- All Army Attack auto battler: a roguelike where animal and plant armies battle automatically while you make strategic choices between fights.
- Core fantasy: build an army so massive it overflows the screen, then hurl it at cosmic threats.
- Content scale: roughly 60 unit types and 70 cards, with a subset playable in the free demo.
- Risk mechanic: you can stake your entire army on a single decisive push for huge rewards.
- Release status: demo live November 16, 2026; full release expected in 2027.
All Army Attack Auto Battler: Core Mechanics
All Army Attack, developed by Blacklight Games and published by Devolver Digital, is a roguelike auto battler built around one wild fantasy: your army of animals and plants grows so enormous that it literally spills off the edges of the screen. Combat plays out automatically — your real job is the strategy layer between battles, where you recruit units, pick cards, and upgrade your base.
The game is tagged Action, Casual, and Strategy on Steam, and it is a single-player experience. That combination means accessible, pick-up-and-play sessions with genuine decision-making underneath. The official Steam page confirms the core pillars below.
| Mechanic | What It Does | Player Interaction |
|---|---|---|
| Auto battles | Armies fight automatically once deployed | Watch results, adjust strategy after |
| Unit recruitment | Add animal and plant units via cards | Choose which units to field |
| Base upgrades | Improve economy and production between fights | Prioritize long-term scaling |
| Army gambling | Stake your whole force on one push | High-risk, high-reward decisions |
| Roguelike runs | New cards and choices each run | Adapt rather than force one build |
Animals
- Cheap swarm bodies like clucks (chickens)
- Melee frontliners and tanks
- Effective when massed in huge numbers
Plants
- Ranged damage and area effects
- Utility and support roles
- Buff and spawn synergies
Hybrid Army
- Best of both worlds
- Tanks protect squishy swarms
- Plant buffs multiply animal value
Don't approach All Army Attack like a traditional RTS. You are not micro-managing fights — you are drafting an army. Every card pick and base upgrade between battles matters far more than anything you do mid-fight.
Units and Cards Overview
Your army roster spans roughly 60 unit types drawn from the animal kingdom and the plant world, recruited through a pool of about 70 cards. The demo exposes a subset of both; the full roster arrives with launch in 2027.
| Category | Type | Role | Availability |
|---|---|---|---|
| Clucks (chickens) | Animal — Swarm | Cheap, fast bodies; strong when massed | Demo |
| Animal combat units | Animal — Frontline | Tanks and damage dealers anchoring the front | Demo |
| Plant units | Plant — Support/Damage | Ranged damage, buffs, area effects | Demo |
| Army scaling cards | Upgrade | Raise unit counts, spawn rates, army limits | Demo |
| Base upgrade cards | Progression | Improve run economy and base between battles | Demo |
| Full card pool (~70) | All | Complete roster including launch-only combos | Full release |
Balance numbers with quality. A board full of only cheap swarm units caps out, while stacking a few expensive units wastes the game's scale mechanics. Spread your picks across frontline, swarm, and support roles.
Step-by-Step: Your First Run
Follow these steps to get the most out of your first demo runs and build a strong foundation for the full game.
Understand the Core Loop
Each run is a series of battles. Before every fight you spend resources on units and upgrades; during the fight your army battles automatically. Your leverage is between fights, not during them.
Build Around Animals and Plants
Mix animal units like clucks with plant units. Animals provide swarm bodies and frontliners; plants bring utility and ranged damage. Avoid stacking only one type.
Scale Your Army Early
Prioritize cards and upgrades that increase unit count or spawn rates in the early stages. A bigger board makes every later upgrade more valuable — army size is the engine of this auto battler.
Upgrade Your Base Between Battles
After each victory, weigh short-term power against long-term scaling. Economy and army-size upgrades usually outperform a single strong unit across a full run.
Adapt Every Run
As a roguelike, each run offers different cards. Pick the strongest options offered instead of forcing one build, and note which combos carried your best runs.
New players often dump resources into one powerful unit. In All Army Attack, raw army size compounds — a wide, cheap army feeds every scaling upgrade you take afterward.
Advanced Tips: Army Gambling and Base Priorities
Once you understand the loop, three advanced systems separate decent runs from great ones: managing an off-screen army, timing all-in pushes, and ordering your base upgrades correctly.
| Base Upgrade | Priority | Why |
|---|---|---|
| Unit production speed | ★★★★★ | Faster spawns compound into a bigger army for free |
| Unit attack power | ★★★★☆ | Converts raw numbers into actual damage |
| Health and defense | ★★★☆☆ | Matters once you survive long enough to use it |
| Cosmetic/convenience | ★☆☆☆☆ | Fun, but will not win runs |
When to go all-in with your army:
- Right after wiping an enemy wave, while their production is down
- Immediately after upgrading attack power for maximum burst
- Against weakened or exposed structures
When to hold back:
- Into well-defended chokepoints
- While enemy reinforcements are still streaming in
The game rewards aggressive tempo. After winning a fight, push the nearest enemy structure while your army is at peak size. If you must retreat, fall back toward your spawn so fresh units join you on the way.
Your army can extend beyond the visible screen — that is the core mechanic, not a bug. Off-screen units still follow commands, so use rally points and the minimap, and re-center on your army blob before big engagements so no stragglers get left behind.
Demo Checklist and Release Timeline
The free demo went live on November 16, 2026, on the official Steam page. Use this checklist to make the most of it before the 2027 full release.
| Date | Milestone | Details |
|---|---|---|
| 2026-11-10 | Official announcement | Revealed via Steam and Devolver Digital channels |
| 2026-11-16 | Free demo launch | Playable slice on Steam |
| 2027 | Full release | Coming soon; pricing unannounced |
Demo Goals:
- Download the demo from the Steam page (app 4128840)
- Test how quickly army growth and unit accumulation feel
- Try the stake-your-entire-army push mechanic at least twice
- Experiment with base upgrade priorities across a few runs
- Wishlist the game to catch the full release announcement
The demo is a vertical slice. Expect the full game to add more levels, more of the 60+ unit roster, deeper upgrade paths, and polish. Demo progress does not carry over. Follow Devolver Digital for updates — including their running gag that this is their "first AAA game."
FAQ
Q: Is All Army Attack a traditional auto battler like Teamfight Tactics?
It shares the auto-battler DNA — armies fight automatically — but All Army Attack centers on building one absurdly massive army of animals and plants that overflows the screen, combined with roguelike run structure and base upgrades between battles. It is single-player, not a competitive lobby game.
Q: What happens if I lose my entire army?
Losing an army is not run-ending. As an Action/Casual/Strategy hybrid, the game is designed so rebuilding is fast. Use casual runs to learn enemy layouts before committing to riskier all-in strategies.
Q: How many units and cards are in the game?
The full game plans roughly 60 unit types and around 70 cards. The demo includes a subset of both; the complete rosters arrive with the full release expected in 2027.
Q: Does demo progress carry over to the full game?
No. The demo is a vertical slice and progress will not carry over. Since the full release date and price are unannounced, wishlisting on Steam is the best way to get notified at launch.