A mini citybuilding roguelike. Place buildings, stack combos, and master deep strategy in short bursts to create a tiny thriving metropolis!
출시일2026. 08. 24
개발Crux Games
플랫폼PC
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Combolands is a tiny roguelike citybuilder offering deep strategy in a bite-sized package! Grow your own mini metropolis: place buildings, unlock powerful synergies, and trigger cascading combos. With 21 possible guild combinations, Combolands offers strategic depth and a 'number-go-up' rush in satisfying 30 minute bursts.
Unlock new guilds as you play, each with unique identities, strengths and drawbacks. Every run will see you picking 2 different guilds to play with. You'll start with a brand-new, procedural map, and grow a tiny hamlet into a thriving city.
Break the game, refine your strategy, and build a city for the ages!
Features:
· Satisfying roguelike blend of deckbuilder and citybuilder mechanics
· A pantheon of 7 guilds with unique buildings and playstyles - pick 2 every run
· Procedurally generated islands
· 120+ buildings to construct your town
· 100+ passive heirlooms to further enhance your build
· Upgrades to manipulate your buildings' behaviour, and potions to manipulate the map
· Recruit from 13+ city councillors, each with their own progressions and abilities
· Work your way up 10 increasingly challenging ranks
Hi everyone! To begin with, just wanted to say thank you to everyone for helping us have such an amazing launch week. Let's chat about the future of Combolands and Crux in general. The first thing you should know is that we both work part-time at Crux. We've been been able to be full time for launch, but from next week we'll unfortunately have to be back to part-time - for a while at least. Not only that, but we're both exhausted from a very stressful final push, so yeah, we need to recuperate a bit. With that out of the way, our focus for the next little while is going to be first on loca
Hi everyone, Another patch to fix some more issue that seems to be cropping up. We're going to also be doing a roadmap/explainer post later today. Anyways, full patch notes below: Fix a bug where gems and tomes sometimes wouldn't go into jewllery box / bookshelf Fix a bug where getting more blueprints sometimes wouldn't stack if you already had the same blueprint Fix a bug where you'd be unable to get info while hovering over buildings Fixed an issue where an inn's effect would not work if placed from a blueprint Fix a rare issue where your save would lose progress when saving Fix a bug where
Hi everyone, By far the most requested feature in the game is a way to access more information about your current run, buildings, heirlooms, councillors, etc. So we've added a compendium to the game just for that. It also shows buildings you may have dismissed from the pool for your current run. This build also fixes a bug where the windmill could not be triggered. Happy building -Sam
Hi everyone! We've been overwhelmed by the wonderful response to our mini roguelike, thank you all so much! There are some things that have come up a lot of times in feedback - like wanting a compendium of everything. We are aware of those and we'll get to them! Today's patch is mostly smaller bugfixes and irritations people have been experiencing. Full patch details below: Fix an issue where the Politician's re-select guild effect would make you lose access to neutral buildings Fix a rare issue where the Politician's re-select guild effect would put the game into a messy "no guild" state Fix
A few final tweaks Blueprints of the same type will now stack Trading post, reliquary, shrine and vault will now show preview scores correctly Charcoal changed to "campfires burn for 3 times as long" Red, green, gold and blue paint all had their durations reduced Rejigged a few unlock progression numbers See you in a few hours -Sam
Hi folks, I figure I should start posting these on Steam too now. Small pre-launch patch, full details below: Reduced guild unlock thresholds for later guilds Add debug menu to allow unlocking all guilds if so desired Fix currently placing range cache bug Fix a bug where skipping would sometimes not give new buildings Now you can't reroll while building options are appearing Rerolling now toggles off the dismiss button Fix text layout error with rank 6 Nesting dolls now allows placement on ungrown fields Activation philtre can now be used on buildings with no triggers left Happy buildings, -Sa
Hey everyone!! We have a release date for Combolands! It’s launching on Steam on August 24th. I hope we’ll see you there! https://youtu.be/REmZyCDABqk You may have noticed some changes to our Steam page, including some tweaked text and key art. This is to reflect a fresh vision for the game overall. We’ve had a lot of feedback from the demo, which we’ve been working hard to incorporate into the final product. The game now has procedurally generated islands and a completely overhauled progression system, plus a wide spread of tweaks and fixes, extra guilds, and some other surprises… We’re ext
Hi everyone! Ahead of Nextfest this week, we have one last patch that covers some niggles and adds some QoL features, as well as a bit of new content. Full details below: New Content: Added a neutral unlock that allows you to decide whether to end a milestone as soon as you hit the target. If you have an existing save, you'll to need reach Neutral level 7 and finish a run to unlock this Added 3 new potions: Add a potion that gives a blueprint of target building Add a potion that allows the next placed building to be placed anywhere Add a potion that makes the next building roll, blueprint sat
Hi everyone! We're so happy you're enjoying the new demo, we're really proud of it. A couple of game breaking bugs have come up that we've patched. There a couple of minor tweaks and improvements as well. Changes: Fix a bug where torch with multiple effigy pyres could cause an infinite loop Fix bug with recycling potion giving null consumables Fix bug with nesting doll causing the game to become unplayable Change placements counts: Wall 5->6 Palisade 7->9 Plateau 4->5 Rail 3->4 Add animation to effigy pyre Fix an issue with the victory screen showing the wrong demo crowns Add a "magic" animati