
Swords And Magic: Path Of Conquest is a Real-Time Auto Combat game with Team RPG elements set in a fantasy world! Gather your adventurers, build your team, challenge Dungeons, claim your rightful reward and reveal the mystery of the world!
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.
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
Swords And Magic: Path Of Conquest provides a unique experience of Real-Time Auto Combat with Team RPG elements set in a fantasy world, where you are the leader of your Faction. Recruit Adventurers, choose their path of Talent and Ability to work best with your combat strategy, challenge Dungeons and Bosses, grow more powerful and reveal the mystery of the world.



In Swords And Magic: Path Of Conquest, you are able to assemble a team of powerful characters and command them into battle! You can progress characters in the direction you like, equip them with Gears and Weapons, choose different paths for each character's Talent and Combat Ability, and develop your own strategy!



Aassign your characters to a Dungeon Raid, entering different dungeons, each with unique design and monsters to fight!
Dungeon combat is separated into different waves of enemies. After claiming victory on each wave, you can choose to take powerful Collections (which work only in dungeons) and progress further, or withdraw with what you have obtained.
Before each wave, unlike pre-designed wave monsters, you can choose who you want to fight next!



Know yourself, know your enemies.
Collect information on those whom you have defeated,
plan your strategy, set your goal, and fight on!

Craft your own equipment, harvest resources from dungeons and the wild, then forge your path to glory!

