Compara los precios de Turnbound en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por 1TK. Publicado por Gambit Digital. Lanzado el 6/5/2026. Disponible en PC, Mac, Linux. Géneros: Indie, Strategy.

Grid-placement theorycrafting meets async PvP in a haunted board game wrapper. If you enjoyed Backpack Battles but wanted the opponent to actually be a real person's build, this is the next logical stop.

I usually tap out of auto battlers the moment they start feeling like a spreadsheet dressed up as a game. Turnbound kept me in. The hook is spatial: you're arranging weapons, trinkets, and item tiles onto a grid inventory, and every placement decision cascades into cause-and-effect synergy chains that either snowball into a demolition run or fall apart the second your coin-flip turns sour. The pre-battle phase is where all the real decisions happen, which means you're never just watching things play out passively. The three launch heroes - Sun Wukong, Robin Hood, and Alice - each push a distinct style. Wukong leans aggressive and mobile, Hood rewards precision and ranged setups, and Alice is the combo-chaser for players who want disruption-heavy builds. Item synergies are adjacency-based, so placement geometry actually matters: stacking taunt items to absorb hits, overflowing damage into neighbouring tiles, and layering health buffers are all real defensive lines you build from scratch each run. Attacks fire top-left to bottom-right, so column ordering is a decision, not flavor. Two reroll tokens per run give you a safety valve for bad RNG rolls without removing the sting of a poor plan - the game is smart enough to make you distinguish between unlucky and just wrong. The async PvP is the game's real pitch. You are not fighting a CPU. You fight saved builds from other real players, with playback replays available so you can pull apart what beat you. It is the closest thing to studying film that the genre has produced. The catch is that the coin-flip first-turn order introduces a layer of randomness that some experienced autobattler players find frustrating: there were runs where the outcome felt written at the flip rather than the build phase, and the turn-alternating combat structure - no timers, no cooldowns - can clash with how certain item kits are designed. That tension is the game's sharpest rough edge right now, and it is an Early Access reality. The item pool at current content levels feels finite after extended sessions. Players who grind the genre will notice the absence of item evolutions and a relatively contained roster. The developers have a public roadmap with hundreds of additional items and new hero characters incoming, and the build is already more polished than most Early Access launches in this space. Sound design is genuinely good - the tile hover feedback is tactile in a way that matters when you are rearranging a grid forty times a run. The Gothic-folklore visual identity is cohesive and gives character to an otherwise abstracted format. If you are coming from Backpack Battles or The Bazaar and want a game where your opponent is always a real human's creation rather than a scripted difficulty curve, Turnbound delivers that loop well. If you need a deep item ladder or evolution chains to stay hooked, give it six months and check back when the content updates hit. Fred, Scout Team

Turnbound

Turnbound

6 may 20261TKGambit Digital
GamerScout opina

Grid-placement theorycrafting meets async PvP in a haunted board game wrapper. If you enjoyed Backpack Battles but wanted the opponent to actually be a real person's build, this is the next logical stop.

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I usually tap out of auto battlers the moment they start feeling like a spreadsheet dressed up as a game. Turnbound kept me in. The hook is spatial: you're arranging weapons, trinkets, and item tiles onto a grid inventory, and every placement decision cascades into cause-and-effect synergy chains that either snowball into a demolition run or fall apart the second your coin-flip turns sour. The pre-battle phase is where all the real decisions happen, which means you're never just watching things play out passively. The three launch heroes - Sun Wukong, Robin Hood, and Alice - each push a distinct style. Wukong leans aggressive and mobile, Hood rewards precision and ranged setups, and Alice is the combo-chaser for players who want disruption-heavy builds. Item synergies are adjacency-based, so placement geometry actually matters: stacking taunt items to absorb hits, overflowing damage into neighbouring tiles, and layering health buffers are all real defensive lines you build from scratch each run. Attacks fire top-left to bottom-right, so column ordering is a decision, not flavor. Two reroll tokens per run give you a safety valve for bad RNG rolls without removing the sting of a poor plan - the game is smart enough to make you distinguish between unlucky and just wrong. The async PvP is the game's real pitch. You are not fighting a CPU. You fight saved builds from other real players, with playback replays available so you can pull apart what beat you. It is the closest thing to studying film that the genre has produced. The catch is that the coin-flip first-turn order introduces a layer of randomness that some experienced autobattler players find frustrating: there were runs where the outcome felt written at the flip rather than the build phase, and the turn-alternating combat structure - no timers, no cooldowns - can clash with how certain item kits are designed. That tension is the game's sharpest rough edge right now, and it is an Early Access reality. The item pool at current content levels feels finite after extended sessions. Players who grind the genre will notice the absence of item evolutions and a relatively contained roster. The developers have a public roadmap with hundreds of additional items and new hero characters incoming, and the build is already more polished than most Early Access launches in this space. Sound design is genuinely good - the tile hover feedback is tactile in a way that matters when you are rearranging a grid forty times a run. The Gothic-folklore visual identity is cohesive and gives character to an otherwise abstracted format. If you are coming from Backpack Battles or The Bazaar and want a game where your opponent is always a real human's creation rather than a scripted difficulty curve, Turnbound delivers that loop well. If you need a deep item ladder or evolution chains to stay hooked, give it six months and check back when the content updates hit.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvponline-pvpcontroller-supporttier:indieAsync PvPGrid InventoryAdjacency SynergiesTile PlacementBuild TheorycraftingGothic FantasyReplay ReviewHero SelectionRun-Based

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
500 MB available space
Graphics
Vulkan 1.0 compatible (Nvidia Geforce 600 series, AMD Radeon HD7000 series)
Processor
Dual Core 64bit with SSE2 instructions

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Requires a 64-bit processor and operating system

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Información del juego

Desarrolladora
1TK
Distribuidora
Gambit Digital
Fecha de lanzamiento
6 may 2026

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¿En qué plataformas está disponible Turnbound?

Turnbound está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Turnbound?

Turnbound se lanzó el 6 de mayo de 2026.

¿Quién desarrolló Turnbound?

Turnbound fue desarrollado por 1TK y publicado por Gambit Digital.