
TROUBLESHOOTER: Abandoned Children is the first season of a turn-based strategy SRPG that takes place in the world of Troubleshooter.
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Prices
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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): 1/day in the week to Sep 14 → 1.57/day in the week after.
About
( * Unofficially supports translation for German, Italian, French. Those translations are written by gamers and some part of it is written by machine translation. You can select those translations in the game option. )
TROUBLESHOOTER: Abandoned Children is the first season of a turn-based strategy SRPG that takes place in the world of Troubleshooter.

Valhalla is a free trading nation erected by three world powers for their own benefits after the world war. In an attempt to control the nation, the three world powers banned the army from Valhalla. Due to these circumstances, public order in Valhalla is always unstable and thus after ten years the Valhalla government made a bold decision.
The Valhalla government granted civilians the right to investigate and arrest criminals in order to lower the rising crime rate. People call them Troubleshooter.
10 years have passed since the introduction of the troubleshooter system. Albus, a 20-year-old young man, becomes an official troubleshooter. Albus first starts his company on his own but soon takes in many colleagues as he solves more cases. All these new members of the company have their own motivations and stories. You will be experiencing a variety of missions in Valhalla through their stories.

All characters in Troubleshooter have their own unique classes. Each character can rank up to the upper class, and the role of your character changes according to the class.
All characters in Troubleshooter can acquire various masteries according to their levels and classes. Furthermore, you can activate additional effects by combinations of masteries. Utilizing this, you can make a character for your unique strategy.
Such masteries can be acquired by leveling your character up. However, in most cases, you can acquire masteries from enemies. In other words, you can take your enemies' unique traits and apply them to your characters.
There are more than 100 unique missions in Troubleshooter. All missions are designed independently, and all of them have their own unique circumstances.
Troubleshooter uses more than 500 cut scenes to portray the story.
As new characters join your company, playable content will be unlocked according to their roles. For example, if you recruit a hunter character, you will be able to tame beasts. You will be able to craft drones if you recruit engineers.
※ We support offline mode, which is for those who have an unstable internet connection.
※ Multi-playing contents will be added continuously, and for safe and fair user information, we require your internet connection on online mode.
※ There will be updates and maintenances, which will be announced in advance. You will not have access to the online mode of the game during this time.
- Time Required: 2 hours (Can change)
- The period of the update can change according to the contents at work.
※ If you want to get more information about the game, please visit the Troubleshooter Discord channel (Unofficial).
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Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 877 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Es un juegazo, se ha convertido en mi juego favorito. el genero de tactical rpg es de por si mi genero favorito, por mucho tiempo el xcom fue mi saga de juego favorita pero el troubleshooter lo destrono, es muchisimo mas profundo, podes pasarte horas diseñado builds optimizadas, hay mas de 1000 maestrias para combinar, hay sets de maestrias al combinarlas y todo eso se vuelve casi un juego en si mismo, el recolectarlas, mezclarlas y buscar optimizarlas builds es muy divertido, el combate es igual a xcom pero mucho mas profundo y entretenido, cada personaje es unico y muy diferente a los otros lo cual hace que tenga sus builds y usos especificos que al final aumentan aun mas la personalizacion y eleccion de estilo de juego. la historia es medianamente interesante, no reinventa la rueda pero va poco a poco explayandose y llega a tener personalidad propia que te engancha mas al mundo del juego. en general me encanto, estoy esperando la continuacion con muchas ansias (ya esta en produccion). como detalles negativos: los escenarios son muy grandes lo cual lleva a que cada mision pueda durar facil una hora o mas, sobretodo de la mitad hacia delante. tambien que el crafteo de las maestrias y sobre todo de los equipamientos a veces se hace muy enrevesado requiriendo varios items que a su vez