
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 451 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tabletop Tavern has an effective game play loop where it streamlines away a lot of the tedium commonly associated with Total War games. The rogue-like elements make for an entertaining combination that provides good pacing between the campaign (army, inventory & item management) and battles. Overall the game is fun when played in short bursts and does not require much time investment.
TLDR: This is clearly a passion project with a lot of heart that I'll still play but there are some design, balance and mechanics that may limit your fun or total time played. I genuinely look forward to seeing this game grow and will continue to revisit it but I've had more than one run fall short where I scrapped it before a determined loss. More Thoughts in my humble opinion: I want to love this game because I can see that there is some real passion that comes through in the design and mechanics, but I have to say there are some real friction points for me that cuts my time short in an otherwise fun game with a lot of heart and potential. Things that I personally find frustrating or confusing in a way that ruins the fun for me, - the balance of some units just don't make sense to me. There's uncommon units that are nearly identical to common ones and other units of higher to lower rarity. - Many units have abilities that aren't explained or shown, such as the purple archers for the elves faction, they get accuracy that doesn't show on their card but reflects in battle(as an enemy) - unit health and durability is skewed heavily, large multiple entities units tend to have the largest health pool by-and-far(such as 8 unit monsters or the trolls for example) but artillery has less than 1000 hp and gets obliterated in 2-3 volleys of arrows. - artillery almost feels like a requirement to completed sieges without mass casualties or outright overwhelming numbers, instead making sieges easier I just think some more options of counter play or ability to strategically deal with castles etc. would be awesome. - I'm sure more are coming but some variance to the mini game choices in the dice rolling gambling or the dice rolling for events would go a long way. It could even be dice but being able to roll more than one die without breaking/going over a certain number as a push your luck mechanic, or even a war-like card game or a 'war ships' type grid game. There's a lot of fairly simple in mechanical design mini games that could provide variety and drive engagement. - Although I appreciate RNG, it almost feels like it's so random that sometimes you weren't going to win regardless of which path you took because the AI army just dumpsters you - auto-battle has some strange interactions that seem out-of-balance from what a player may expect, (looking at you dwarfs vs undead... again) the ghost wraiths get dumpstered in auto-battle and almost unequivocally perform better in manual battle but that isn't the case for all units, like more than once I've had a battle that looked pretty tough where I questioned if I could manually win it but got an auto resolve win. Other times I've gotten an auto resolve that looks like a pretty easy fight so I figured I'd just auto to move to the next and my giant gets smoked like a cheap cigar and the rest of my army barely took damage (80% hp or more on most units remaining) and this has happened multiple times. Why does auto-battle think my giant just face tanks solo? - I don't particularly enjoy the way prestige is implemented for units, I do appreciate the concept of improving units but the stats that get improved per level don't promote keeping certain units while making some units so good they dumpster much higher quality units(the ghost wraiths for example) --This also discourages you from taking certain reward options because it's just flat out more economical to promote a unit if given the chance, its worth 2 units but only if the units scale with the couple stats that go up. So upgrading low level archers aren't really worth it because their range and accuracy go up but they still do almost no damage and just run out of ammo --The Prestige mechanic also makes it exponentially more expensive to upgrade high quality units since you have to essentially get 9, so you're almost always better served to just have them as individual units than combining 3 and use a potion to promote them to max rank and heal them. Curiosity thoughts: -Why aren't the heroes available in battle as a unit? even if it's a charact with guards to flesh out a full unit? -Why no siege equipment option to buy or build or convert unit in lieu of missing artillery? or some other means of tactic to engage with sieges? -Why can't we sell an item that we opened but don't want to take to replace existing items? Overall I actually like how the game can feel rather challenging and I think that's where the fun really lives here, so overall I just want the game to give me the ability to have choices that matter, the ability to build armies with units I like and feel unique from other factions and can find ways to overcome a challenging battle.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 454 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's good fun if you like tabletop games like Warhammer Fantasy Battles or Warhammer The Old World... or if you simply enjoy Total War. Cool units, nice mechanics, it can feel a bit "huh? wtf." at times, but I can still recommend it a lot.
This games fun. It's baby's first total war, but it needs more time to cook.
局外成长太多太肝了,肉鸽运营感觉也不比全战运营简单,战术战斗又太粗糙了,不能完全体验那种战斗爽的感觉。兵种数值基本上每周都有更新调整,有时候刚发现个强无敌的流派,可能隔天就给削了。
Ну нормально так, зайти гоблинов погонять по экрану, ящеров там, динозавров.
Very cute!! Super fun! gives Slay the Spire vibes! <3
好玩爱玩
good
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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