Collect and battle over 180 unique creatures in this roguelike auto-battler. Level-up and evolve your Kādomon as you assemble the ultimate team, creating awesome synergies to beat BIG bosses!
60 Players in Game
541 All-Time Peak
64,94 Rating
Steam Charts
60 Players in Game
541 All-Time Peak
64,94 Rating
At the moment, Kādomon: Hyper Auto Battlers has 60 players actively in-game. This is 0% lower than its all-time peak of 375.
Kādomon: Hyper Auto Battlers Player Count
Kādomon: Hyper Auto Battlers monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.
Month |
Average Players |
Change |
2025-04 |
62 |
+1043.83% |
2025-03 |
5 |
+17.53% |
2025-02 |
4 |
-19.37% |
2025-01 |
5 |
-34.81% |
2024-12 |
8 |
-39.38% |
2024-11 |
14 |
+81.25% |
2024-10 |
8 |
+20.66% |
2024-09 |
6 |
-19.73% |
2024-08 |
8 |
-39.88% |
2024-07 |
13 |
-0.65% |
2024-06 |
13 |
-21.78% |
2024-05 |
17 |
-84.78% |
2024-04 |
116 |
-69.02% |
2024-03 |
375 |
0% |
311 Total Reviews
212 Positive Reviews
99 Negative Reviews
Mixed Score
Kādomon: Hyper Auto Battlers has garnered a total of 311 reviews, with 212 positive reviews and 99 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Kādomon: Hyper Auto Battlers over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
595 minutes
is fun
👍 : 0 |
😃 : 0
Positive
Playtime:
66 minutes
Abandonware. Will avoid this developer in future.
👍 : 2 |
😃 : 0
Negative
Playtime:
208 minutes
After playing this game for around 2 hours I've come to this conclusion.
The idea for this game is interesting, but most of its design or implementation prevent it from working.
Battles are fundamentally incoherent. Within a battle events happen too often, have too little impact, and are sequenced in a fashion that is too irregular for the player to actually make sense of what happened or why. This is really bad because if a player doesn't understand why they won or lost, or what even happened, they will quickly become uninvested in the game all together. Paired with the different animation speeds, players will probably give up on actually watching and understanding the battle all together and instead just have a vague sense of how much they won or lost by.
I think the general model of having things operate with cooldown's + energy reserves + in response to effects is just way too much for a player to keep track of in their mind. Combine with this with the fact that each of these animations may occur 100+ times in a battle and have a very small effect it just becomes exhausting.
Also lots of the elements on screen that would be relevant to what is happening in the battle are actually split between the bottom of the screen and the main viewing section. Specifically the statuses/effects that are stacked on each creature are at the bottom of the screen while the health and armor and damage is near the main animated sprites. Combining this with the fact that the order of operations that occur are so random (its not actually random it just feels like that) makes the numbers feel like they are just arbitrarily changing.
Its clear that this has been an issue that the devs knew about early on but couldn't address because it is an inherent flaw with their game's design. This also fits the narrative that the devs haven't updated this very much since the 2024 early access release because they know the game is not worth fixing (which is probably true).
Besides the battles it feels like there aren't very many interesting power spikes either in the game. your team peaks in strength 9/10 times after you've reached level 3 with like 4 creatures. Everything after this point seems very low impact. The items you get cannot be stacked, the stats of creatures don't increase meaningfully, and the abilities don't improve.
One of the main gimmicks is that different creatures have different types. You can in theory control what options you get early on by picking paths that have specific types in them, in practice this doesn't matter and the entire drafting system would probably be made better by just giving 4 random creatures each round (still wouldn't matter). The types also do very little in battle, although I believe it was supposed to be a substantial thing for the player to pursue considering you can give each creature a new type at certain locations on the map. Also the shop is super boring, most of the time everything in it is priced really high and you don't even want it. By the late game its totally irrelevant.
