
Draft a party that shouldn't work. Then save the world against all odds. Seer's Gambit is a tactical roguelite with unlikely hero synergies. Explore a dangerous world area by area. Every conquest is yours to upgrade. Unlock new heroes, earn powerful buffs, and turn victories into your next weapon.
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): 0.14/day in the week to Sep 7 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 23 → 0.14/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

Dive into a strategic, tactical semi-auto battler with player agency through positioning and powerful activated ultimate abilities. Each hero comes with their own unique ability. Use it at the right time to turn the tide of battle, waste it, and risk a soul-crushing defeat.

Seer's Gambit is all about discovering the best group composition. Every character in the game can shine when combined with the right co-heroes. Unlock powerful combos by picking the perfect adventurers for your party and demolish your enemies with the power of teamwork.

Explore and upgrade the captivating, yet dangerous world of Emalon to unlock new heroes or powerful group buffs for meta progression. Earn resources during your adventures and predict the right upgrades to invest in for your heroes to stand a chance against the lurking evil.
As you explore, progress and shape your future, the world will change around you.
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 | $14.99 | 531reviews | 76% | — | $194.9K |
| $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 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I was trying to restart a run because I picked the wrong starting location. I saw a "New Game" button in the options. I press it, a warning comes up "This will erase the previous game, all progress will be reset". This is a message I have seen countless times in other games, it always meant you lose the run progress. I press ok, and there we go factory reset. 10/10 I am not opening this game again
邪教徒BOSS转阶段满场召小怪给自己回血,几口就能回满,这他妈能玩?一年前就有人评论提过,开发者还在下面装模作样回复了,结果一年过去你特么改了没???
游戏内不能放弃重开是真的傻逼,新游戏是所有进度重新开始!还有他妈的谜语人任务,就不能在地图上标个点?并且开局选人时还不能看完整地图,更是臭屎!游戏内事件少得不行,还有完全无用的事件,选了和没选差不多一样,对对局没什么影响。还有傻卵数值设计,只有个别设计师的亲爹才能通关。最烂的是食之无味的局外数值养成,就硬卡你进度,好的不学,他妈的烂的学的飞快,局外数值养成真是最无脑最傻逼的设计!以上加起来让这个游戏设计和可玩性变得臭中之臭!每一条都透露着设计师的无能和懒惰!
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Japanese, Simplified Chinese, Traditional Chinese, Korean
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
this is almost more akin to a flash game than a proper game.
选错出生地.选项点击新游戏是删除旧档开个新档....把我气笑了有空再玩吧
这种小品级游戏本来就筛选了一波玩家,结果评分还是不高是有原因的。最开始关注的时候评分就不怎么样,当时看评论区开发者回复还挺积极,觉得未来可期,就丢愿望单了,这两天闲着没啥事,游戏又正好打折,想着都跟了一年多问题差不多也改完了,结果吃了坨大的。 1.文本描述极差,更新了这么多年的游戏,连个图鉴都没有。自走棋玩法,在技能数值文本上乱说,你不觉得很离谱吗,其他的不提,就说两个印象深刻的。 DLC的晚安骑士,天赋树第三行三列,描述是有概率永久提升攻击力一点,实际游玩下来提升的是必杀威力 以及蜡油法师,天赋树二行三列,描述是战技打中敌人有概率永久提升战技威力,但实际玩下来,你必须要解锁他第二个组合技才能生效。 几局玩下来真是气笑了 2.Boss技能描述不给看,点开boss的面板啥都没有,是喜欢让玩家猜迷吗? 数值也不合理,养了一整局的大爹,以及队里的脆皮,被一个莫名其妙的毒雨直接秒掉,注意,队里俩奶妈,其中一个都叠了好几百战技威力,技能都放不出来,血条清空。这种设计很有意思吗? 到后面一阶段boss后的补给,送可以给敌人加眩晕的武器,我才恍然大悟,要拿两个眩晕打断才行。但是还是那句话,是喜欢让玩家猜迷吗? 3.倍数问题,开宝箱的时候非要强制一倍速拖时间是吧,时不时还抽风,四倍速莫名其妙就变成一倍速了。你们自己玩的时候真的没遇见过这个问题吗? 4.标签问题,什么叫我是这个标签,但是我的标签不能给我自己用?作者,你真的玩过自走棋吗?为了解锁组合技,在队里明明标签已经凑齐的情况下,我还要另外拿一个一模一样的角色来凑标签吗? 此外,贵族奶妈,天赋树三行三列,技能描述《击杀》时队伍每有一名《平民》角色,便永久获得加一攻击威力。实际使用下来,额外加《平民》标签的装备对此不生效,我转职了,但是我并没有转职是吧? 5.角色品质上限问题,运气好手上拿俩金,运气不好拿一堆白色英雄慢慢打去吧,喜欢我等级有上限,天赋只能点三个把普通解锁完。词条比别人少两个吗?一局打完今天只能解锁一个组合技吗?没关系,后续遇见高品质的还能换啊,嘻嘻,那你真是享福了,本来就是个数值对对碰的游戏,想换高品质的英雄啊,那你前面叠的属性都要飞高高咯。 我说你在关底加个有偿提升英雄品质,或者可以高品质英雄,直接替换低品质英雄,很难吗?非要玩家吃坨大的? 最后,装备种类事件怪物地图,都少的可怜,角色之间几乎没有联动,作者用脚填数值,后期被怪掏屁股,或者boss招个史莱姆,那你就等着后排输出和奶被两拳打死吧
Seer’s Gambit, developed by Unleash The Giraffe and published in collaboration with Gamersky Games, takes the familiar foundations of the auto-battler genre and reshapes them into a more deliberate, single-player roguelite experience. Instead of leaning into competitive multiplayer or rapid-fire decision-making, it slows the formula down and gives players room to think, experiment, and adapt. That shift in pacing is not just a minor tweak—it fundamentally changes how the game feels, transforming what is often a reactive genre into something more methodical and approachable without sacrificing its strategic depth. The gameplay loop centers on building a team of heroes and guiding them through a branching series of encounters. Each run presents a sequence of battles, events, and upgrade opportunities, with players constantly adjusting their composition based on what they encounter. Combat itself plays out automatically once units are placed on the field, but it doesn’t feel entirely hands-off. Each character builds energy over time and can unleash powerful abilities that the player activates manually, adding a layer of timing and engagement that keeps battles