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Run a guild of doomed heroes. Hire, specialize, gear and program them, then watch every fight play itself. A roguelike autobattler with permadeath, town sieges and a raid-boss Herald at the end of the Doom Clock. Solo, co-op for up to 4, or PvP.
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Match strength key:80+65+50+<50Doomward: Dungeon Autobattler
SteamAbout Doomward: Dungeon Autobattler
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 the rules they follow once the blades come out. Death is permanent. There are no revives.

Hire from a deep roster of classes, choose each hero's specialization, and lend them abilities borrowed from other classes. Then write their rules: who to hit first, when to hold the big spell, when to drink. Heroes leave states on their foes and others cash them in. Chill a foe, freeze it, shatter it. Oil a pack, then light it. The combos are the strategy.


Every expedition costs Doom. Pick your road on the world map, each place with its own weather, traps and foes. Forks in the road are real choices: a guarded vault, a quest, an uncharted door that pays more for the risk. Take a contract and bet on how the expedition will go. As the clock ticks down, Harbingers lay siege to your town, and a lost siege ends the run.


When the clock runs out, or when you're ready, climb the Monolith and face the Herald: a raid boss fought in phases, with telegraphs, adds and enrages your heroes have to answer on their own. Hits, kills and fallen heroes charge the Doombreaker, a party ultimate. Which one answers is down to fate.



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