requieren otros items, lo cual hace de a momentos tedioso el ir y venir entre el crafteo de los mismos, las maestrias tienen alguna qol como que haya algo asi como un historial arriba de las ultimas que estabas mirando y que al tocar ahi te permite ir directo al crafteo de esa, lo cual ayuda a hacer mucho menos engorroso el proceso, no asi con los equipamientos. luego a mi me pasa que como los mapas son tan grandes, la niebla de batalla(es el campo de vision donde ves a los enemigos, solo los ves si estan en tu campo de mision y el resto del mapa esta oculto por la niebla) me molesta mucho, esta está presente en otros juegos como el mismo xcom por ejemplo, pero aqui al ser mapas tan grandes se hace muy molesto, en ocasiones porque giras una esquina y te encontras de frente con un monton de enemigos y te puede dejar vendido a tu personaje donde no hayas guardado al menos 1 punto de accion para retroceder y cubrirte, pero sobre todo porque muchas veces te falta acabar con uno o dos enemigos que quedaron por ahi por el mapa y tenes que estar recorriendo todo de vuelta buscandolos porque estan ocultos por la niebla y se pierde mucho tiempo en esto y es frustrante, hay herramientas que ayudan con esto, como personajes que tienen habilidades especificas que iluminan partes del mapa o marcan enemigos y aparte cuando pasa 1 o dos turnos sin que haya enemigos a la vista, el juego te señala hacia que lado se escucha "movimiento" lo cual te ayuda minimamente a guiarte pero a veces no es suficiente. aparte de eso no le veo mucho mas problema, tiene muchos grados de dificultad por lo cual no hay mucha queja por la dificultad pues cada uno puede elegir entre varias dificultades segun lo que quiera y tambien muchas opciones extra para hacer mas dificil o mas facil el juego e incrementar recompensas en el proceso. si te gusta xcom te recomiendo mucho este juego, dale una oportunidad, capas a primeras te cueste entenderlo y sientas que es malo o confuso y te eches para atras pero vas a ver que enseguida lo empezas a entender y se hace muy muy divertido y gratificante, pues la sensacion de progreso es continua y muy marcada, y llevo unas 200 horas y aun sigo sintiendo el progreso y consiguiendo nuevos equipamientos, maestrias e incluso personajes que estoy por desbloquear del dlc(gratuito), es un juego muy largo y entretenido, con alma, algo de originalidad a pesar de partir de una formula conocida y aparte los desarrolladores son unos tipasos que han ido mejorando el juego sin parar y dando dlcs gratuitos. ya llevo 200 horas a pesar de jamas haber jugado mas de 100 a nada y creo que puede que llegue a las 300. juegaso 8.8/10. espero el proximo con ansias y que mejoren estos pequeños aspectos negativos para llegar al 10 redondo.
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Reviews, worldwide (the counter carries no country): 1/day in the week to Aug 4 → 2.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Simplified Chinese, Japanese, Traditional Chinese, Russian
Hours played at review time, across 880 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好期待后续呀!超级好玩的RPG游戏!
看评测都是百来小时的玩家,数据证明一切,话说六年了还不出新作。
韩语难听了点
这是个晚来很久的评论,今晚突发奇想来留个言,我大概是去年6、7月份玩的,这个游戏陪我度过了很多时光,游戏里的角色刻画的很好,角色有自己的特色,即使是敌对角色也不是非黑即白的,虽然不能和喜欢的角色谈恋爱,但非常非常好玩,有很多刻画的很好的伙伴,虽然很肝,但很上头,我个人非常喜欢抓宝宝,然后尝试自己摸索天赋组合。虽然最后的DLC那里一开始也被高达欺负的很惨就是了(笑),无人机的完整天赋解锁也来的太晚了,都通关了; 我有加入近2000人的玩家社群,群名就是游戏里的勺子教第三勺(第一勺约翰到第二勺卡特再到第三勺的我们),大家都非常喜欢这个游戏,平时也不断有新的玩家参与进来,老玩家也会传授一些经验给他们; 请制作组加油制作你们的新作,我有看到你们时不时更新新作的制作进度,非常期待!!!如果明年后年能发售就好了,我这篇评论最想告诉你们的是,有非常多的中国玩家在支持你们,我相信韩国本土,全球很多玩家也是这么想的,希望你们在制作新作疲惫时,能给到一些动力给你们,有新作的EA版本我会第一时间购买支持的,最后祝诸君武运昌隆
Tremendo juego táctico por turnos (Estilo Xcom), con la diferencia que en vez de tener un panel rotativo de soldados que pueden morir y tenes que subir de nivel de a uno manejas un panel de vigilantes "Troubleshooters" fijo que tiene una clase fija y 3 subclases que podes cambiar ademas de Policias que te asisten en varias misiones siendo manejables y algunos automatizados. El juego es altamente conducido por la historia aunque a veces se puede generar confuso porque va y viene mucho siempre se mantiene un hilo. Tiene un sistema de Maestrias y de crafting que puede asustar a los mas novatos porque de repente tenes como 500 cosas para armar/investigar pero es bastante manejable (y hay guias muy detalladas para buscar referencia si no quieren matarse). Si son experimentados en estos tipos de juegos les recomiendo jugar en la maxima dificultad, realmente se siente como que sos un policia al que envian a la zona liberada que se estan reventando a tiros, hay misiones que jugas 24vs70 y te llevan a realmente ser estrategico de tus recursos pero tampoco al nivel de que por un error tengas que reiniciar la partida, suele ser remontable incluso despues de perder 2 o 3 heroes.
