Store data
- Store status
- Coming soon
- Scheduled release
- 16 November 2026
- Positive reviews
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- Total reviews
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- Release date
- 16 November 2026
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Unique roguelike gameplay blending auto-battlers and deckbuilders
200+ cards with a free-form upgrade system for near-infinite combinations
100+ modules featuring passive effects to supercharge your build
50 enemy types with special abilities, elite variants and a dozen bosses to challenge your engine
30 unlockable characters that change how you approach the game and make each run unique
20 weather effects that randomly spice up your runs so you'll have to adapt on the fly
Daily challenges with game-changing run modifiers for extra variety
Extensive compendium to track your stats, progression, achievements and victory badges
Granular difficulty settings to find the perfect level of challenge (incl. no-permadeath mode!)
Draft from 200+ cards and apply custom upgrades to them to create a synergistic combat engine. Since your deck is shuffled and spit out at random by your printer droid, you will have to find ways to deal with the RNG: Chain effect triggers like crazy, and support your deck with 100+ stackable passive modules to push its efficiency to the max!
Choose one of 30 unlockable characters every run, each one putting their own twist on the gameplay. No grind, all variety! Combined with 50 different enemy types and a dozen bosses to build around, no two runs are the same. Daily challenges and randomized weather effects will constantly keep you on your toes.
Going for a loose from-the-hip playstyle? The game's difficulty settings (incl. an option to disable permadeath) won't lock you out of any content or achievements. Want to optimize every choice? Crank up the challenge and take full advantage of the game's transparency . Check your deck, collection, modules, run info and boss preview anytime!
Bury your enemies under a flurry of attacks, shield to stall until the storm defeats them for you, freeze them just before they land a devestating blow, go for huge critical hits, stack infection damage, boost your own speed for double-time printing, play the long economy game, or just mix and match all these strategies. The possibilities are endless!
In a dark future, alien forces invaded Earth, seized control and destroyed all of humanity's means of resistance. However, the seemingly harmless worker droids were spared: office assistants, flyer printers, vending machines and the like. Hacked and reprogrammed for combat, they now march to take back the planet. You are one of them!
Design & Code: Fabian Fischer (@Ludokultur) Art & Animations: Victor Negreiro (@estivador)
Hi there!As announced recently, the full version of Topdeck Automat will release November 16! 🎉Tell everyone about it and send them to wishlist. Every little bit helps! ♥️Of course means we are on the home stretch of polishing the full game as much as we can. This demo update compiles all the latest improvements to get the demo as up to date as possible and ready for Steam Next Fest (October 19, with the press preview starting very soon).There are way too many improvements to list one-by-one but we'll give you the gist!Demo Update HighlightsEconomy Improvements: Several factors were adjusted to make the early-game less prone to bad RNG. For example, the first-ever shop now guarantees to have a module on sale (50% off). Day 1 shop modules can only ever be common or rare, so you can afford them. Shop reroll costs have been lowered (5 -> 3). Also, losing a fight now grants you 3 "consol...
Read full update on Steam ↗Hi folks! Your favorite "printer robot vs. aliens" auto-battler is back again! 🤖In terms of full-version news, we recently completed the art for all cards and are now moving towards completion of all the A.C.E. characters and aliens. Stay tuned for more details on our release timeline!Today's demo patch ties up some loose ends and adds yet more quality of life, including some regularly requested features.Patch Notes - 0.7 "Impact"FeaturesNEW Cataclysm+ difficultyThis should nicely fill the rather large gap between Cataclysm and Apocalypse.NEW Ability to hide cardsIf you don't care about a specific card, mark it as hidden and it'll only show back up if you activate the new "show hidden cards" filter.NEW Option to start with an empty deckThe starter cards will be in your collection but not your deck. Some players prefer taking every card out initially and building back up, so now they...
