
Tabletop Tavern is a roguelike RTS where you build an army from scratch and command them across a brutal campaign. Recruit diverse units, create devastating synergies, and make tactical choices that shape the fate of every run.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 3.71/day in the week to Sep 7 → 5.86/day in the week after.
About
Lead your troops in intense real-time battles where positioning, timing, and synergy determine victory. Form disciplined spear walls to counter cavalry, protect your archers from flanking maneuvers, and use the terrain to gain the upper hand. From small skirmishes to massive clashes with hundreds of units on screen, every encounter challenges your strategic instincts.
Each run through Tabletop Tavern’s roguelike campaign is a new adventure, challenging you to adapt and evolve. Recruit new units, discover rare gear, and unlock upgrades that permanently alter your strategy. With scaling difficulty, random encounters, and dozens of heroes and factions to unlock, no two campaigns play the same.Command unique factions, each boasting distinct playstyles. Lead the elite infantry of the Vikings, the monstrous trolls and giants of the Orcs, agile and flashy Elves, stalwart Humans, resilient Dwarves, and so much more! Each faction comes with abilities that change how you craft your army and utilize them in battle. Master your faction’s identity and forge synergies that fit your preferred style of conquest.
Battles unfold on a tabletop battlefield where every clash feels like a miniature wargame brought to life in real time. Between skirmishes, you’ll manage your roster, face difficult choices, and make strategic decisions that shape your campaign. If you're the kind of player who finishes a roguelike run and immediately starts the next one, this one's for you.
Genres
Engagement
Reviews
Themes across 442 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Bought this game to relax after work. I have now developed a personal vendetta against several fictional people. They know what they did. 10/10
Total War Warhammer for beginners Very Cookie cutter and simplistic. Rock beats scissors and paper beats rock. Epic scissors beats normal rock kinda thing. Animations are not good dont focus on the battles to closely just health bars and flank. If you wanna be just one faction bc you think there cool you get penalized for it. Example: you wanna be vampires to control a undead army the game encourages you to conscript survivors after every battle (you can only field 10 units in a battle) and if you dont you nerf yourself. Undead also run away bc they have moral if that tells you anything about the game. BUT if your new to the real time strategy and like roguelites you will enjoy this. For those looking for strategy and tactics, this game is not for you. Even then the game is 10$ to high.
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Reviews, worldwide (the counter carries no country): 7.43/day in the week to Jul 25 → 11.29/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.
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, Russian, Spanish - Latin America, Japanese, Korean, Simplified Chinese, Traditional Chinese
Hours played at review time, across 445 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game isn't bad, it's just not worth $20. For a dev like this, it's decently made and feels honest. Someone got an idea for the game concept and went with it. I definitely think the game has potential, but the perpetual sales alone speak to my complaints about the cost to quality factor. This game can go places, but I think a smaller up-front fee for early adopters would sell more people on the game when they see other playing it. Why do I think it's overpriced? The battles: Unit control is rough, and units struggle massively when overlapping unlike TW where you can blob/mesh your troops more chaotically for a benefit. Siege units are genuinely broken if you stack them as you'll rape enemies with 100% accurate shot placement with no respect for terrain blockages (and beat the ♥♥♥♥ out of garrisons you can funnel through gate chokes), but kinda suck on their own compared to (especially TW:Warhammer given this is a fantasy RTS game) TW arty. The random field building bonus placement features are easy to abuse (usually placed in your deployment zone) when you like them and easier to avoid when they help your enemies. Unit rarity isn't balanced, ♥♥♥♥ units just suck, even prestige'd, while purple/golds do insane work. You're better off with one purple at the start than 6 whites or 3 greens by a mile, especially if you can prestige with consumables. I consistently do better when I just conscript and heal high tier units (easy as hell to do) and cycle them from the recovery zone to the battlefield. Speaking of, I find it's easier to just autoresolve my way through most of the early game. I won a Baron game in 15 minutes because I only fought the last couple battles and ran them on 2x speed mostly. If I spend most of my time not using the battle mechanic to actually fight because it doesn't benefit me to do so, in a game trying to follow the TW formula, you have a problem. Fighting battles should be an incentive for good player, not a tedium. The map: Probably the least-concerning part. I'm cool with the formula here, my only gripe is that card shops seem to come back to back constantly, same for taverns. These two serve almost no benefit outside of the consumables, but when I'm getting consumables after every battle then they're even more of a pain, cause I could have just fought a battle and gotten a free consumable. I would suggest altering the acts to allow you to pick from 2-3 of the factions as main enemies and removing the more broad range of castles within each act. I can understand maybe one or two random enclaves of other factions popping up, but why am I getting sakura dynasty, gruntkin, and deephold garrisons as the only garrisons on a dino map? The resources: Money and interest feel insanely unbalanced to the point that you know the card shops were balanced around anticipating interest abuse but everything else comes out to be cheap as ♥♥♥♥ like random recruits in towns. The renown upgrades feel lazy, where there are obvious must-haves that allow you to actually play with all of your equipment slots or guarantee loot that makes higher diffs playable. Interest needs to get nuked and card shop prices need to come down. Punish me more for ransoming captives instead of recruiting from alt factions so I can moneymax Again, I'm not saying the game is bad, genuinely, but this review is gonna be focusing on the negatives until the price drops or issues get fixed. $10 is more than reasonable in my opinion, and given it's around $14-$16 any time I check anyways...
