We have created the ultimate strategy game by combining real-time automatic battles and turn-based deck building. Become a commander, defeat formidable enemies with your army, and conquer the world.
82 Players in Game
2 735 All-Time Peak
73,97 Rating
Steam Charts
82 Players in Game
2 735 All-Time Peak
73,97 Rating
At the moment, Commander Quest has 82 players actively in-game. This is 97.55% lower than its all-time peak of 2 735.
Commander Quest Player Count
Commander Quest 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 |
2025-07 |
147 |
-41.62% |
2025-06 |
252 |
-10.86% |
2025-05 |
283 |
-68.61% |
2025-04 |
903 |
0% |
2 142 Total Reviews
1 641 Positive Reviews
501 Negative Reviews
Mostly Positive Score
Commander Quest has garnered a total of 2 142 reviews, with 1 641 positive reviews and 501 negative reviews, resulting in a ‘Mostly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Commander Quest 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:
438 minutes
This is a great little game and a fun take on the roguelike deck-builder genre, and you will have fun for 4-5 hours (which, at the cost of £6 that they asked me seems emminently fair).
But the game Is very much so "solved" within that time. Once you realise that mountain goat cavalry are the best thing to ever have existed, and that the lab mechanic is just outright broken.. there's not really much else to consider. There isn't any sort of noticeable difficulty curve from doing re-plays, the AI will never really surprise you, and the "obvious solution" in terms of build is just painfully obvious.
I'd say that this is best described as a creative paid tech demo that's worth the money. But you won't spend more than a couple of replays given the lack of content and challenge.
👍 : 2 |
😃 : 0
Positive
Playtime:
565 minutes
Absolutely zero balance to runs. Relics flip between game breaking to actively detrimental. Many relics that would be useful are "balanced" by only being usable 3 times??? Through my runs so far, shops have been absolutely useless even with a large store of gold; this is because shops cannot be refreshed in addition to having what I would describe as a paltry offering of cards and relics. Rare cards are hardly offered. The runs I have won feel like I hit absolute god rolls between a broken card/relic combo where I could dish out infinite damage for 0 mana, and the other by just hitting the right combination of bosses and hard fights. Certain fights can absolutely destroy certain strategies, such as the Mathematician if you have a scaling or attrition based deck. The games balance is such that strategy feels severely limited in viability and an aspect of rng of whether or not your build can hit a break point.
👍 : 4 |
😃 : 0
Negative
Playtime:
866 minutes
Very fun game. The people that argue about the game being too difficult or rng dependant just have no clue how to play these types of games. Yes, it is somewhat difficult to do specific builds, I often find myself starting off doing one thing and completely abandoning it mid run. However, I also frequently combined strategies to create pretty well functioning decks, which kept me from running into issues where I lost because I just didn't get good choices. It genuinely feels like it's always a matter of poor choices made that cause losses. So take the bad reviews with a grain of salt and give it a shot. My only complaint is that it is a little lacking as far as content goes, but it is very replayable nonetheless. More bosses and maps would absolutely make this game significantly better.
👍 : 2 |
😃 : 0
Positive
Playtime:
108 minutes
I genuinely had no idea how much I needed this game until I randomly stumbled across the demo. This game is a fusion of Clash Royale and Slay the Spire and it is absolutely shocking how well those mechanics mesh together. This one slaps. All the cards feel impactful, there's already a ton of content and variety, and there's a lot of options for synergy and strategy with each new run. The amount of polish here really surprised me. The UI, visuals, sounds, and general experience is top-notch. This game was such a lucky find, I would totally recommend it. My one gripe is that the tutorialization is pretty in your face with a bunch of dialogue boxes, but it only lasts the first ten or so minutes and you'll never have to deal with it again. Aside from a few tiny things, the gameplay is obnoxiously good. I give this one two big thumbs up!
