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Tales & Tactics Review
Roguelike Radar editorial ·
Units and traits form a single-player board-building campaign.
Is Tales & Tactics worth playing?
Tales & Tactics adapts familiar shop, unit, and trait decisions to a dedicated solo campaign, then deliberately limits population and synergy tiers to keep runaway scaling under control. The result has substantial room for economy and formation planning, but its caution can suppress the extravagant payoff many players want from a completed board.
From the official description
Roguelike Squad-based Autobattler in a Tabletop RPG setting. Draft your army, carefully equip and position your units, make important choices, and meet a colorful…
Read more on Steam
What makes it distinct
A six-unit formation develops through shops and two-stage traits whose upper tier often adds a new behavior instead of only increasing statistics.
What holds up
- Solo encounters allow traits, resources, and positioning to be balanced around progression rather than live opponents.
- Mechanically upgraded trait tiers encourage composition changes beyond collecting more copies of the same unit.
What to know first
- Population limits and restrained scaling make finished teams feel less spectacular than genre conventions suggest.
- Balance and encounter repetition prevent the campaign from fully realizing its strong structural foundation.
Who should play Tales & Tactics?
Players who want a traditional auto-battler economy inside a measured single-player progression structure.
Players primarily chasing enormous boards, extreme scaling, or the unpredictability of human opponents.
How Tales & Tactics plays
- Combat
- Automated combat
- Run shape
- Draft, prepare, and battle rounds
- Build lives in
- Units + Items + Positioning
- Long-term power
- Light
- Run variance
- High
- View
- Board / arena
Team-based auto battle
30–60 min per attempt
Drafts · Shops · Between-round setup
Meta progression
How far attempts can diverge
Single-player auto battler