Swordoria is a pixel RPG where your party fights automatically in the background while you attend to other tasks. You manage hero loadouts and equipment between battles, watching your team accumulate loot and raid opponents' squads in real time. Designed for players who want tangible progression without interruptions or pressure tactics.
About this game
Swordoria is a tiny pixel RPG that lives in the corner of your screen. Your heroes auto-battle, haul in loot, and raid rival teams while you work — you pop in to equip gear, level heroes, and watch the numbers climb. No ads, no nagging timers. Pure progression.
Players, last 30 days
Peak 10 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended0 hrs
Swordoria is a really fun idle fighting game that nails the balance between progression and simplicity. Your fighters battle automatically, so the game keeps moving even when you’re not micromanaging every second. What really stands out is how smooth and fair the levelling and upgrade system feels, every boost makes a noticeable difference, but nothing ever feels grindy.
It has that same satisfying loop you get from games like Bloons: watch your squad tear through waves, upgrade, get stronger, push further, repeat. It’s easy to pick up, surprisingly addictive, and perfect for players who enjoy watching their builds evolve over time.
If you like idle battlers with clean progression and upgrades that actually matter, Swordoria is absolutely worth playing.
A player got stuck at raid 14 after our last balance patch, and their review found a real flaw — thank you. • Raid rivals can no longer be stronger than your own army. The previous cap let them be slightly above you, which for some players meant a wall that grew as they grew. • New mercy rule: every consecutive defeat makes your next rival weaker. A few losses always buy you a clearly winnable rematch. Any win resets it. • Losing a raid now pays salvage gold for every rival you felled before falling — so the economy keeps moving even on a bad streak. (This was the stuck player's own suggestion.) • Nothing changed in the campaign or the first five raids.
A player pointed out that raid opponents were always around 1.3k power no matter how strong their army got. They were right, and the cause was worse than it looked. • The five tutorial raids use hand-tuned opponents. A bad limit made the game reuse the fifth tutorial rival for every raid after it — forever. Rival power was frozen at 3,813 regardless of your army, and the code meant to scale it had never actually run. • Rivals now scale properly. • The power number on the muster screen now matches the army you actually fight. A separate bug meant rival formations could be much stronger than the card promised. The first five raids are unchanged — they're still the gentle introduction they were designed to be.
If your battles suddenly looked like the old 2D version today — that was us, and it's fixed. This morning's patch accidentally shipped without the 3D battle files, so the game silently fell back to the old sprite renderer: the old formations, the old screen flashes, all of it. • 3D battles are back — knights, archers on the back line, arrows, the real thing • The screen flashes and shaking some of you reported were part of that old fallback renderer; they're gone again with it • Boot time fixed too — the loading screen now takes a few seconds, not half a minute • This build also includes everything from the earlier day-1 patch: the window-drag size bug, the stuck item screen after restart, and the removal of all leftover ad text Restart Steam if the update doesn't appear right away. Thank you to everyone who reported the 2D regression within the hour — and our apologies to the player whose archers kept dying first. They're safely behind the warriors again.
Posts come from Steam's official announcements feed.