroes you can hire also scale up in both level and cost, and items' costs scale up as well. I don't see the point of any of this scaling. If heroes and enemies remained at level 1 and gold costs stayed the same, the game would be unchanged. Then the player could focus their attention on what the game is really about: pairing heroes that complement each other (e.g. take advantage of negative status ailments on enemies); promote heroes to their subclasses; and ascension.
玩法機制我覺得可以,就是內容較少。 等天賦都拿到,關卡全破後,玩幾次掛機就覺得有點無聊了。 大概可以玩6~8小時吧 然後後期平衡就有點沒這麼在意了 角色掛掉,根本沒時間給你慢慢練新的飛昇角色,直接雇傭還比較快。 結果導致飛昇這機制像笑話一樣 後期可玩性問題很大。 整體來說,給我一個晚上的小樂趣,至少沒讓我有特別不爽的感受 所以還是給推薦吧
The presentation is good but the game is hollow.
very little strategy, not interactive
Are you suffering from too much idle time in between games or life? Consider these symptoms: - You find yourself constantly waiting for respawn timers in other games. - Your friend said he was getting on 30 minutes ago and has in fact not got on. - You want to click 1 to 3 buttons, walk away from your PC and come back to find it still playing If you answered yes to any of these then Legionbound is right for you. Side effects include: - One more run addiction - Loss of focus on the main game you'd say you'd play while this is open - Loss of sleep figuring out the best synergy comps Buy the game. You won't be disappointed.
Legionbound is to video games what bitcoins are to stockmarkets : a debauchery of computational power and electrical consumption, for naught. The end of our world.
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 |
|---|---|---|---|---|
| $5.1K | 17 | 100% | $9.99 | |
| $1.8K | 20 | 70% | $3.24 | |
| — | 0 | — | — | |
| $3.1M | 6.5K | 82% | $19.99 | |
| $31.7K | 150 | 71% | $6.99 | |
| $10.1K | 59 | 75% | $5.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $155.3K | 202 | 79% | $19.99 | |
| $155.4K | 120 | 83% | $24.99 | |
| $155.3K | 420 | 81% | $9.92 | |
| $155.2K | 846 | 85% | $11.99 | |
| $155.5K | 546 | 64% | $11.99 | |
| $155.5K | 536 | 80% | $14.99 |