À propos : Doomward: Dungeon Autobattler
The Doom Herald is waking. Your guild has until the clock runs out.
Doomward is a roguelike autobattler where you never swing a sword. Every fight plays itself. You win before it starts: who you hire, how you specialize them, what they wear and eat, the order they breach in, and the rules they follow once the blades come out.
BUILD A GUILD, THEN LET GO
Hire from a deep roster of classes, from Warriors and Priests to Hexers, Dragoons, Blood Cultists and Blademasters. Every hero earns a specialization that can change what they're for, and matching Origins and Faiths switches on party bonuses. Then give each hero an ordered list of behaviour rules: hold the big spell until three enemies are close, protect the healer below half health, drink a potion before it's too late. Set the marching order, keep the War Room happy with a working tank, healer and damage, and watch your plan survive contact, or not.
COMBOS ARE THE STRATEGY
Heroes leave states on their foes: Burning, Chilled, Frozen, Oiled, Exposed, Staggered, Marked. Others exploit them. Chill a chilled foe to freeze it, then shatter it. Oil a pack, then light it. Gear, meals, Faiths and the Doombreaker all feed the chain, and every screen shows who sets up and who pays off.
EVERY EXPEDITION COSTS DOOM
Choose your expeditions on the world map, each place with its own weather, traps, hazards and foes. Longer expeditions pay more and burn more of the Doom Clock. Scout ahead, or gamble on the unknown for more gold. Back in town, heal at the Temple, eat at the Cookhouse, and appraise what you dragged out. Every place ends in a boss of its own, with quests, treasure and stranger rooms along the way.
FACE THE HERALD
The Herald's Monolith charges as the Doom Clock ticks. Step through whenever you dare: every hour of Doom you leave unspent adds to your score. Each Herald greets you in a sanctum of its own and fights in phases, a raid of telegraphs, enrages and crushing blows that your heroes have to dodge and survive on their own. Some Heralds don't come alone. The road there is the easier part.
LOOT THAT CHANGES THE PLAN
Gear reads simply: clear stats, a verdict for every hero, and one click to equip the best. Then come the surprises. A lucky bonus stat can lean a piece toward breaches or combos, curses trade an upside for a price, class sets reward building around one hero, and legendaries break the rules outright: a specialization's own legendary weapon turns its signature ability into something far stronger. Reforge and temper what you keep at the Blacksmith, and enchant it to fill the gaps.
PLAY TOGETHER, OR AGAINST EACH OTHER
- Co-op (2-4 players): a guild each, with one shared Doom Clock, map and Doombreaker, shared fights, and votes on where to go.
- Rival runs (1v1 and 2v2): the same seed and the same clock. Instead of sieges, the parties meet in the gladiator arena at every Doom tier for the purse, then fight to the death at the end.
- PvP Arena (1v1 and 2v2): no dungeons. Draft from mirrored pools, bid blind for gear in the armoury, set your rules in secret, and play best of five.
All online through Steam, LAN or Direct Connect.
FEATURES
- A deep roster of classes, each with its own specializations
- Borrowed abilities from other classes
- Town sieges by Harbingers, each in its own part of town
- Raid-style Doom Heralds atop the Monolith
- A random party ultimate, shared in co-op
- Expeditions across many kinds of place, with weather, traps and forks
- Combat states and the combos between them
- Loot with curses, class sets and rule-breaking legendaries
- Behaviour rules for every hero
- Permanent death and difficulty levels
- Full controller support with button prompts for Xbox, PlayStation, Switch and Steam Deck, plus fully remappable controls
- Online co-op for up to 4, and PvP 1v1 / 2v2 as rival runs or a draft-and-auction arena, through Steam, LAN or Direct Connect