Key art for Vanguard - Idle Auto Battler

Game review

Vanguard: Idle Auto Battler

5 / 10

Developer
Beep2Bleep
Publisher
Beep2Bleep
Released
12 August 2026
Platforms
Windows
Genre
Idle Auto Battler
Monetisation
One-time purchase
Players
Single-player

The short version

Vanguard promises the standard idle auto-battler hook: your squad fights on its own, you spend run rewards on permanent upgrades, and "you are always one optimization away from a bigger clear." That loop is a proven, comfortable one, and at NZ$4.31 it's priced to match a short session-friendly game rather than a sprawling one.

Two days after launch there are only three reviews to go on, and they're not fully in agreement. One specifically disputes the headline feature — reporting that the game "does not have auto-battle, despite claiming that it does" — and flags a missing cloud-save option, which the store page's own feature list independently confirms is absent. The other two reviews don't dispute the auto-battle claim but agree on a different problem: the game is very short, with a skill tree one reviewer calls thin even by the standards of its own price point.

Biggest strengths

  • A workable auto-battle-plus-persistent-upgrades loop matching the genre's core hook of always chasing one more optimization
  • Four heroes with distinct active abilities give some tactical variety to run planning
  • Cheap at NZ$4.31, and one reviewer's own summary is that its length roughly matches its price

Biggest weaknesses

  • One reviewer reports the core auto-battle feature doesn't work as advertised, despite the store page explicitly promising it
  • No Steam Cloud support, independently confirmed by the store page's own category list, matching a specific reviewer complaint
  • All three early reviews describe the game as very short, with one specifically calling the skill tree thin

Who it's for: Idle auto-battler fans looking for a cheap, short session to fill an afternoon, who are comfortable buying a very fresh release with almost no review history yet. Not for anyone who wants cloud saves, a confirmed-working auto-battle system, or substantial long-term content on day one.

Our recommendation: Wait for more reviews before buying. The price is low enough that the risk is small, but a specific dispute over whether the core feature works, combined with confirmed missing cloud saves and a consistent "too short" complaint, are worth letting a larger review sample settle before committing.

5 / 10

Vanguard's pitch sits comfortably inside a genre Wanderer readers know well: your squad fights automatically, you invest run rewards into permanent upgrades, and every optimization promises a bigger clear next time. It's a proven hook, priced cheaply at NZ$4.31. What's unusual is how little there currently is to check that pitch against — two days after launch, exactly three reviews exist, and they don't fully agree with each other.

The idle auto-battler pitch

The store page lays out a fairly complete-sounding structure for something this cheap: recruit and develop a "multi-role hero squad" from four heroes, each with distinct active abilities to trigger at key moments, push through escalating enemy waves into segment-style boss phases, and convert run rewards into permanent upgrades spanning offense, defense and economy. It's explicitly built, in the developer's own words, for "players who enjoy auto battlers, idle and incremental progression, build optimization and scaling loops, PvE strategy with low mechanical overhead" — a clear, honest statement of what audience it's chasing, and a familiar shape for anyone who's played this genre before.

A specific complaint worth taking seriously

The most detailed review currently available, written in Polish, makes a pointed and specific claim rather than a vague complaint: "The game does not have auto-battle, despite claiming that it does. It also lacks cloud saves, which is very inconvenient." The second half of that is independently checkable, and it holds up — the store page's own feature category list has no Steam Cloud entry at all, which is a real, confirmable gap for a game explicitly designed around short, repeatable sessions where players might reasonably switch machines. The first half — a direct dispute of the game's headline mechanic — is harder to verify from a single account, but it's specific enough, and concerning enough given it targets the one feature the entire genre pitch rests on, that it's worth flagging clearly rather than assuming it's an outlier complaint.

Short by design, or short because it's early?

The other two reviews don't dispute the auto-battle claim, but they converge on a separate issue: the game is short. An English-language review sums it up in four words: "very (VERY) short semi idle game." A Japanese review is more measured but lands in the same place: "Though the length matches the price, it still feels too short. The skill tree also feels lacking. I recommend it, but..." — a real recommendation, with a real reservation attached. Steam's own achievement data can't add anything here either way, because no achievement schema exists for Vanguard at all yet, itself a small but notable gap for a genre where achievement-gated milestones are a common structural feature.

Final verdict

There's a familiar, potentially solid idle auto-battler underneath Vanguard's pitch, and at NZ$4.31 the financial risk of finding out is genuinely low. But two days and three reviews in, the evidence is thin and not entirely consistent — a specific dispute over whether the advertised auto-battle system actually works, a confirmed absence of cloud saves, and a shared sense among early players that there simply isn't much game here yet. None of that rules out this becoming a solid cheap pickup once more reviews and, ideally, a patch or two have landed. For now, it's reasonable to wait and see rather than be among the first handful of buyers settling the question.

Pros and cons

Pros

  • A workable auto-battle-plus-persistent-upgrades loop matching the genre's core hook of always chasing one more optimization
  • Four heroes with distinct active abilities give some tactical variety to run planning
  • Cheap at NZ$4.31, and one reviewer's own summary is that its length roughly matches its price
  • Speed control and session-friendly pacing options suit short play sessions
  • Boss phases with segment-style progression add structure beyond a flat wave-clear loop

Cons

  • One reviewer reports the core auto-battle feature doesn't work as advertised, despite the store page explicitly promising it
  • No Steam Cloud support, independently confirmed by the store page's own category list, matching a specific reviewer complaint
  • All three early reviews describe the game as very short, with one specifically calling the skill tree thin
  • No achievement system exists yet at all, unusual even for a very fresh release in this genre
  • Only four heroes and a minimal early feature set, in a genre where content depth is the whole draw

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5 / 10
  • Progression 5 / 10
  • Value 5 / 10
  • Originality 4.5 / 10