from becoming passive. This hybrid approach strikes a satisfying balance, allowing the player to influence the outcome without needing to micromanage every action. What gives Seer’s Gambit its staying power is how much emphasis it places on synergy and positioning. Characters belong to different archetypes, and combining them effectively unlocks bonuses that can dramatically alter a run. Placing units in the right positions—ensuring frontline durability, protecting fragile backliners, and maximizing area-based abilities—becomes just as important as choosing the right characters in the first place. The interplay between these systems creates a steady stream of small, meaningful decisions, encouraging players to experiment with different combinations and strategies. Success rarely comes from simply picking the strongest units; it comes from understanding how they work together. The roguelite structure reinforces this sense of experimentation by ensuring that every run contributes to long-term progress. Unlocking new characters, abilities, and upgrades gradually expands the pool of possibilities, giving players more tools to work with over time. Even failed attempts feel productive, as they often reveal new strategies or open up future options. This constant sense of progression helps maintain engagement, creating a loop that encourages repeated play without feeling overly punishing. It’s the kind of system that quietly builds momentum, drawing players back in with the promise of refining their approach and discovering new synergies. One of the game’s most notable design choices is its flexibility in pacing. Unlike many auto-battlers that unfold in real time with little room for pause, Seer’s Gambit allows players to slow things down and assess the situation at their own pace. This makes it far more accessible, especially for those who prefer thoughtful planning over quick reactions. It also reinforces the game’s identity as a strategy-focused experience, where decisions are made carefully rather than under pressure. This feature alone sets it apart from many of its peers and broadens its appeal to a wider audience. Visually, the game adopts a vibrant pixel-art style that complements its fantasy setting. The character designs are varied and expressive, giving each unit a distinct identity that makes team-building more engaging. While the environments are relatively simple, they serve their purpose without distracting from the action. The presentation as a whole feels cohesive, if not particularly ambitious, and aligns well with the game’s focus on clarity and readability during combat. Despite its strengths, Seer’s Gambit is not entirely without flaws. Balance can be inconsistent, with certain character combinations or archetypes outperforming others by a noticeable margin. This can occasionally limit the effectiveness of experimentation, as players may feel nudged toward specific strategies. Difficulty spikes can also disrupt the flow, particularly in later stages where encounters may require multiple attempts to overcome. Additionally, technical issues and minor bugs can appear from time to time, reminding players that this is still a relatively small-scale indie project. Even with these shortcomings, the game manages to carve out a distinct identity within a crowded genre. It doesn’t try to compete directly with the fast-paced, competitive nature of traditional auto-battlers, instead offering a more relaxed and introspective alternative. By focusing on synergy, progression, and player-controlled pacing, it creates an experience that feels both accessible and strategically engaging. In the end, Seer’s Gambit is a thoughtful and addictive reimagining of the auto-battler formula. It may not be perfectly balanced, and it shows signs of its indie roots, but its core ideas are strong enough to carry the experience. For players who enjoy experimenting with builds, refining strategies, and taking their time with decision-making, it offers a rewarding and refreshing take on the genre. Rating: 8/10
Wasted half an hour of my life for no reason because the devs want to take away all the stuff you got from the tutorial in the name of narrative for a ♥♥♥♥♥♥♥ roguelike game, and the worst part is that there's no guarantee they won't do that ♥♥♥♥ again in the name of muh story. Do these people actually think they're Supergiant? Do they respect players' time and money that little? The sheer gall to ask for a labor of love nomination is baffling.
cute, fun, game with great progression that makes exploring the map feel satisfying. Only complaint would be I wish there was more, New Map DLC?
挺好玩的一款小游戏,设置里能调成全屏。
Players by region
Where this game's players are, estimated from review languages.
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