Je vais poster cela comme une review. Tabletop Tavern est un jeux sympathique et toujours en développement, ce que je vais dire là peut changer avec le temps. J'ai en cumulé prés de 2000h sur les différents jeux total war, donc je tiens tout de même à le comparer quoi qu'il arrive. Points positif: Le jeux est fluide Les combat sont rapide. Il y a différents leader et faction. Le système roguelike Le jeux est agréable et facile à prendre en main, même si les mécanique sont assez figé, ça reste acceptable d'y jouer au moins une fois de temps à autre. Une partie dure en moyenne 1h et en 42h j'ai tout finis en difficulté max. Le ou les dev cherche à corriger tout les bugs et à améliorer en permanence les mécanique du jeux. Point négatif: Sa rejouabilité L'équilibrage Unité distance trop puissante Les villes Les exploits trop rapide à trouver Les unités qui bloque partout J'ai eu des tonnes de bug et d'exploit qui peuvent ruiner l'envie de continuer. Par exemple le fait que si on te fonce dessus, tu peux juste te déplacer et ça annule la charge, j'ai gagné une bataille en déplaçant une artillerie et attaqué quand l'ennemie reste figé pendant 3 secondes. Et c'est qu'un exemple. Les villes sont presque un élément que tu peux complètement oublié sauf si tu joue humain, norse 1, vampire 1. Donc ceux qui y gagne quelque chose à y entre ou attaquer. Les unité à distance... Dans le jeux on a 4 niveau de rareté d'unité de commun à légendaire. Simplement les unités de type rare à distance casse complétement l'équilibre, j'ai déjà perdu 5 campagne car les unités que j'envoie se font décimer avant qu'elle puisse les toucher voire même les battre alors qu'elles sont de même rareté. Les unités de mêlée légendaire sont très inefficace, en tout cas j'ai pas senties qu'ils faisaient pencher la balance. Et les elfes cassent tellement l'équilibrage du jeux. Bref en résumé le jeux est sympa, mais pour l'instant rien n'est équilibré. J'apprécie le jeux pour son côté dynamique et rapide, mais moins son côté prévisible et des unités surpuissante par rapport à leur "rareté" SI j'étais sur JV.com je mettrais un note optimiste de 13/20 Tu es fier de ce qu'il a fait quelque chose, mais tu peux pas lui dire que c'est bien quand tu vois qu'il manque des choses. Bref merci d'avoir lu et bonne journée à vous!
I'm speaking as an indie dev myself. This is a great project at a very fair price. Is it as deep and polished as Creative Assembly Total War games? No. Is it as content rich as other Roguelites? No. It is, however, an extremely well thought out merger between two popular yet still relatively niche genres. It does a fantastic job blending the elements of both top down battlefield commanding as well as the randomized, progression unlocking Roguelite adventure system. Furthermore, it is getting consistent updates from a developer that actively listens to their communities feedback, including making changes for the good of the game despite not fitting with the developers own original vision. This is a damn fine developer and I wish them the best of luck in their career. For the old players, maybe check back and see if the changes they've already made have addressed some of your concerns. Progression and difficulty in particular have been explored further, and honestly on the hardest difficulties this is harder than Total War Warhammer 3 in a lot of ways. The nature of a rogue-lite makes predictable strategies harder to pull off than in Total War, and thinking on your feet and making the best of what you have is exactly what rogue genre games are best at. For new players - if you like roguelites and you like Total War, especially the Warhammer titles, don't miss this. The price is well worth the entry to have a smaller game to get your fix for conquest.
It's a fun little game. A smaller, simplified version of Total War Warhammer with a classic roguelite board instead of the global strategy part, even most factions and units are clearly based off it. For a single dev it's a good accomplishment, special props for making source code public on github to share with other aspiring devs. As for feedback and suggestions - it lacks diversity and uniqueness in units and factions that could be seen in TWW. Factions have their special effects and mechanics but all units feel generally identical compared between factions: elven archers and human riflemen both shoot the same way over any units, a dragon is functionally the same as a giant, just has different stats. It is missing unique things like firearms not shooting over their own infantry, blunderbusses, trolls regenerating, flyers actually flying over units and so on.
Fun game but for now its more of a buy and wait half a year game. Right now it needs performance fixes and more varied events to land on. This game can be somthin truly special if given the right updates. But even as is, Its a very fun game.
good bit of fun would love a pvp mode
total war, roguelike and the developer actually cares , i cannot wait to see where this game and developer go keep up the fantastic work :)
The controls were god awful. Didnt feel like there was enough challenge. Not for me
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