👍 : 1 |
😃 : 0
Positive
Playtime:
1960 minutes
Cool game (a bit too easy) the first deck builder I enjoyed ever. Card arts suck ass, they all look like made in 2 minutes in the most basic drawing AI. Graphics could have been nicer too. 6+/10
👍 : 1 |
😃 : 0
Positive
Playtime:
397 minutes
Overall I do like the first half of each run. I've always wanted somebody to make a version of "keystone" from the SC2 arcade. I think this game does not have the staying power of keystone, and I think it has a issue with balance and bloat. Act 1 and 2 are mostly enjoyable, but Act 3 just feels frustrating and unbalanced. I think Slay the Spire had/has similar issues, but Slay the Spire has a much more intense hook. I will probably never go over 10 hours on this game, and it's a shame because I've put 40ish hours into keystone and I think 300 hours into StS. I think they should have stayed closer to the original idea, or spent more time on interesting and more balanced abilities. It could just be that the base game needs to be easier, and then save the difficulty for their heat style system.
Overall while I think this will be a fun weekend of playing this game, I'm disappointed that this is not my next addiction. I want an amazing version of this, and I want expansions and updates and on and on. I'm a game designer for my main job, and I've always had a design on paper for a a game like this and I feel that I've come up with more original ideas just in passing then the things found in this game. Honestly if they just copied some of the mechanics from Keystone it would be some much better. The fact that units are killed on counter attacks changes the dynamic so much compared to Keystone. I just think some of the changes are a swing and a miss, without changing the core premise, I don't think there is a way to get this game to the same level as either slay the spire or Keystone, and that's what I'm looking for. I guess the only positive is that I don't have to scrap my idea because this game does not satisfy the itch of Keystone..
👍 : 2 |
😃 : 0
Negative
Playtime:
1605 minutes
Not gonna support a game that forces a EULA on you 2 months after release for a mediocre looking update of 1 commander and 9 cards.
Where's the bug fixes btw?
👍 : 16 |
😃 : 1
Negative
Playtime:
2362 minutes
The Final Boss has to be the most frustrating and poorly implemented final boss concept for a strategy game. It does not summon units, there is only a singular path from beginning to end, the "strategy" boils down to placing units on a track and hoping to outrace the boss before it kills you via DIRECT damage to face with two of it's moves, and there's no satisfaction or clever movements to be had when facing it. For the final boss: If you've broken the game to win- you instantly die via your highest damage unit dealing it's damage to you. If you haven't broken the game, the boss with use all four of it's stall moves to whittle you down with no way of preventing/mitigating the damage.
This is in comparison to the FIRST boss fight of the game, which was a castle siege with clear objective points (break spawners, distract archers until the battering ram takes them) or even the dragon fight (break the two stones, a third path opens up, juggle all three paths and avoid fire breath). These are the most mechanically interesting fights in the game, and they're the first two bosses. Why is the final boss so lame in comparison?
👍 : 4 |
😃 : 0
Negative
Playtime:
1073 minutes
[h1]TLDR[/h1]
A good idea that's unfortunately held back by improper balance.
There is not enough option in a run to really tailor a deck. Resources are limited and dependable enhancements/units are too limited. A run ends up mostly up to RNG and not player choice when it really should be the other way around after some meta progression. The meta progression is another issue doing barely anything.
This is Clash Royale but without the predatory monetization but sadly also without proper deck building.
[h2]The Ramble[/h2]
This game does path choices pretty well. There's enough mix of wanting to fight vs shop and event that pathing feels like it matters. The commanders having their own passives and abilities is a good idea but poorly balanced. Because the commander ability uses the same mana resource as everything else, the resource becomes way too tight to make use of some of the abilities. In fact, the entire resource managemment balance becomes a burden on stretegic depth rather than add to it.
If RNGsus gives me a decent enough unit that I can roll the wacky workshop thingy with a few good mods on it, I'm not spending any mana on anything but summon that unit over and over again. The entire game hinges on units and the good units cost way too much to have any resources left over to do anything else unless you tailor your deck around it. Which leads to the other problem, there's not enough options that the player can depend on per run to tailor the deck. Gold is limited, each camp only gives one enhancement and each enhancement modifies a fixed stat depending on the card and the only way to really modify a card further is with the wacky workshopy thing which comes with potentially bricking your card rather than be a pure upgrade. It makes the game feel like the player is at the mercy of RNG rather than making proper choices with -some- RNG.
