Eras Showdown

Eras Showdown

About the Game

An auto-battler where the shop doesn't sell a single weapon. It sells materials.

Each round you buy materials and units, build your squad, then watch the battle resolve itself — once it starts, no one can intervene. What those materials become is decided at your workbench — and they come from four eras: Stone Age, Middle Ages, Modern, Future. A hand axe and a plasma core will make you something nobody else has. Whether it's any good is a different question.

The weaker half decides

Two materials make an item. A third gives it fire, lightning or poison. But the weaker of the two drags the result down with it. Spending your best future-tech component on a Stone Age find isn't a combination, it's a decision — and usually one you'll regret.

Three identical units or items merge into the next tier. Every unit carries up to three pieces of gear.

Eight slots. Four front, four back.

A melee fighter stuck in the back row stands there doing nothing until your front line falls. Units that fall are gone for that battle. Archers, mages and clerics strike from behind. Positioning is the part of the game you fully control — after that, the fight runs without you.

Someone else built your opponents

You don't fight randomly generated enemies. You fight the saved formations of real players, matched to your rank. Every line-up that catches you off guard was somebody's idea. Yours is out there right now, ruining someone's afternoon.

Ten medals or ten hearts

Ten battles won ends the run in victory. Ten lost ends it, full stop. In between sits a chain of decisions you don't get to take back.

And if a fight drags on too long, a storm breaks. It doesn't ask who's winning.

Initial Release