
The engineering roguelike. Construct your combos by wiring circuits. Build crazy machines to zap the monsters and trigger satisfying chain reactions. Discover devastating synergies and create overpowered builds.
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): 0.43/day in the week to Sep 8 → 0.86/day in the week after.
Reviews, worldwide (the counter carries no country): 0.38/day in the week to Jul 21 → 0.8/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.
About

Craft your own skills by wiring up modules. Some generate energy, others amplify or store it, and others convert it into effects. Pick from over 150 unique modules to construct crazy machines, discover devastating synergies, and create overpowered builds.
Connect the right modules and watch chaos unfold: Energy cascades through your circuits, triggering satisfying chain reactions. Feel like a mad scientist as you tinker, experiment, and discover new ways to amplify your power.

Every turn you have to decide where you want to put your energy: Into your blaster module? Do you have to crack a healing potion? Or do you store energy in a battery to prepare an even bigger move next turn?

Turns can be tactically pushed and pulled forward or backward in time: Dodge volcano eruptions and lightning strikes, slip before your enemies on the timeline or throw them into a devastating Grav-Spike.

Your adventure leads you through strange biomes where tricky enemies try to ruin your day. Compose your racks wisely to deal with the procedurally generated and progressively dangerous threats.
Between runs, return to your camp to upgrade buildings and unlock permanent progression. Store your favorite modules, expand your collection, and even build your own custom character.

Engagement
Reviews
Themes across 70 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Rough. Very rough. Not as in hard, but I just beat 3 games in a row only to die to a boss literally on their last leg that keeps moving you to its own next timeslot and always hits both heroes and always goes first. So yeah, "press play to lose". I hope this is a gross oversight, but either way, it's not exactly inspiring confidence. Especially because you can't anticipate it, the game is designed in a fashion that the moment you can even spot the problem, you're ♥♥♥♥♥♥. Bad design, dumb joke or horrible oversight? Don't know, don't care, the game is out a while and the fact that this happens due to the way ONE hero is designed leaves me with the feeling that there was ♥♥♥♥ all testing. Shame, could've been a lot better. I also have to wonder what the hell is going on with the achievements and/or the reviews. How can I be under the 1,7% of players that have a building that you can literally unlock in 3 runs, even if you fail them halfway through? I have zero idea what the hell is happening here, but unless steam is showing me absolute bogus stats with these achievements, there is something incredibly strange going on. Apparently there is some sort of bugged achievements going around, but according to the forum they have been fixed for months, so there's that.
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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, German, Simplified Chinese, Japanese, French, Russian, Portuguese - Brazil, Spanish - Latin America, Korean, Traditional Chinese, Ukrainian, Spanish - Spain
Hours played at review time, across 70 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Required manually configuring Compatibility Tools. I found the art style offputting. All the modules look like the same muddy pixel art. UI as a whole as very unintuitive. Base camp is a nightmare to navigate with dpad on Steam Deck. Labels for buildings block the view of said buildings
This game has one of the most unique and interesting combat systems I've seen in a while. Where in many other turn-based games, you can basically just spam the same things every turn until a meter or whatever charges up, in this one you *have* to switch up what you're doing ever turn because of the way the different modules interact and their cooldowns. Combine that and the need to adapt to what the enemy is doing, and you're constantly having to think about what you need to do. The story... exists. It's decent, it's functional, and a bit funny at times. This is definitely more of a gameplay game than a story one. The meta upgrades in the game, your base camp, are helpful but don't really make you overpowered. They're more about making your runs more consistent rather than strong.
The game design, the sound design, the cohesion in the art style. This game is was made with passion and it really shows. I've been playing it every night that I've had free since I got it. It's great. The tutorial definitely has a learning curve, but the full tutorial is available in the demo so you can really see if this game is for you. (Also, I'm really glad this had a demo! The demo got me off the fence and sold me the game!) Hats off to the developer, this one is great!
No joke, this game literally gave me nightmares last night. I played it just before bed. Despite the creepy foreboding atmosphere, it is not "scary," but I kept waking up thinking I was playing the game and losing. Overall, has solid mechanics pulled from a variety of genres. It resembles a deck builder, but you combine modules to build machines to do battle.
The game is very well designed and beautiful. You engineer your own abilities rotations, it's very clever and captivating.
I took a risk because it looked interesting, and [b]I'm glad i did.[/b] This game is kind-of a mashup between Lonestar and Backpack Hero - in the right ways. 9/10 Some turns, you will have it wired how you want and simply hit the on switch. Other turns, you will move connections around to activate different things, or maybe hold a button that lets you pick each module to activate - so you can make some crazy combo based on the order happen. There are lots of sensors that react to things happening, storage modules, color changing, combining or splitting, guns, slow rays, speed boosters, etc. And fights have an active display for turn order, where you can do things like make an enemy's turn land on a volcano fissure (or speed or slow yourself so you don't). Most important factor: runs are fun and interesting. It advertises as a rogue-like, but starts out as a rogue-lite (my preference), that I can see will finish out around early-mid game to become a pure rogue-like. Very approachable on beginner difficulty, you can make mistakes, survive and remedy the situation, and expect to win if you don't severely mess up. And you can minor power fantasy if things go well. Higher difficulties test your risk/reward strategy / survival vs efficiency for better rewards. Each run starts with you selecting a team of 2 characters, each with their unique mechanics. New characters unlock rapidly and each has a short exp bar that unlocks a few new modules for playing with them for a few runs. The creativity of the character mechanics really shines. When you 1st look at them, some of them seem more like a penalty - yet they are all crafted to make for interesting and rewarding builds, where intentionally penalizing yourself at the right times gives strategic advantages. Runs don't overstay their welcome, with each of 3 biomes leading to a boss fight, then camp or run end that rewards you based on how well you did with more town (meta/persistent) upgrades. At a nice casual pace, runs will last around 1.5hrs +/- depending on build complexity, player skill, and difficulty. Persistent upgrades are helpful, but not grind/slog artificial slowdown. eg more reward options after finishing a fight vs (more damage or hp to artificially hold you back). Saving: there are both a turn rewinds and save and continue a run later. I think I saves to the beginning of a fight, not individual turns (need to experiment). ...in fact, my first play session really highlights this in a good experience: I played the tutorial run (nicely blends into your 1st real run) then a real run... got to the last biome with a really satisfying op build. ...Then someone hit a power pole and took out all the power for the block! I was dreading turning on the game again, expecting to have lost all my progress and good run - but I didn't! With the power cut unexpectedly mid-run, the game had kept all my progress and only forgot a single fight for me to redo. Bravo!
I don't write game reviews often but this game and developer deserve a shout out. Its a clever take on a familiar genre. The gameplay balance is great requiring enough strategy to keep me engaged but never overwhelmed. If you enjoy logic puzzles and the vibe of classic 90's rpgs check it out.
Spaßig, immer wieder schön exploits zu finden.
It's a deckbuilder except your deck is a rack of the weirdest modular synth patches. Rogue Voltage is a really weird fish, but there's a gem of a game here waiting to be found. It can feel finicky at first, and late into a run when your rack gets full of esoteric modules that daisy-chain combos across different racks, it can look overwhelming, but once you learn to read the rack, it's fabulous.
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Players by region
Where this game's players are, estimated from review languages.
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