All Army Attack is a roguelike auto-battler developed by BlackLight Games and published by Devolver Digital for PC. Players take the role of a commander who recruits troops and artillery through card-based systems drawn from the animal kingdom and plant life, then deploys those forces in large-scale battles against a cosmic threat. The game emphasizes building armies that grow from small squads into forces numbering in the hundreds, with resources from victories funding further development and reinforcements.
Gameplay
The core loop centers on card-driven recruitment followed by automated combat. Commanders select units and artillery from extensive card pools, then watch as the assembled army advances and engages enemies in real time. Victories yield resources that support unit upgrades, new drafts, and expansions to the roster. Individual soldiers can be crafted or mutated for specialized traits, allowing distinct army compositions across different playthroughs.
Strategic decisions extend to the battlefield itself. Commanders weigh whether to sacrifice units for immediate gains or preserve them for sustained performance, directly influencing the income generated from each encounter. This system rewards careful resource management alongside aggressive expansion. Customization options include modifying cards and units on the fly, as well as exploring synergies between different characters, factions, and battlefield configurations to produce varied outcomes.
Between battles, earned currency flows into meta-progression systems. These allow investment in a central town or base for permanent bonuses, new content unlocks, and additional advantages that carry forward into subsequent runs. The approach supports flexible pacing, where players can prioritize upgrades that align with preferred strategies.
Game Modes
All Army Attack structures its experience around roguelike runs. Each run begins with character and map selection, which determines the available card pools and introduces unique interactions. Runs progress through a series of battlefield encounters that escalate in challenge, culminating in confrontations with powerful bosses.
Character and map variety ensures that no two runs follow identical paths. Different starting options bring distinct unit types and enhancement opportunities, encouraging experimentation with combinations that alter army behavior and effectiveness. The automated nature of battles shifts focus toward preparation and adaptation rather than direct control during fights.
Meta-progression operates outside individual runs. Resources accumulated across attempts support ongoing development of the base, unlocking further options and strengthening future armies. This layer adds depth to repeated play without altering the fundamental structure of the roguelike campaigns.
Key Mechanics and Progression
Card pools tied to specific characters and maps form the foundation for army construction. Players mix elements across runs to test new strategies, with options to enhance or alter units individually for specialized roles. The scale of engagements grows rapidly, as successful drafts and reinforcements can produce armies that dominate the screen.
Resource decisions on the battlefield add tension to every encounter. Choosing to commit units aggressively or hold back shapes both immediate results and long-term income, creating meaningful trade-offs. This mechanic integrates directly with the roguelike structure, where each run presents fresh opportunities to refine approaches.
Post-battle spending covers a range of systems. Base improvements provide broad advantages, while targeted unlocks expand the roster of available cards and units. The flexibility here lets players tailor their long-term development to complement aggressive or cautious playstyles.
Is It Worth Playing?
All Army Attack targets players who enjoy roguelike progression combined with auto-battler mechanics and army-building depth. The emphasis on card synergies, unit mutation, and resource trade-offs creates opportunities for varied strategies within a single-player framework that includes full controller support and achievements.
A demo featuring three playable characters, dozens of unit types, enhancements, treasures, and cards becomes available during Steam Auto-Battler Fest in November 2026. This preview covers the prologue and an initial region with multiple difficulty settings, offering a direct way to assess the gameplay loop before the full release in 2027.
The game suits those drawn to chaotic large-scale battles and experimentation with different factions and setups. Its single-player focus and meta-progression systems provide replayability through repeated runs and incremental improvements, without reliance on multiplayer elements. Early hands-on impressions highlight the satisfying scale of army growth and the strategic weight of battlefield choices.