The commander traits are also a bit boring. It feels like they should have a deeper tree with a bit more customization to push a deck towards a single direction. The commanders being mostly the same across both races is an interesting direction as well. On one hand, the abilities mixed with the different units makes for some new combinations. On the other hand, those combinations are similar enough that it feels too samey cutting down on interesting grind.
Speaking of grind, the meta progression is poop on a plate. 0.5% increments increase of boring stats and grindy af costs makes it an afterthought.
All in all it's a good start to a game I really want to like, but the execution is lacking. Most can be fixed with some balancing and tweaking. What's there at the point of writing is mediocre with a lot of potential.
👍 : 10 |
😃 : 0
Negative
Playtime:
4060 minutes
This game has unfair battles, the final boss is probably 1 of top 3 most anoying and stally boss I have ever seen, and the game is very unbalanced when it comes to reasources it gives you to the point where I never by a single relic in the shop because all i can afford is 1 thing... which would be the card removal wich takes half my gold. it feels awfull every time I skip a reward and the game neither rewards you for it but in fact it gives the option to remove core machanics of the game, so i basically don't even get to play with food or gold for the next 2/3ds of a run.
the final boss first starts out with converting any troop you place... the fist turn is basically a setup phase. then even when you have troops on the stage they get converted, meaning you in a sense have to plow through your own troops, wich basically takes an entire turn.
"well why don't you just deal damage to the boss before it does that" but you can't... because by the time you build a large enough army, he would cast invisibility. which mind you is followed up by his brainwashing spell. basically 2 out of 4 possible thing the boss can do is stall. WTF
maybe it wouldn't be so bad if THE GOD DAMN MAP wasn't so f-ing long, but no every troop in the game has too be slow as molasis! on a norrow 1 way path where you can't even place certain things unless you want your troops to get stuck.
but thats not the end off the stalling! the boss wipes the entire map ignoring everrything and resets alll that prorogress once you get it to half health.
but the most disapointing part of this boss is that you can not block, avoid, or do anything to stop it's dirrect damage. using cards damages you, 2/4 abillities damages you and you can'tt block it.
maybe if they removed direct damage and made the turn timer at least 2x longer so my units can even reach the boss!
and your tough out of luck if you think you can make a build that you want to counter the final boss. take the shop as an example. it can sell you cards, food, artifacts, and card removal. because this is the ONLY RELIABLE way of removing cards, so in a sense you have to take the shop every time. but because gold is so scarce you can't even aford anything else untill literally right before the boss fight. and you don't even have a refresh in the shop. so you get stuck with random bs that isn't even usefull to your current build.
when obtaining food or cards... skipping does absolutely nothing. on a decent run i would probably skip 50% or more of my option. i can't sell the cards or food anywhere. the events are all gambling with either horrible downsides with not enough reward or odds so low, ex: you can get a legendary at ~1% and a epic ~20% chances... the likely-hood of that card or artifact being actually something that you need in your build is impossible. I try too DELIBRETLY avoid events because either it's something bad or i'm going to skip it anyway.
there are many problems in this game. and this is merely the most frustrating ones out of them.
edit: there is anotther artifact where it allows you to choose a path... but choice in this game is an illusion. there is always going to be 1 path that is slitghly better than the other, but no matter where you choose the game sucks with its path generation. like one time 3 paths lead to the button and 1 path to the top. you are forced to go to the top path where it does't intersect untill way later where you could have needed it much sooner. i do not feel good about planning my paths in this game because there is never a need to choos because if you get a treasurre chest, all paths give you a chest. if you need a campfire all places lead to campfires in the exact same spot. I don't get a choice where to go because there is always one best choice. maybe if events actually showed you what they were and gave you better/ garenteed odds then I might consider it.
also also, the artifacts suck half the time
👍 : 12 |
😃 : 0
Negative
Commander Quest Minimum PC System Requirements
Minimum:- OS *: Windows 7/10/11
- Processor: i5-4670K @ 3.4Ghz or similar
- Memory: 8 GB RAM
- Graphics: GeForce 970 or better
- Storage: 2000 MB available space
Commander Quest Minimum MAC System Requirements
Minimum:- OS: 10.13.0+
- Processor: Apple silicon, Intel
- Memory: 4 MB RAM
- Storage: 2 GB available space
Commander Quest 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.
Commander Quest Videos
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