Game review
AFK Tactics Review
6 / 10
- Developer
- Sunny
- Publisher
- Sunny
- Released
- 1 May 2026
- Platforms
- ["Windows", "Mac"]
- Genre
- Strategy
An "AFK" Game That Reviewers Keep Saying Isn't AFK
AFK Tactics bills itself as an idle autobattler, but the single most repeated note across its Steam reviews, positive and negative alike, is that the name is misleading. One reviewer writes plainly that "the only AFK part of this game is the battle. Most of the time, you will still click your screen but only to select rewards and equip skills and armors. After every battle you must confirm your decisions before the next stage begins." Another, more frustrated, reviewer is blunter still: "Contrary to the name and description, this is not an idle game - it's an autobattler, but it requires very active engagement to progress." A third points out the mechanical reason why: battles resolve in under 30 seconds even at normal speed, and with a 3x speed option available, "the battles are automatic, but you need to select upgrades, close the battle report page, and then start the next battle" on a loop tight enough that walking away isn't really viable. None of this makes the underlying game bad, but anyone downloading it expecting a true set-and-forget idler, as the title and store description imply, should recalibrate expectations before installing.
A Genuinely Deep Autobattler Underneath the Branding Problem
Strip away the "AFK" framing and what's left is a reasonably well-regarded 3v3 tactical autobattler. The roster spans 200-plus heroes across more than 30 factions, drawn from a broad fantasy stable of Elves, Orcs, Skeletons, Demons, Dwarfs, and Holy Order units, each carrying its own passives, traits, and class (Tank, Warrior, Mage, Assassin, Striker, Support). Reviewers who've engaged seriously with the build system are largely positive about the depth on offer: one calls it "a well thought out game," praising the tricky battles that "require you to change your line up or min max," while another sums up the appeal directly: "if you appreciate customizing a squad and seeing out multiple combinations of skills, passive traits, and armor traits, this game is worth trying out." A more detailed review breaks the experience into components, scoring "Design: 8/10 (Love pixel games)" and "Mechanics: 8/10 (strategy is a must to win not to just have high rarity units)," specifically highlighting the Roguelite Dungeon mode — a 100-stage run using only three chosen heroes and whatever rewards drop along the way — as the game's standout feature. Beyond that mode, the game also offers a story-driven Adventure mode, an endgame Eternal Spire with random modifiers, daily Boss Battle gates, and 1v1 Crucible duels, giving players several distinct ways to apply the same roster.
Stingy Drops, But No Confirmed Real-Money Purchases
AFK Tactics is free to play, and Steam does not list "In-App Purchases" as a store category for it — nor does any reviewer in the sample mention spending real money on the game. The friction reviewers describe instead concerns the pacing of its free chest-based unlock system: one reviewer calls the drop rates for higher-rarity units "stingy with epics/legends" and asks for more build-customisation options like skill trees, while another was blunter about the core loop's reward cadence, describing "the 24 hours wait to open a new chest" as "the only AFK thing about 'AFK Tactics.'" That reviewer ultimately gave the game a thumbs-down over the combination of a slow chest timer and no visible sense of long-term progression beyond unit quality. A separate reviewer who marked the game recommended, mostly out of it being free, still noted they were "done with it" and didn't expect to return, specifically citing a gacha system that "seems stingy" and the absence of a highscores list. Taken together, the sample suggests a game that monetises player patience through drop-rate and timer pacing rather than a storefront wallet, which is a meaningfully different (and for some players, less objectionable) kind of friction than a paid gacha system, but friction all the same.
Responsive Development, Rough Edges, and a Slow Update Pace
Several reviewers specifically credit the developer, Sunny, with being responsive to community feedback. One reviewer walks through a wishlist of interface complaints — no escape or quit button ("you don't have to alt+f4 just to leave the game"), losing a run dropping the player back to the main menu instead of the round-prep lobby, and no setting to default to 3x battle speed — and appends an update noting "Neat! Looks like the next patch will fix two of those problems." Another reviewer, recommending the game, specifically praises this responsiveness: "the dev is very responsive and listens to his community's suggestions." That goodwill isn't universal, though. One negative review describes reporting "multiple issues" that the developer confirmed would be addressed, only for there to be "radio silence since," adding that "the progression system is almost nonexistent" and that story mode difficulty "goes from simple to impossible very quick, forcing you to use the roguelike mode, which gives you hardly anything towards progressing the story." A separate reviewer who found the game "too simple for a pc game" suggested it "would have been a much better match for a mobilephone timewaster" — a fair observation given the short, tap-heavy battle loop the AFK-naming complaints describe.
Verdict
AFK Tactics has a genuinely solid tactical autobattler at its core — a deep hero-and-faction roster, meaningful stat theorycrafting, and a well-liked Roguelite Dungeon mode — undercut by a title and marketing pitch that its own player base says doesn't match the experience. This isn't a walk-away idler; it's a short-session, tap-to-continue autobattler that happens to resolve its fights automatically, and reviewers who came in expecting true AFK progression are consistently disappointed by that mismatch even when they otherwise enjoy the combat. The monetisation is comparatively low-risk, since drop-rate pacing rather than real-money purchases appears to be the actual friction, but the interface still has rough edges (no quit button, awkward post-loss flow) that a responsive-but-slow-moving developer has only partially addressed. Worth trying since it's free, but go in expecting an autobattler you have to babysit, not one you can leave running in the background.
Screenshots
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A 3v3 battle unfolds automatically across a forest stage, with red-armoured heroes squaring off against an elven faction.Image: Sunny via Steam -
The pre-battle screen for a graveyard stage, showing enemy skills and traits alongside the player's own three-hero loadout and faction synergy bonus.Image: Sunny via Steam -
A post-battle reward choice between three heroes, each with its own faction, role tags, and passive skills — part of the game's build-around-synergy system.Image: Sunny via Steam