Store data
- Store status
- Coming soon
- Scheduled release
- 16 October 2026
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 16 October 2026
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Village Invaders is a fast-paced roguelite card battler, and you are the one doing the raiding. Every village is generated from scratch, packed with defenses, traps and treasure, and no two raids play the same.
Pick a card, choose where your troops come down outside the village, and send them in. They march, find their own targets and fight without waiting for orders. You decide two things: what you bring, and when you play it.
Every time you play the same card, it costs more elixir, so a good raid never repeats itself. Spend gold to buy a whole new hand, or to skip a village that looks like more trouble than it is worth.
Elixir does not refill on its own. The village keeps it in storage buildings, so every one you break puts more cards on the field.
Bring down the village's main building early and the remaining defenses stay weakened for the rest of the battle. To capture the village, every building has to fall.
Thieves run straight for the resource buildings. Assassins climb over walls to reach the defenses. A Horse picks up a nearby ally and carries it forward. Golems split in two when they die. Mummies hang back and summon copies of units from your deck. Skeletons charge the defenses and blow themselves up the moment they get there.
Freeze the defenses with Frost. Bring your fallen back with Revive. Double your attack with Duplication. Burn a path with Fire. Or cast Confuse and let the towers fire on their own village.
Every village you capture offers a reward: a new card, an upgrade, a shop, or a talisman. No two runs end up with the same deck.
Last Stand turns a low elixir bar into a full assault. Patience Stone doubles the health of your next unit if you play nothing for four seconds. Gold Trade pays the elixir you are short of out of your purse. And for a few seconds after every spell, Battle Rune makes everything already on the field hit harder.
Medieval villages sit behind walls, and line the ground in front of them with hidden pits. The Jungle has no walls at all. The Desert hides sand pits along your path. Hell never lets its graveyards rest, throwing sword skeletons straight at your lines.
Between raids you take your reward, visit the shop, upgrade your cards and pick up talismans. Daily and long-term challenges unlock permanent upgrades you keep from one run to the next.
A complete single-player roguelite run
35+ unit and spell cards, from wall-hopping raiders to army-copying Mummies
15+ talismans that can reshape a run
Procedurally generated villages packed with walls, traps, storages, support buildings, and defenses
A hand fueled by stolen elixir, with gold-paid redraws when luck turns ugly
Card rewards, shops, upgrades, and talisman picks between raids
Daily and lifetime challenges with permanent progression
Raid the village. Take the loot. Build a stronger deck and go again.
Steam currently lists 16 Oct 2026 as the release date.