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 69 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏还是不错的,我连续几天高强度玩很上头。不过问题也挺多的 第一点优化问题,读条太慢了,加载速度还需要优化 第二点战场的物品掉落位置问题,战场的移动范围比视角大,导致喜欢跳来跳去的怪物容易死在看不到的角落,掉落装备也看不到,队员也没法去拾取,只能靠时间拖到强制结束一轮,导致打副本时间大幅延长。 第三点装备问题,装备太不全了,比如T的防御属性项链,我练到45级的T还在用10级的绿色项链,这合理吗?
其实模拟刷本还是挺有趣的,只是目前版本问题很多 主T顶级装1万3血也未必能抗住冠军BOSS一刀,主要在养成上已经没有提高和改善的空间了 造成冠军试炼完全看脸,除非运气好刷出各种需要的防御加成 因此除了守护和圣骑,其他近战职业就是鸡肋 尤其是面对群攻BOSS,输出未必有法系高,还根本站不住 作者应该应该好好缕清设计思路了,建议不如就在自动战斗模式的基础上加个技能释放器,增加一定策略性 不然就现在的版本,只需要死灵法师+奶妈就够了,召的BB甚至比T还管用,只要数量足够多 虽然刷了也蛮久的,但为了玩家们的肝和精神损耗,只能给个负评,希望能引起作者重视~
I'm about 4 hours in and so far it's a lot of fun! It needs some polish, sure, but it's EA and what's there is a fun gameplay loop with nice itemization and a great core. The multiple battle formats (6, 12, 24-man groups) are a really nice touch. The class variety is good so far, too. I'm looking forward to seeing how this game evolves!
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, Simplified Chinese, French, German, Spanish - Spain, Russian, Japanese, Portuguese - Brazil, Korean, Italian, Turkish, Polish +2 more
Hours played at review time, across 69 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
45/100 ..atm only for experienced Beta-Testers >> It has a core, but needs more meat to its frame << In current state I cannot recommend it unless you enjoy early Beta-Tests. [---Updated---] 💢PS: scroll down for details *** ------------------------------------------------------------------------------------------ Developers own comment to another Review: Archer [developer] Posted: 15 Aug @ 7:09pm Since this is my first project, I only have a rough idea of many of the game mechanics. I have to constantly adapt and revise the specific content during development. Basically, my goal is to create automated combat based on the raids from World of Warcraft, combined with elements of guild simulation and management. (translated to English) ------------------------------------------------------------------------------------------ *** Now a long list of massive gamebreaking issues: """""""""""""""""""""""""""""""""""""""""""""""""""""""" Technical issues: - Game itself has memory leaks and corrupts itself in long sessions (3h+) - FPS - drops sharply to ~65% in long sessions. Also it´s not crisp and washed out. This shows gfx utilization is wrong. - CPU/GPU - requires resources like AAA games from few years ago. One of those UNITY games that drains lots of power, but looks like 8y old. - SAVES - are generally solid and AUTOSAVE on logout works, saves are not corrupted. That said, after some time and even deleting old saves, the game does not autosave anymore except on logout. Also SAVE button does not work anymore after deleting some. - UI / Menus - while the UI works, the pop-up windows require rework. eg: you can´t close many with ESC-key as almost any other game. - PET is buggy. often spawns by itself and you cannot dismiss it. - RENAMING option is nice, but also buggy. eg: using C letter when renaming pet will abort your renaming and open Party UI (C-key) --> only way to fix most issues => RESTART GAME (I know annoying as hell) Game design flaws: - no Worldmap (that would show you both dungeons) - no connected/shared Storage (each chest is separate, pet also - which defeats the feature) - no full choice over your party composition !! - unrewarding Economy - it´s literally set up to drain your little gold - it´s so bad the developer gives you frequent allowance (monthly gold coins) lol - deceptive Timesinks to keep players in the game for longer (eg: crafting) - Level up pacing is BAD - I mean really horrible - Game systems & mechanics - well don´t expect things to be smooth - Class balance is OFF, I mean some are just outright crap - Talent design of Classes is mostly inherently consistent, but several bugs / decisions that make zero sense (eg: why would you unlock the advanced trait at Lv5, when you only aquire the skill at lv 10 ? ..lot´s of these hamper progression) - HIDDEN mechanics (eg: need to invest 3 points at each Talent stage 5/10/15/..) - RNG ♥♥♥♥♥♥♥♥ mechanics left and right (Traits, Tavern recruitment, etc) - CLIPPING can prevent you from using NPC vendors - Enemy HP bars skyrocket too quickly (HP sponge bosses included) - Party HP is actually quite good, but enemies scale away after lv.5-8 - 12/24 Raids are ridiculous -- zero playtesting shows by difficulty ranking, hp +numbers - DUNGEON mechanics rely on buffs to even get anywhere and survive higher Waves - some Bosses are outright broken ..waste of time! - Crafting system is also really bad - timesink - Equipment is hard to aquire and/or costly - Drops are quite ♥♥♥♥ even when doing CHALLENGING Dungeons (btw very hard +timesink) - overall Progression seems ♥♥♥♥♥♥ up ..every few hours something breaks the fun - clearing a hard 24 Raid Dungeon 95% and then getting your huge party beaten by unfair boss at same level is ♥♥♥♥♥♥♥♥. That means you LOST -70% of all Drops ..WTF - Imagine same DUNGEON wave and 1 enemy encounter is literally 10x harder, takes several minutes yet no good or usable drops ..WTF - PLAYTIME - Party after 20h: 2x lv20, 4x lv16, 6x lv15, 2x lv14, 4x lv7 ..yes stupid GRIND! - Took me ~18h to finally get my first Assassin (+ Flamebringer) - ... There was clearly no serious playtesting beyond lv.10 ..and some issues are so glaring obvious, it´s inexcusable. Guess I forgot a ton of minor bugs, but this is already long enough.. TLDR: While the game has a decent baseline, I won´t sugarcoat this many flaws!!
Fun right now. A lot of potential to be very fun.
作为一款团队自走RAID游戏,竟然不能设置技能释放逻辑? 假设有两个T,不能设置群体嘲讽的释放条件,导致两个T每次都是同步嘲讽。同理两个治疗不能设置生命百分比/法力百分比的条件治疗,每次队友掉血就两个治疗同步去奶。 推荐作者去玩玩龙之信条,看看里面pawn的技能释放条件和逻辑。。。在次点也可以去玩下黑荆棘角斗场,看看团队自动技能要怎么来设置
优化见鬼了。。。读条慢,存档慢,巨吃资源巨卡,返回菜单还概率游戏崩溃,甚至把我其他软件也都炸了。 服了
游戏难度没法选择强制,根据队伍平均等级提升,那我咋打的过去?6人队连一会儿拉几个1级的12人队反而更好打,第一次通关是6个主力带上18个1级打24人团战,第一次打过了,第二次队伍平均等级提升就打不过给我看笑了这神人游戏,怪物变难打了打怪材料也变多,看更新日志尽更新些加大地图这种没用的东西,刷图最快的办法就是打完一把就去买些新角色来回跑都要3分钟
Well worth the money. You can tell its early access but for an auto battler it is great! It needs some polish and some ease of use but its really fun.
不是你整这么大个地图,上面就两三个交互地点,然后弄个那么长那么空的主路连着让我跑,你要干啥呀隔着给我塞垃圾时间...哪怕就做几个按钮直接让我点也比这体验好;还有战斗的时候,你会给一堆临时buff,但你为什么不做个页面让我看看角色当前属性呢?打完你还要做个散步绕路捡装备的动画折磨观众。还有这个主城能不能好好优化了,每次进城都要卡个好几秒是要干嘛。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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