1
Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this.
AdventureTacticalPvP
Dice-Based Dice-Based
$19.99 ~35 hr median no co-op 88.7% of 6k
The Squirrel's verdictGordian Quest pairs card-based deckbuilding with multi-character party synergies across a long RPG-style campaign — towns, permadeath toggles, and difficulty options included. The runs are not short: reviewers put each act at 8–15 hours, and median playtime sits at 35 hours overall. That length suits players who want sustained strategic depth across a full campaign rather than a tighter roguelite loop, though some reviewers note builds can feel repetitive once a strategy locks in.
Not for you if you prefer short self-contained runs, or builds that stay varied past the first few hours.
How it compares
Auto-Battle Automation 45 2
Turn-Based TacticsHex GridFemale Protagonist
Jank Tolerant Jank TolerantRough edges and bugs — rewarding if you don't mind them.
$14.99 ~24.9 hr median no co-op 91.6% of 4k
The Squirrel's verdictAlina of the Arena is a single-character positional deckbuilder: each run places you in an arena where movement, dodging, and card upgrades drive every fight, with no simulated combat layer resolving in the background. Runs clock in at roughly 1–1.5 hours each, and median playtime across players is around 25 hours. It suits players who want hands-on spatial combat and weapon progression over a multi-system synergy puzzle.
Not for you if you want multi-character party synergies or a build system with several interacting layers rather than single-character positioning.
3
Turn-Based TacticsTactical RPGDungeon Crawler
$19.99 ~28 hr median no co-op 86.1% of 3k
The Squirrel's verdictTrials of Fire trades Hadean Tactics' auto battler for full manual control on a hex grid, but keeps the Slay the Spire map structure, deckbuilding, and party-based runs. Positioning, kiting, and line-of-sight replace synergy-stacking as the core skill. Suits players who want tactical combat they direct every turn of, not one they set up and watch.
Not for you if you specifically wanted the auto-battling gimmick, or you want combat resolved quickly rather than through slow positional kiting.
4
Auto BattlerFantasyDark Fantasy
$16.99 ~17.9 hr median no co-op 86.4% of 332
The Squirrel's verdictThrone of Bone builds its roguelite runs around a necromancer summon-and-combo loop on a familiar map-climb structure. Median playtime sits at about 18 hours. Reviewers describe a shallow combo pool, superficial class differences, and no difficulty scaling, so the depth ceiling is noticeably lower — but the runs are short and the game is complete. It fits players who want a contained, uncomplicated run over one with four interlocking synergy systems.
Not for you if you want deep synergy layers, meaningful class variety, or difficulty options to extend replayability past a few runs.
How it compares
Auto-Battle Automation 62 5
Arcanium: Rise of Akhan
PC
LootTrading Card GameTactical RPG
$19.99 ~29.6 hr median no co-op 82.2% of 814
The Squirrel's verdictArcanium: Rise of Akhan centers on heavy status-effect mechanics and multi-character synergies played out through direct card control — every action is your decision, resolved turn by turn on a Slay the Spire-style map. Around 30 hours of median playtime give the card pool and synergy space to breathe. Reviewers who value deep combo-building rate it close to genre benchmarks, but the UI is widely called clunky and status-effect builds hit a hard wall when enemies have passives like Thick Skull.
Not for you if a polished UI matters to you, or you want combat that resolves automatically rather than requiring turn-by-turn card decisions.
How it compares
Auto-Battle Automation 10 6
Trading Card GameDungeon CrawlerTabletop
$19.99 ~23.9 hr median no co-op 81.5% of 558
The Squirrel's verdictHeroes Wanted keeps the roguelite deckbuilder shape you know from Hadean Tactics: cards, artifacts, and a map-based run structure with synergy-driven deckbuilding. The difference is combat itself, built on poker-style straights and three-of-a-kind sets across an elemental triangle instead of auto-battling. Every fight is a hand you play directly, not a cutscene you watch unfold.
Not for you if you liked watching auto-battles play out, or you want meta-progression and unlockables between runs, which reviewers say are thin.
How it compares
Auto-Battle Automation 15 7
Closest Match Closest MatchThe most similar game to the anchor, by what players say. Budget Pick Budget PickThe best game here for the least money.
WarAuto BattlerChoices Matter
$11.99 ~30.1 hr median no co-op 75.4% of 3k
The Squirrel's verdictCommander Quest is a straightforward floor-climbing deckbuilder: pick cards, build a deck, fight through floors — no automated combat layer and no multi-character party management. Reviews flag heavy RNG dependence and a thindecking approach that rewards repeating one or two strong cards while skipping most rewards. Median playtime is around 30 hours, though some reviewers feel the meaningful content thins out well before that.
Not for you if you dislike RNG-heavy card games, or want a wide range of viable deck strategies rather than one dominant line per run.
How it compares
Auto-Battle Automation 10