
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
The number of enemies on map take too much time on their action, the game plays more than you. I would suggest either decreasing enemy number or creating a system that make them act simultaneously when they are next to each other in the turn timeline (go check XCom2 "Lost" enemy when moving), this means also for the player characters, being able to act together to increase teamwork (go check Baldur's Gate 3 multiplayer). The vigor system, cast delay, cooldowns, and Overcharge, all 4 of them push the player on not spamming the same powerful abilities and yet they exists all 4, please remove 1. Cooldowns Id suggest to keep it as you sometimes really need the player to not do the same action twice. Cast Delays on abilities are hard to read for the player, especially since they do not have a fixed amount and, again, there are so many characters in the turn timeline, which does not even show all characters in the map (only the one visible), you dont even notice the impact of choosing such ability. The Overcharge I guess it's okay, having a sort of "Ultimate" ability that needs to be charged. The Vigor works better than the CastDelays as you see the bar going down while choosing the ability to use, even if the mechanic of the CastDelays is more interesting. In the end I suggest between removing CastDelays on abilities or removing Vigor and making CastDelays consequences easier to notice. A niche of players may enjoy its overcomplexity, damn I for starters thought incredible how many thing the game took into consideration, but there really is too many things and info for the average person, a single attack info card is a wikipedia page, and this is another reason I can't really "suggest it" on steam as the average people will not appreciate it, only a couple of Mix/Maxer fans.
Media

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Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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
retarded ux. also different buttons for skip sentence, accelerate sentence completion, skip until sentence skip button activates, skip scene
分解装备的时候,只分解了所标示的装备,但是其他装备全都不见了,什么玩意儿。
毁灭轮的数值是用脚填的,八百里站墙后封烟触发连锁它也能一枪给你秒掉。拥有完全不属于中期的身板与技能组,打完就给点金币,设计真幽默。 中期数值指数上涨,随便一个小兵都可能秒你。做装备的材料极度稀缺,资源图又臭又长。就差把肝写在脸上了。
墨迹
什么鬼东西 玩的好好的 又没打MOD 突然闪退了 现在游戏一加载就闪退 搞毛线啊
有点无聊
玩了30个小时吧,不改大部分的评价。我已经累了,吃shi得我已经坚持不下去了。可能过两天就给卸了吧。 1分都不值得的乐色,终结人想玩游戏乐趣的大师。对我来说唯二的贡献是可以参考一下所谓的天赋系统,以及绝对不要把游戏做成这样。 1.剧情莫名其妙,也不安排跳过。看上去想整个中二病拯救世界带点黑深残剧情,但是玩着一点都不爽,结果是玩起来像是在看一群脑部缺失人。 2.画面不如用2d或者像素,粗制滥造的大师。 3.音乐属于不值一提的水平吧,反正这也不是音游。 4.游戏的角色系统属于瞎塞一堆东西的猪食,例如这个游戏的能力值。 5.战斗系统甚至是一个残次品。强调潜行打先手,但是居然存在敌人视野更广,然后必须看到敌人才能知道被发现的范围有多大这种恶劣的自相矛盾的要求。而且作为美式战旗,角色自带闪避和格挡(没错,两个都有),反而完全看不出掩体有什么防御作用,掩体只能拿来防止敌人暴击。 总结:完全没有一个方面值得人玩下去,唯一可能让我继续吃着一口老八小憨堡的理由是我已经不能退款了。 就这也好意思整线上模式,一定是对自己拉的这一坨有高度的自信吧,真是下头又自信的典范。 不愧是你,南棒子。 连mod都没几个的孤儿游戏,也没有自动战斗。要是有风林月影就好了,我懒得研究ce。
Ich nehme an, ich habe das selbe Problem mit dem Game, was viele mit inbalanced meinen. Das Spiel hat ein außergewöhnliches System, keine Frage. Und am Anfang die Charaktere zu leveln, das Looten, Craften etc. ist eine Menge Spaß. Aber die Kämpfe sind so schwachsinnig, dass sie den Spaß nach und nach dämpfen bis er am Ende des Maingames verloren geht. Ich setzen einen Gegner außer Gefecht - ich habe keine Ahnung warum. Ein Gegner setzt mich außer Gefecht - ich habe keine Ahnung warum. Am Ende gewinnt man die Runde dann doch, obwohl es zeitweilig ziemlich schlecht aussah. Man muss sich schon sehr anstrengen, um eine Map zu verlieren. Das Spiel ist ein Loot-Spiel, keine Taktik. Und man fragt sich, warum wird der Aufwand betrieben, es wie ein (Runden-)Taktikspiel aussehen zu lassen. Es lohnt nicht den Aufwand und macht das Game zu einer Farce. A lot of fun in the mid-game, but only because it is very easy. Worst crap ever as soon it gets to the end. There it is between cakewalk and no-clue-what is happening. Level design of the worst.
srpg의 끝판왕!! 나만의 특성을 조합하여 입맛에 맞는 플레이가 가능!!
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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