Read full update on Steam ↗Hello again! This one is a doozy! ːsteamhappyːWe've joined forces with juice expert Calm Pewter (check out The Quizard's Domain) to bring you a shiny update to animation curves, particle visuals and the user experience as a whole. Most parts of the game's UI have been reworked already, but this is just the first iteration. We have a lot more planned!Patch Notes - 0.65 "Makeover"GameplayWeather Rework: There is now ONE specific weather per run that has a 50% chance of being active every day. This means weather is now an additional "build-around" factor next to the run's boss. Previously it was more "avoid losing to it", which meant players would often just ignore two or even all three weather effects. Some weathers were rebalanced accordingly.Structural Tweak: Deck size now increases when you reach the shop on an even day (2, 4, 6 etc.), instead of at the start of an uneven day. This d...
Read full update on Steam ↗Hi folks, thanks for checking out the demo! 🤖As promised it'll be updated regularly while we work on putting together the full game's content.Patch Notes - 0.64 "Sparkles"QOL: Sparkly shiny highlights! ✨Modules now highlight other relevant Modules (not just cards) on hoverCards now highlight relevant Modules on hoverAdded Infection entry to Damage list in combat log (was hotfixed last week)Helper robot now highlights character select button after first runEnd-of-combat Trigger effects now animate if they executeCards: Tweaks and a rework of a rarely used card. 🃏Mercy: removed Tech tag (it's now, appropriately, a tagless card)Michel's Apple: reworked to self-destroy for max health gainOintment: gained ConsumeEnemies: Two changes to strengthen enemy identity. 👽Omnigobbler: Heal 100 -> 80 | Consume 10% -> 20% | gains Damage on ConsumeSpike Mike: Damage 10 -> 10 | Shield 10 -> 20 | dif...
Read full update on Steam ↗Hi folks, your friendly printer bot is back! 🤖This patch further refines the draw animation and adds some oomph to it. The card and A.C.E. changes are focused on spicing things up by enabling more in-deck and cross-archetype interactions.Patch Notes - 0.62 "Brace for Impact"Juiced up card draw animation and damage impactsAdded new card artAdded new Module art (renamed a few of them)Lots of small fixes for the new combat UI introduced last patchCards:Acid Coating: Infection 13 -> 5 but is now affected by StrengthCunning Plan: reworked to add an Instant copy of the triggering cardDefensive Stance: Shield 25 -> 20 but is now affected by StrengthDeflective Oil (now Oil Spill): reworked to deal Damage per time you SlowedMuscle Up: now gains Strength based on highest-Load cardWrist Blade: now an Attack Trigger (use Versatile Enhancement to "revert" :D)A.C.E.s:Lee Ray A.C.E.: reworked to fo...
Read full update on Steam ↗Hi folks, this one is a doozy! 🤖Patch Notes - 0.61 "Interface Reload"Changesnew combat UI that gives art and animations way more room to shinenew animated intro screen for elite / boss fightsadded 3 deck save slots to quickly swap between during your runbuffed most Tier 1 enemies (days 1 and 2)Lee Ray A.C.E.: ability now has a 10% chance (was by far the best economy tool)Bounty Mandate: epic -> rareEnergy Drink: now limited to 12 uses per fightHired Knife: Crit 5% -> 3% (but fixed to actually multi-trigger with 2+ copies)Toxic Shield: Infection 5 -> 3shop won't (immediately) reroll into the same Modules or cards anymorelimited boss reminder bot to show up only once on day 1implemented object pooling for damage numbers for better performanceoptimized saving and loading for large collectionsadded new card artfixed Consumed cards not being removed from the deck until reshufflefixed Enha...
Read full update on Steam ↗Hi folks! Hold on to your scrap! 🤖Patch Notes - 0.60 "In This Economy"🖨️ Dev NotesI think the recent changes to the draw speed calculations went well and were received positively. But they also buffed players somewhat. Decks now have more room to stay at a 2s cooldown and between 2s and 3s the speed penalty per additional Load is a bit lower. Therefore I think it's only fair to give the alien side a bit of a general buff this patch. Also it's not like most of them were super scary before.Now, buffing enemies might take a Core more from you here and there, but if you have a run that gets to a broken synergy state, it won't really stop you. So to make things harder on higher difficulty, I need to come at it from the other side and cut down on player power gain too. Instead of outright removing broken synergies, I instead want to make it a bit harder to become broken in the first place...
