
Robothorium is a cyberpunk dungeon crawler with turn-based fights, where all your choices will have a direct impact on your revolution against Humankind. Deep Strategy, Crafting, Party Based management, Talents and so much more in this roguelike!
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 24 → 0/day in the week after.
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.
About
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.99−80% | 375reviews | 70% | — | $22.8K |
| $14.99 | — | — | — | 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.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Eu gostei no intel
fun game
Robothorium, developed by Goblinz Studio and published by Goblinz Publishing together with Whisper Games, is a turn-based tactical RPG that blends cyberpunk storytelling with roguelike structure and squad-based strategy. Set in a future where sentient machines have begun to question their role under human control, the game casts the player as a guiding intelligence orchestrating a robotic rebellion. It’s an intriguing setup that leans into themes of autonomy, ideology, and revolution, and while the execution doesn’t always match its ambition, the foundation is undeniably compelling. The narrative stands out as one of the game’s more engaging elements. Rather than presenting a straightforward uprising, the story introduces competing factions of robots, each with its own philosophy about how freedom should be achieved. Some favor diplomacy, others advocate for outright destruction, and many fall somewhere in between. The player’s choices influence these relationships, shaping both the direction of the rebellion and the outcome of the campaign. This branching approach adds weight to decisions and encourages replayability, as different paths reveal alternate perspectives and consequences. The writing isn’t flawless, but it does enough to make the world feel politically and ideologically layered. Combat forms the backbone of the experience, built around turn-based encounters where positioning, ability usage, and team composition are key. Players assemble squads from a variety of robot classes, each offering distinct roles and playstyles. Some units specialize in damage output, others in support or control, and combining them effectively becomes central to success. There’s a satisfying tactical rhythm when everything clicks—coordinating abilities, managing cooldowns, and adapting to enemy formations can feel rewarding. However, this depth is occasionally undercut by inconsistency, as certain encounters rely heavily on chance-based outcomes, which can make even well-planned strategies feel unreliable. Outside of combat, Robothorium expands into a broader management layer that includes crafting, upgrading units, and navigating faction relationships. This meta-structure reinforces the sense of leading a larger movement rather than simply progressing through isolated missions. There’s a clear attempt to give players multiple systems to engage with, but the sheer volume of mechanics can become overwhelming. Menus are dense, explanations are often lacking, and important details can be buried beneath layers of interface clutter. Instead of enhancing immersion, this complexity sometimes creates friction, particularly for players who are not already familiar with tactical RPG conventions. The roguelike elements add both replayability and repetition. Missions are procedurally generated, which ensures that no two runs are exactly the same, but the variation isn’t always significant enough to keep the experience feeling fresh over long sessions. Enemy types and objectives don’t evolve dramatically, and the loop of deploying units, completing missions, and returning to the hub can begin to feel predictable. While the progression systems provide a sense of advancement, they don’t fully offset the repetitive structure that emerges over time. Visually, the game adopts a stylized, slightly cartoonish aesthetic that contrasts with its more serious themes. The robot designs are varied and expressive, giving personality to each unit despite the mechanical setting. Environments are colorful and functional, though not particularly detailed, and they serve their purpose without becoming a focal point. The soundtrack complements the action adequately, maintaining a steady tone throughout, but like other aspects of the game, it can become repetitive during extended play. Balance is another area where the game shows some rough edges. Certain builds or unit combinations can feel disproportionately effective, while others struggle to remain viable in later stages. Loot and upgrade systems, though extensive, don’t always feel well-tuned, leading to moments where progression either stalls or accelerates unevenly. These inconsistencies don’t break the game, but they do highlight a lack of refinement that prevents the systems from reaching their full potential. Ultimately, Robothorium is a game defined by its ambition. It brings together narrative choice, tactical combat, and roguelike progression into a cohesive framework that offers genuine depth for those willing to engage with it. At the same time, its complexity, repetition, and uneven polish make it less accessible and occasionally frustrating. For players who enjoy experimenting with systems and exploring branching narratives, it can be a rewarding experience. For others, the friction may outweigh the appeal. Rating: 7/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Simplified Chinese, Italian, Spanish - Spain, Portuguese - Brazil, Russian
