Bones and Coins layers tactical team-building onto an incremental foundation, letting you assemble synergized hero parties and equip them with weapons that define their combat roles. As you push through procedurally-filled dungeons, you'll unlock gear and legendary drops while watching your automated party chip away at increasingly tough enemy waves. It's ideal for players who enjoy both the long-term progression loop of idle games and the squad composition puzzle of deck-builders.
About this game
An incremental auto battler dungeon crawler where you slay enemies and loot items. Build a synergized hero party, unlock weapons with unique attack styles. Gear up your team and explore new dungeon rooms filled with enemies and legendary drops.
Players, last 62 days
Peak 851 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▼ Not recommended3 hrs
My god, this game sucks.
If you've played the demo, that's all there is, it has nothing more to offer and I hope you really love dragging your cursor across a screen, because that's all you do from start to finish. To make it clear, this is NOT an idle game and it hardly counts as an Auto Battler.
- No hero, except the Shaman, does anything useful, and he only does because he boosts your active play damage. - There's no strategy in any aspect of the game, you wiggle your mouse around and unlock whatever you have the currency for. If the heroes did anything, the four choosable skills might have an impact, but they don't and to make it even worse, they can't be respecced. - The skills are just "damage across an area" in different colours.
really not much game here unfortunately. cute graphics but it's really just a "click the next button" simulator. eg. your player weapon will start as a dagger, then a bow, then a wand, but there is no thematic or gameplay differences between them. each next one is an improvement in every way
When the game advertises making a party of heroes that fights a bunch of skeletons, I got the impression that I would see actual battles. In reality, there is no combat between enemies and heroes. All we see is some skeletons moving around waiting for heroes or the player to kill them. And the only progress in the game is adding more pacifist skeletons (with different weapons for some reason) and getting more efficient at killing said pacifist skeletons.
My core critique isn't about the formula not working. The issue is the "auto battler" tag. I have been thinking and I do empathize with the fact that there aren't a lot of classifications that this game would fall under. However, this would be the first "auto battler" that I have jumped into that didn't have any risk to the player at all. There is no fail, no hero death, no consequences of any sort. I literally couldn't believe it at first so I just let a few fights run with me doing nothing just to confirm. This no risk scenario is why I lean towards calling this an idol game or gold farming simulator, because when you get a full party going, it really is just you sitting there watching the other things die and drop gold and items, whether its the basic skeleton or the bigger creatures shown in the trailer. If this counts as an auto battler, then I just don't know what an auto battler is.
What I think this game could use is a mode where a certain gold score is needed for every fight, rising with each fight, or you lose a life or something like that. Or there can be a weekly leaderboard for how much gold a player gets in 200 fights. Some people like a gradual climb with no pressure, but without any sense of urgency of survival or competition, the game feels empty to me.
Balance - Barbarian – Scaled Sword: Fixed a bug that stopped the blessing from working. Now grants +2.5% damage per kill during a looting session (max 75%). - Ranger – Treasure Instinct: Kills required for a hidden chest 36 > 24 - Pyromancer – Flamekeeper Rune: Kills required for a duration extension 72 > 36 UI/UX Improvements - New Steam Deck–specific layout for the Room Info popup - Larger Codex popup for better readability on Steam Deck - Adjusted Expedition Hero Info popup size for better readibility - Layout tweaks to the Expedition, Room Selection and Upgrade popups Bug Fixes - Fixed an issue where the session timer could start running after the boss fight ended. - Fixed Codex entries not updating correctly after Ascension.
- Fixed: talent tree nodes were unclickable after second Ascension. - Fixed: duplicate Ascension Token counter with mismatched values. - Fixed: crash right after Ascension could corrupt/reset save data. - Fixed: possible crash right after completing Ascension.