
Inspired by traditional turn-based fantasy strategies and modern auto battlers, we created the fast-paced rogue-lite game about growing a massive army against ever-increasing hordes of enemies. You should act wisely, though: the formation and battle plan are just as important as the army's size!
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 21 → 0/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.
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Reviews
The gameplay loop is very addictive. Considering the price of this game, it's a great deal, definitely can recommend.
Unlike a lot of games I give negative review to, this one actually seems to do everything it is meant to do quite well. It just isn't meant to do very much. In fact, it feels like a piece, maybe 20%, of a really fun game, a solid piece, but one lacking a lot of the things a real game should have, be and do. Games, for me, are defined by the options and choices the players has. Here, there just aren't many, and they seldom feel like decisions as much as picking the obvious setting for the next battle. For example there is a unit that can either do better against melee or non-melee units. 90% of the time, you know exactly what you are going to fight, an army made up totally of one unit type. The only exception is the portal attacks that happen every 30 rounds, and those are mixed. In addition it is beyond fluff-light and pretty much fluff-free, not something you expect from a fantasy setting. You have a hero, but they are nameless, faceless and you have no clue what they add to a battle, even though they level up. I could go on and on about what it lacks, but I think anyone who has read this far gets the point. It lacks decisions, it lacks flavor, and it lacks fun. Sorry, two thumbs down.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Polish, Portuguese - Portugal, Russian
Hours played at review time, across 24 reviews with recorded playtime.
This game doesn't have any story, just battles after battles. And a few "economic" decisions. But it fits this game really well - it's definitely not about the story. Devs, I know that this is EA but for God sake, made Victory and Lose windows ASAP!!!
Need More Tutorial
Juegazo!!! aunque no lo entiendo del todo :v me muero en la dificultad más fácil :c
어렵당...
Need More Troops is a compact but surprisingly engaging strategy title developed and published by Challenging Games. Built around the idea of assembling an army and surviving through a succession of battles, it combines elements of roguelites, auto battlers, and tactical management into a package that is easy to understand but difficult to master. Instead of relying on an elaborate story or extensive world-building, the game focuses entirely on its gameplay loop, inviting players to experiment with unit compositions and discover increasingly effective strategies through repeated playthroughs. The game's premise is refreshingly straightforward. Players recruit soldiers, arrange their positions on the battlefield, and watch as combat unfolds automatically. While this may initially suggest a passive experience, Need More Troops places considerable emphasis on planning and decision-making. Every run introduces different opportunities and challenges, forcing players to adapt their tactics rather than relying on a single winning formula. The variety of available units and upgrades creates a sense of discovery, and finding powerful combinations becomes one of the game's biggest strengths. Success often depends less on the size of an army and more on how efficiently its members work together. One of the most impressive aspects of the game is how it balances accessibility with depth. New players can quickly grasp the basics within a few minutes, but later encounters reveal a much more demanding experience. Enemy formations become increasingly dangerous, requiring thoughtful positioning and careful resource management. The roguelite progression system ensures that failure is rarely frustrating, as each unsuccessful attempt contributes toward future unlocks and a better understanding of the game's mechanics. This constant cycle of experimentation and improvement gives the game a compelling sense of momentum and keeps its relatively simple concept from becoming stale too quickly. Visually, Need More Troops adopts a pixel-art aesthetic that favors clarity over visual extravagance. Units are easy to distinguish during crowded battles, and the interface remains intuitive throughout. Although it lacks the visual spectacle of larger strategy releases, the minimalist presentation complements the gameplay well. The soundtrack serves a similar purpose, providing a pleasant backdrop that enhances the atmosphere without drawing attention away from the tactical elements. Together, the audio and visuals create a cohesive experience that feels polished despite its modest production values. The game's replayability is undoubtedly one of its greatest assets. Randomized rewards, varying enemy encounters, and multiple strategic paths encourage players to approach each run differently. The progression systems provide a steady stream of incentives to continue playing, and the short session length makes it easy to return for another attempt. At the same time, the limited scope of the game becomes more noticeable after extended play. Players looking for a narrative-driven campaign or a vast amount of content may eventually feel that they have seen most of what the game has to offer. While the mechanics remain enjoyable, the experience does show signs of repetition after many hours. Despite these limitations, Need More Troops succeeds by delivering exactly what it promises: a focused and entertaining blend of strategy and roguelite gameplay. It understands its strengths and avoids overcomplicating its design with unnecessary systems. The result is a game that rewards experimentation, strategic thinking, and persistence. Challenging Games has crafted an experience that feels approachable for newcomers while still offering enough tactical complexity to satisfy genre enthusiasts. Rating: 6/10
I don't get it. Super boring and confusing.
Felt fairly shallow. And I found the UX kind of unintuitive.
A solid blend of the Auto-Battler, Strategy (HoMM-style, in particular), and Roguelite genres. There isn't a ton of content, and it isn't perfectly polished. I played a couple hours and feel done with the game, more or less. But for a dollar, that's perfectly fine. Those couple hours were good fun. I mentioned a lack of polish, but nothing about the game was buggy or frustrating, either, and that's more than I can say for most AAA games. Definitely worth a spin if you've got a dollar burning a hole in your pocket and enjoy simple strategy games.
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Players by region
Where this game's players are, estimated from review languages.
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