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Pas de grand interet, gameplay lent et très repetitif... dommage? oui
First of all, this game is repetitive as ♥♥♥♥. Sure, enemies have different skills, apply debuffs on you and buff themselves or allies but all in all it's very basic and doesn't differ much between different types of enemies, except for bosses with their own somewhat unique skills and Goliaths that are different from common enemies and are slightly different to each other but built around the same concept. Since many people compared it to The Darkest Dungeon, I remember the horrors of it too well, so I started on normal. Blasted through the game with 2 guards and repair in the frontline and 2 zerkers in the backline. Only lost a repair bot once in 2 Goliaths fight, never lost a battle. I farmed side missions for a while, leveling my robots to 13-14 against lvl8 opponents, then went on with the story, so I assumed it wasn't challenging due to me being overleveled. After finishing the story on normal in 13 hrs (first 8.8 uniterrupted, despite the repetitiveness), decided to give it a go with dumb combos on hard, spent another 6 hours now building 5 repair-bots, currently at lvl 12-13. Is it fun? Not really. Is it any different from the previous playthrough with damage-dealers and tanks? I mean, yes, in a way that now they just don't lose any HP and their shields are regenerated passively, but it doesn't change the gameplay. Unless your unstoppable party meets an immovable object that you can't autoattack to death due to it's shielding. Then you have to surrender and pick another side mission (well, i'm still pretty early in the campaign with 5 repairobots but I'd assume you can't overdamage The Council with it). The story is okay-ish, but nothing special. You can make random choices and it will only change the dialogues but not the gameplay. Also, you are introduced to the leaders of different movements with totally forgettable names in early missions, then go sideways for a bit, get back to the story and it asks you whether you want to send the info to one or the other. Hell if I remembered who any of them are. Same with the choices during a mission. For instance, you've encountered a scout drone and you can destroy it, deactivate or hack. Chances are different for each of them, so are the concequences. The thing is you have no idea what these consequences are until you check them manually. Overall, I'd recommend trying it on sale (got it for 80% off and had a blast) but don't expect much, it's very basic and underdeveloped. No clue how people may compare it to the darkest dungeon.
几元入库还要啥自行车;何况也有自行车,非自行车好评要素也有--中文云存档成就掉卡加一,推荐。 Ach need cn too. 成就也需要中文。 202512,steam,steam掉卡掉物抵扣,它处自定义包入的本体约9元。爱人如己,目前就这,看以后追评。
Awesome game! Great challenging turn based fun! Twitch integration is sweet! Totally worth it! https://youtu.be/A6-4zfmRy2Q
Name: Robothorium Version: Final DLC: No Mods: It has steam workshop, but precious little in it Hours Played: 22 Type of Game: Roguelike robot battler Graphics: Not bad Music: Don’t know...I always turn it off Sound: Suitable Beaten: No Multiplayer: I’m antisocial Can I play This Drinking?: Yes! Can I play this while Partaking?: Drugs are whack, stay in school Was it Fun?: Up to a point Replay Value: Multiple endings Notes: What’s to say? Build your party of robots, enter a dungeon/office building/lab, and kill bad guys and collect loot. You can buy or sell AIs for your party, which has some horrible connotations, change out your party, use the loot to upgrade your party, make stuff, sell stuff…it has what you need for a full fledged game. You have multiple factions you can curry favor with , based on decisions you make. The dungeons are roguelike, which is a nice touch. You also get bonus missions to grind with to get more loot, raise your levels, get more robots…you get the idea. And now the bad. See, there is a problem with the leveling system. You go up, they go up. You get more powerful, they get more powerful. Some bonus missions were pretty much unbeatable (but you get to run away). While, aside from a few missions, I never really felt like I was in danger of losing, it just took some of the joy out of the game knowing that no matter what I did, it didn’t really matter. And then my party was wiped out doing an easy mission a level below my tricked out party. RNG, I know, but I reloaded and tried twice more. I tried other missions, and they were a no go. So, I went and played something else. So…it’s an ok game, but frustration takes its toll.
150% 부족한 엉성한 로봇 턴제 게임
schwer, aber ein gutes Strategie Spiel. Rundenbasiert!
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Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $22.8K | 72 | 82% | $14.99 | |
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| $22.8K | 82 | 93% | $9.74 | |
| $22.8K | 101 | 78% | $14.99 |