
TROUBLESHOOTER: Abandoned Children is the first season of a turn-based strategy SRPG that takes place in the world of Troubleshooter.
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): 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
국내 개발 턴베이스 택틱스 트러블슈터를 해 보았다 재미 4.5 /10 턴베이스 택틱스 치고는 재미가 없는 편에 속한다. 전투의 흥미가 상당히 떨어진다. 스킬의 특색과 다양성이 없다. 전투에서 어떤 스킬을 어떻게 쓰는가에 따라 체스를 두는 것처럼 이후 전개 상황에 따라 옳은 선택을 했나 아니냐에 따라 성취감 또는 곤혹감이 있어야 하는데 그런 시스템이 아니라 엄청나게 넓은 맵에 한두대 때리면 죽는 적을 상대로 단순한 한두가지 스킬들을 반복해서 사용하는 것의 연속이다 아이템도 문제가 있다. 엄청 많은 아이템을 주는데 대부분 쓸모없는 것이다. 강화란 것도 있는데 상당히 번거롭고 불필요한 것이다. 강화란 것을 하기 위한 재표수집 또한 마찬가지다. 여러가지 특성들이 있어 특성들을 잘 조합하면 캐릭이 강해지고 조합들에 따라 새로운 특성이 생기는데 이것들이 방어 회피 턴속도 공격력등 단순한 기초 능력을 버프해주는 것이 주류여서 엄청 많은 이러한 특성 설절으로 인해 번거롭기만 하지 게임의 재미가 올라가지는 않는다. 재미 측면에서는 번거롭기만 하지 쓸데없는 것들이다 맵도 너무 넓다. 전투의 흥미가 크게 떨어지는데 맵이 넓은건 큰 단점이다 난이도 4/10 보통 난이도로 했는데 너무 쉽다 중독성 4/10 중독성이 업다. 한판한판 갈수록 번거롭다 예술성 6.5/10 그래픽은 뛰어난 편이다 스토리 7.5/ 10 턴베이스 택틱스 장르치고는 상당히 정성을 들인 스토리다. 캐릭들의 개성도 뚜렷해서 매력이 있는 편인데 그런데 게임 자체가 재미 없는게 제일 큰 문제다 감동 2 /10 크게 감동은 없다 총평: 아이템 엄청 많이 만들고 강화 만들고 특성 엄청 많이 만들고 정성들여 만든건 알겠는데 게임의 재미를 올려주지 못하는 쓸데없는 요소고 정작 게임의 본연의 재미가 크게 떨어진다. 턴베이스 택틱스를 많이 해본 사람들의 게임이 아니다. 다른 턴베이스 택틱스 명작들을 한작품당 100시간 곱하기 10작품 1000시간 정도는 게임해 보고 해당 작품들의 장단점을 확실히 느낀후 후속작을 만들었으면 한다
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 1/day in the week to Aug 4 → 2.57/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
類X-com遊戲,劇情多但不聚焦,機制過於龐雜,玩到後來明顯的作業感
90 часов, игра пройдена на харде, и по итогу отзыв всё же негативный. Ощущение, что игра так и не началась. В ней килотонны механик и нюансов. Больше, чем, возможно, в любой trpg, но выполнено оно крайне бардачно, сумбурно. Огромное количество, буквально сотни умений нужны для каких-то очень специфических ситуаций, которые так за всю игру и не произошли. Переключать их крайне неудобно, хотя вся суть именно в построении билдов. Иногда удача так неистово роляет в бою, что обесценивает всю суходрочь. А этой суходрочи крайне много - сложные бои по несколько часов могут длиться. При этом, если торопиться, то одна оплошность будет означать смерть неудачно расположившегося персонажа, а значит ещё более долгий и дотошный остаток этого сражения. Очень много в боёвке классных штук, но у каждой есть какое-то но и недоделанность. И по итогу ждёшь, что вроде как сейчас-сейчас всё в кучу соберётся, и наконец начнётся некий офигенный эндгейм, наполненный нюансами... а игра кончается. Остаётся типа вылизывать все миссии повторно, но на ещё более высоком уровне сложности, чтоб бои ещё длиннее. И коллекционировать умения, которые нафиг ненужны. Или часами гриндить ресурсы, чтоб на 3% усилить одну характеристику какого-нибудь шмота. А этого шмота - по 4 вещи на каждом персонаже. Есть крафт, но он всю игру бесмысленен, кроме самого конца. Сидеть ковырять ресурсы, чтоб сделать предмет своего, допустим, 20-го уровня, не имеет никакого смысла, когда просто проходишь несколько уровней, и у тебя 25-й. И потом 30й. Можно строить для одного из персонажей робота... морочиться с деталями... но вклад и полезность несопоставимы. С питомцами тоже морока, не оправдывающая сама себя. Наверное, если задаться целью пройти все самые сложные миссии на самой высокой сложности и со включенным режимом челенджа, понадобится ещё 90 часов всё это гриндить... и в награду получить возможность играть в уже четырёхчасовые бои. Сюжет в игре не сказать, что плохой, но очень куцо подан, и в общем ощущение после него, будто посмотрел спинофф от какого-то большого сериала. Графически игра очень средненько выполнена. Технически тоже чумазая. Короче говоря, я много провёл в ней времени... а значит мне это нравилось, да? Но я как будто чего-то ждал, к чему-то шёл, а она так и не произошло. Игра стоит своих денег, но другу я бы не порекомендовал.
在xcom基础上进行了一番画蛇添足的拙劣修改,装备和天赋系统极度复杂臃肿,剧情略微幼稚,能玩,但只适合轻度体验。//通关后绷不住了再来说两句,剧情实在太烂了,全程挤牙膏讲谜语抛出一堆设定伏笔然后戛然而止,不想讲故事或者讲不好故事没关系,剧情可以简单,可以套路,但是不能故意恶心人。(实际通关时间大约几十个小时,显示的时长包含了挂机)
前期勉强还能玩,但也就是个纯数值的养成游戏和策略半点不沾边,后期外传开始纯狗屎,马路上、楼顶迷雾里全是狙击手,至少3个最多5-6个,对面打你一次就是4-7次的联动,我一个满血T带着免爆头饰品冲到半掩体后开个视野伤害全格挡被30多连射直接集火死了。那我换一条路走吧,视野里几个近战和普通射手站一起,我主角剑豪(107格挡,59闪避)冲上去又是被射手先手输出然后视野外狙击手3连射人直接消失了。其他还有射手击中目标带沉默啥的,我法师冲上去隔了7-8格距离还没开打就被先手直接沉默,还无脑堆怪。要是做不来策略游戏就别做了,半点不沾边还纯纯恶心人
玩不懂,自由行动第一关就打不过了,可能我是弱智吧,但是敌人数值和数量真的不合理。
게임 스토리는 몰입이 안되고, 너무 많은 것을 보여주고 표현하려고 한 나머지 난잡한 느낌이 강함
Crazy how this game still have bugs like all the soldiers just pass turn when i change the NPC settings.
게임의 감성이 많이 올드하고, 편의성이 아쉬우며, 그래픽도 출시일을 고려해도 안 좋기 때문에 부정적인 평가를 남깁니다.
Badly implemented controller support
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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