玩了这么久终于想到去写一条评测了。总的来说,这款游戏在战棋中是一款非常优秀的作品,甚至可以说难遇竞品。虽然制作组只是一个小作坊,但是他们用自己的热爱制作出了游戏体量如此庞大的作品,我玩了一百多个小时,在某些游戏机制上还在不停摸索,从最开始只敢开普通难度随便搭配天赋,到现在开始挑战最高难度冲击极限,玩这款游戏的每一分钟都让我感觉到制作组在燃烧自己,去创造一个崭新的世界观,去做一部质量优秀的战棋。在这里我不得不佩服韩国人对游戏的热爱,作为一位不算资深的游戏玩家,我衷心希望有一天中国也会出现更多像Dandylion制作组一样为了热爱创作游戏的人们。 说完了我的感悟,我也要提出一些我认为这部游戏的不足。第一也是最重要的一点,垃圾时间太多,虽然我的游戏时长很长,但本质上是虚胖,更多的时间我其实还是在不断刷材料刷天赋,中间有一段时间没玩也是因为这点,但是通过搭载创意工坊的模组可以显著改善。第二,建模有些拉胯,人物立绘虽然很好看,但是进入游戏看到3d建模的正脸我确实有些失望,不过毕竟制作组规模小,且粗糙的建模不太影响游戏体验,所以我认为可以接受。第三,网上攻略太少,事实上我认为这根本不算是个缺点,单纯因为战棋游戏本来在中国就很冷门,这款游戏在中国甚至可以说是冷门中的冷门,在这里我不得不为制作组喊冤,像这种用心制作的游戏,起码应该多卖一倍。听说制作组正在做新游戏,我会在游戏推出的第一时间购买的,就当是一位普通的游戏玩家对一群热爱游戏的人的支持吧。 以上就是我对这款游戏的全部评价了。我也已经把这款游戏推荐给了我身边同样喜欢玩战棋的同好,我相信热爱战棋游戏的人,在知道这部游戏后,也一定会像我一样打出好评。希望Dandylion制作组越来越好!
Time of playing means everything. Some parts of this review are based on AI-generated summaries, so certain terms may not exactly match the in-game terminology. If any part causes confusion for the developers, please feel free to point it out. I believe anyone who loves this game would be more than willing to help you improve it. [h1] Recommended and Exciting Points: [/h1] 1.A very rare ultra-modern mix of humans, beasts, magic, and machinery in the market. This is a tactical strategy game featuring multiple protagonists, a large map, and battles involving hundreds of units. It’s a very niche subgenre. The character development system is interesting and rich, the map design is thoughtful, and the world-building is vast with strong immersion. If you find this game according to your own preferences, you’ll likely spend over 200 hours like me to complete the full storyline and all codices (I played the first save until the main story ended, then started a new file with breakthrough limits). 2.The world-building is very similar to the Legend of Heroes: Trails series, but the storytelling method is different. The first installment already introduces multiple regions, organizations, factions, and dozens of key characters tied to the plot, as well as many side characters with ongoing storylines. These elements are intricately connected throughout dozens of levels in the game. What I want to say is that this kind of approach is rare in this genre and feels fresh. It greatly helps with immersion during battles. The fragmented storytelling does not overly focus on the main protagonist group—you can still feel the vivid personalities and unique stories of many important non-main characters. This allows players to engage emotionally whether opposing or controlling these characters, instead of just playing a numbers-based battle. According to current information, the sequel will feature the protagonists becoming a core part of the world’s lore, which will deepen players’ immersion and is highly anticipated. 3.For me, the game balances freedom and immersion well in character builds and team composition. Each character has around 4-5 possible talent and profession combinations, giving players great freedom to let these characters play different roles in the team. However, these combinations are based on the characters’ backgrounds, so your characters’ styles still fit the game world well. 4.There is a very wide difficulty range, which I believe can satisfy players of various skills and preferences. [h1]Improvements I Hope to See as a Devoted Fan: [/h1] Beast Training System – Exciting but Troublesome: Designing a rich variety of beasts to fight for you is a very exciting system, but several factors cause negative experiences for players: 1 Giselle is inherently a ranged, low-HP character, making it very difficult to balance fighting at a safe distance and capturing beasts up close. (Since battles often involve dozens of units simultaneously, turns are very hard to calculate.) 2 Similar beasts tend to cluster on one map, but the capture skill has a long cooldown, making it hard to capture more than once per battle. 3 The many reactive attacks and status effects (explosions, bleeding, poison) conflict with the capture system, often interrupting carefully planned captures that took over half an hour, which is very frustrating. 4 TS is a turn-based game, not a real-time large-map RPG like Phantom Beast Palu, where many beasts are scattered across the map and rare beasts are just hard to find. In those games, if you’re just aiming to capture, you can do so relatively easily. But in TS, sometimes it takes over 40 minutes to plan a capture attempt with no guaranteed success, which is very unreasonable. 