Lastly the enemies in this game are extremely forgettable. This kind of follows the criticisms made about the battle visualization in general. I found myself hovering over the enemy, barley reading through its abilities, clicking start battle, and just moving on. They simply weren't interesting enough to actually study or care about. And after the fact the boss was reduced to, that was stomped, that stomped me, that was sort of close, but I really just don't even acre that much.
TLDR
The game throws too much low-impact information at the player, encouraging them to simply ignore it. The players decisions are equally low-impact, infrequent, and with little strategic depth.
👍 : 2 |
😃 : 0
Negative
Playtime:
92 minutes
Okay, so. I see potential. I'm enjoying the game so far, but it feels easy and hollow. What do I mean by that? There's nothing particularly special about the evolution mechanic, it's granted from level up, but more specifically, the stat changes feel insignificant from leveling up. The boosts to the abilities and specials are nice, but it just doesn't feel "Powerful" enough for an evolution mechanic. Maybe it should be every two levels there's an evolution. Levels go by a little faster, but that's a trade off to allow for leveling up to feel more rewarding. On top of that, I like the item system, however, I feel like it would benefit from more items and upgrades. Perhaps, an upgrade that allows for one extra choice or maybe an item that replaces a creature's skill with a unique one only the item can grant. The currency of this game is a trade off system, either easy to get through items, or difficult to get since you didn't have those items. Maybe have a permanent upgrade that boosts how much you get after a battle. It also feels short with the difficulty curve tapering off the farther into the game you get. The early game is difficult, you lose quite often. Once you get your footing, you just kinda stop losing. Perhaps a higher variety or maybe even "Legendary" creatures that have a chance to spawn, you don't get to use them but they'll mess you up. All I'm saying is balance and variety are key. I personally enjoy this game, but that's because of the potential of it. After your first few playthroughs, it feels very same-y. perhaps, add some variants with chances for unique skills. Maybe even after unlocking the next stage after beating the boss, lock a new type not found in the previous area to reward for fighting the boss. Give worlds themes an types, allowing for longer games. And if you want to keep them short, make it a choice in settings.
👍 : 0 |
😃 : 0
Positive
Playtime:
1021 minutes
amazing game shiny system is unpredictable i have not stopped playing.
👍 : 0 |
😃 : 0
Positive
Playtime:
207 minutes
Game abandoned by devs and rushing to "1.0". Don't bother with this. It's a shame because the game has cool designs.
👍 : 12 |
😃 : 0
Negative
Kādomon: Hyper Auto Battlers Minimum PC System Requirements
Minimum:- OS: Windows 10
- Processor: Intel Core i5-750 or equivalent
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce 8800 GT (512 MB) or equivalent
- Storage: 1 GB available space
- Sound Card: N/A
Kādomon: Hyper Auto Battlers Recommended PC System Requirements
Recommended:- OS: Windows 10
- Processor: Intel Core i5-920 or equivalent
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 280 (1 GB) or equivalent
- Storage: 1 GB available space
- Sound Card: N/A
Kādomon: Hyper Auto Battlers has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.
Kādomon: Hyper Auto Battlers Latest News & Patches
This game has received a total of 8 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.
Kādomon: Hyper Auto Battlers Version 0.3.0 [Launch] - Patch Notes
Date: 2024-03-25 11:00:12
👍 : 21 |
👎 : 1
[Hot Fix] Kādomon: Hyper Auto Battlers Version 0.3.1 Patch Notes.
Date: 2024-03-25 15:29:51
👍 : 29 |
👎 : 1
[Hotfix] Kādomon Hyper Auto Battlers Version 0.3.2
Date: 2024-03-26 11:02:00
👍 : 39 |
👎 : 2
[Hotfix] Kādomon: Hyper Auto Battlers Patch 0.3.3
Date: 2024-03-28 14:50:33
👍 : 28 |
👎 : 2
[Experimental Branch] Kādomon Hyper Auto Battlers Version 0.4.0
Date: 2024-04-30 14:48:54
👍 : 29 |
👎 : 1