Auto Battler

About this template

Auto battlers stripped the skill expression from combat and moved it entirely to preparation. Every round you are asking: what did I draft, what do they need, and where do I put them? Then you watch the fight you built play out. The outcome validates or punishes your thinking.

Summer Engine helps you build the unit pool, trait system, positioning grid, economy, and battle simulation through conversation. You design the unit roster and trait synergies. The AI scaffolds the systems that make each round feel like a puzzle with multiple solutions.

The depth in a great auto battler is invisible until a player has 10 hours in it. Surface-level it looks simple. Underneath is a combinatorial space of unit combinations, positioning theory, and economic management. Design the depth first. The accessibility follows.

Who it's for

  • Designers inspired by Teamfight Tactics or Dota Underlords who want to build their own auto battler with a distinct theme.
  • Teams with a unit roster concept and trait system ready to implement.
  • Solo devs building a single-player auto battler with roguelite runs instead of PvP.
  • Studios targeting the auto battler audience with a thematic twist: space, horror, historical, or fantasy.

Highlights

  • Roster and Trait Prototype

    Build a unit pool with three trait categories and enough units to test whether the synergy system creates interesting compositions.

  • Single-Player Roguelite Mode

    Create a roguelite auto battler with escalating AI opponents, a loot system between rounds, and a final boss encounter.

  • PvP Lobby Game

    Build a multiplayer auto battler with shared unit pool, player order for drafting, and health-based elimination.

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