5 Many hero-level or higher beasts are difficult to capture by default, and their fixed talents may not be what I want, meaning I have to capture again. [b]I think the acquisition and development freedom of the Draki species is a great model to follow: Obtain a beast hatchling → freely choose evolution paths and talents → train and level up into a powerful partner. [/b] Storyline: I previously cited the story as a strength—I like the fusion of world-building and combat. However, the narrative arrangement has flaws. As a game, it should ensure a self-contained and complete story. Like Trails in the Sky took three full games to tell one complete story, this first installment under the TS IP launches too many storylines. You’ve established too many organizations, characters, relationships, factions, and major events. While these elements are fascinating, the current storytelling method cannot clearly convey them all. Considering the scope you’ve set, will the next installment be able to explain things clearly and in detail? And even add more characters? It seems unlikely. Since this game devotes much time to combat, it causes players to lose track of the story’s focus. I personally believe you should tell a complete story within one game and only moderately extend world-building. The final battle in the main story is to annihilate the White Tiger Gang, but I remember several missions before that focused on other characters’ stories, so I had no psychological preparation or build-up for such a large-scale showdown; it felt very sudden. This is an example illustrating the storytelling flaw. I think you need to use the plot to build player anticipation, excitement, and a sense of mission for upcoming battles. Maps: The jungle-type habitat maps feel very poor in experience. The overly cluttered and dense models, combined with various beast attribute effects, create an unpleasant visual effect. This doesn’t enhance battle enjoyment but rather adds confusion to complex fights, and performance optimization is lacking, causing lag. Equipment System: The forging system needs simplification. I’ve played many Korean online games and am familiar with these systems, but nowadays players are rarely excited by complex repetitive forging and crafting. Sets with combined attributes must show distinctiveness to motivate players to craft them. (However, visually cool equipment is exciting—I love collecting wearable gear from enemies, like the great sword in the DLC.) Mission Design: Most missions are great. I especially like those involving multiple factions fighting independently, requiring consideration of many factors—such scripts are awesome. My favorite level is “Crossroads of Starlight.” Home Base System: Since this game has growth elements, I look forward to a home base system with a simple decorating feature where players can freely arrange an office and see characters and beasts move around in it. That would be very exciting, right? (I see you have intentions to add this. Being able to relax and see characters and beasts resting would be great. If there was more freedom to customize the base, even better.) Difficulty: The difficulty system is excellent, with multiple options and modifiers to limit difficulty. But I know only the “Hard” difficulty and above have the full enemy count. I hope you find other ways to adjust difficulty without reducing enemy numbers. I initially chose Normal difficulty but felt uncomfortable knowing I would miss some enemies, so I restarted. Don’t let players feel like they are missing content. Drone System: The drone system has never given me a good experience. Although its framework is complex, I haven’t felt proportional benefits. No matter how I configure it, the changes feel minor. Especially in late-game against many machines, drones feel very weak.
战斗上就XCOM,感觉类XCOM游戏就这样了,还是期待回合制战棋会有类似神界原罪那样子的革新。游戏里有各种不同的职业、技能、天赋,带来了比一般类XCOM更高的可玩性,但是合成天赋换天赋之类的略麻烦。 还有这个B建模和人的立绘差的着实有点大,每次看到都有点绷不住。(特别是安,立绘可爱捏,建模表情像一魅魔,我一非炼铜人士一看到就有点蚌埠住
Un excellent X-COM like avec des tonnes de détails tactiques, et un scénario sympa.
Active players
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