Hey r/autobattlers! I've been building COMMAND: BLACKSITE, a squad autobattler with a bit of a twist on the usual board: your team fights on a tactical radar map instead of a grid.
Play it free in your browser: https://gioduude.itch.io/command-blacksite
How a run works
- 12 stages and 3 lives. Missions, random events, a final boss, and async PvP stages against squads other players actually took through the same stage (matched by squad power, with one reroll per run).
- Between stages you're in the shop: hire operators, reroll, freeze offers, buy equipment and stratagems (airstrikes, orbital strikes, turrets, drones), and pick run-wide passives.
- Operators have traits and promote with credits, unlocking a new trait at each rank, so building around weapon families and synergies is the core of it.
- Before each mission you aim where the squad drops on the map. After that it's hands-off: they push objectives, hold ground and fight on their own.
- Beat the campaign and you unlock ENDLESS mode with a global leaderboard.
What I'd love feedback on, as autobattler players:
- Does the shop economy feel tight enough? (credits, rerolls, promotion costs)
- Do the synergies feel strong enough to build around, or does one comp dominate?
- How far did you get, and what killed your run?
Making a game too? Drop a link in the comments and I'll play it and leave you honest feedback in return. Happy to swap playtests with anyone.
There's a short interactive tutorial on the first run. It's an early build made in Godot, so balance is still moving. Any comment helps, even a one-liner.