Read full update on Steam ↗Hi folks! New week, new patch! 🤖Patch Notes - 0.59 "Load Balancing"LOAD CHANGESdraw cooldown is now equal to the average Load of your deck (minimum is still 2s) Reasoning:The relation of Load to draw speed was a bit confusing. This is more straight forward.It makes 1-Load cards less of an "always-want" pick cause there's no immediate speed penalty for going for 2-Load cards.It makes cards with Load 3+ more viable since you can "cancel out" their speed penalty by adding enough 1-Load cards (which makes deckbuilding more interesting overall).all Base cards (those that start in your deck initially) now have a Load of 2With the new draw cooldown formula this doesn't have an immediate downside for your starting deck, but increases the incentive to actually replace these cards throughout a run and change your deck more over time.cards now display their Load in drafts and shopscards in the...
Read full update on Steam ↗Hi folks! Time for another round of balancing tweaks and improvements. 🤖Patch Notes - 0.58 "Rarity Shuffle"GENERAL CHANGESLighten Enhancement (-1 Load) now doesn't increase Load via future Enhancementsmodifications to card Load are now indicated via red / green Load numbersan Enhancement's effect on draw speed is now previewed (for in-deck cards)slightly reduced chance of Enhancement drafts (not quite as common as cards anymore)Wild Hog is now called Kevin (actually always was, but now we know)added music tracks for run end screenvarious wording improvements + German translation fixesvarious bugfixes and minor UI tweaksMODULE CHANGES🖨️ Dev note: Besides general power balance, the general direction here is trying to make infinite effect loops from Modules harder to put together. Effect convertors like Shield-Sword, Repair Shield or Paladin's Hammer were previously all common and woul...
Read full update on Steam ↗Hi folks! Thank you so much for participating in this playtest. The feedback I've received within the first 24 hours has already been invaluable. If you want to jump in after the first big patch, now is the time! The best places to provide feedback are still the Steam forums or the dev Discord. Patch Notes - 0.57 "Apocalypse"Dev note: After seeing some pretty clear patterns in early feedback, I wanted to get these changes out quickly to experiment especially with Enhancement-stacking and drop rarities. I'd like to iterate quickly during this first playtest to learn as much as possible about the game. So if something doesn't work out, it'll be tweaked again or rolled back. More substantial core-game reworks and features will go on the list of things to work on for following tests or demos. In any case, your feedback and suggestions will always help guide this process. So thank you very...
Read full update on Steam ↗Steam currently lists 16 Nov 2026 as the release date.
Hi there!As announced recently, the full version of Topdeck Automat will release November 16! 🎉Tell everyone about it and send them to wishlist. Every little bit helps! ♥️Of course means we are on the home stretch of…
Hi folks! Your favorite "printer robot vs. aliens" auto-battler is back again! 🤖In terms of full-version news, we recently completed the art for all cards and are now moving towards completion of all the A.C.E. chara…
Hello again! This one is a doozy! ːsteamhappyːWe've joined forces with juice expert Calm Pewter (check out The Quizard's Domain) to bring you a shiny update to animation curves, particle visuals and the user experienc…
Hi folks, thanks for checking out the demo! 🤖As promised it'll be updated regularly while we work on putting together the full game's content.Patch Notes - 0.64 "Sparkles"QOL: Sparkly shiny highlights! ✨Modules now h…
Hi folks, your friendly printer bot is back! 🤖This patch further refines the draw animation and adds some oomph to it. The card and A.C.E. changes are focused on spicing things up by enabling more in-deck and cross-a…