Compare Kādomon: Hyper Auto Battlers prices across 50+ stores and find the best deal. Developed by Dino Rocket. Published by Fireshine Games. Released on 4/7/2025. Available on PC. Genres: Casual, Indie, Simulation, Strategy.

Cute creatures, clever type synergies, and a Morale system that forgives early mistakes - but a mixed Steam reception and real bugs mean you're buying into a work-in-progress, not a finished product.

My spreadsheet instincts told me to pay close attention the moment I saw twelve distinct creature types sitting behind a team-composition screen. That kind of number promises real decision space, and Kadomon: Hyper Auto Battlers - a roguelike auto-battler from small Australian studio Dino Rocket - does actually deliver some of that promise. The core loop is tighter than it first appears: you pick one of three starters, each paired with a different field-effect item, then work through a branching node map across three regions toward a final boss. Four active slots, eight in reserve, and every battle plays out automatically once you commit to your lineup and positioning. The pre-battle phase is where the game lives. Arranging your four mons on the rhombus-shaped field matters: creatures with adjacent-trigger abilities can buff your whole squad if placed correctly, and stacking two or more of the same type activates a Synergy passive - Fire types push raw attack, Grass types generate Regen, and so on down the roster. That type-stacking logic is the closest this gets to a build-order puzzle, and for the right kind of player it generates genuine between-run theory-crafting. The evolution system adds another layer worth respecting. Every creature levels up twice in standard play, upgrading stats and abilities, but equipping a specific rare held item at max level triggers a Hyper Evolution into a fourth form with redesigned visuals and noticeably stronger output. Finding those trigger items is partly RNG, partly shop management using Restock Tickets - and the Kadodex logs every discovered combo so you are not memorising it from scratch on repeat runs. Items can also be combined to craft different items entirely, though the recipe list is opaque enough that most players will hit a guide before they figure it out organically. Campsites let you bolt a third typing onto creatures that only have one or two, which opens up Synergy stacking that would otherwise be impossible with your current roster. On paper this is a lot of knobs to turn, and for an auto-battler it sits toward the thoughtful end of the spectrum. Here is where I have to be straight with you: the Steam community reception lands at Mixed, and that rating reflects genuine friction, not just auto-battler scepticism. Shop bugs where purchased items silently vanish from inventory, Restock Tickets that occasionally clear the shop without refilling it, boss fights reported as wildly overtuned relative to the Morale damage they deal on a loss, and at least one confirmed progression wipe bug at launch have all been flagged by players. The UI adds to the irritation - unequipping a held item requires clicking into the creature's card rather than simply dragging it off, a minor thing that compounds quickly across a full run. The tutorial also does a poor job of explaining how typing, physical versus special damage, and Synergy thresholds actually work, leaving newcomers to piece together fundamentals mid-run. A free Prologue exists on Steam with a 94% positive rating, which suggests the stripped-down version of this concept works cleanly - the full game added scope and apparently introduced polish debt along with it. Who is this actually for? Players who liked Super Auto Pets but wanted a progression system with more teeth, fans of short-session roguelikes in the Slay the Spire node-map mould, and anyone willing to treat a mixed-review launch as the price of getting in early on a concept with real upside. Runs clock in at five minutes to around an hour depending on depth of engagement, which makes it genuinely suited to shorter sessions. The creature art is legitimately strong - distinct designs across a 200-plus roster, ranging from aggressive to absurd - and the meta-goal of filling the Kadodex gives completionists a reason to stay past the first clear. If you go in expecting a polished 1.0, the bugs will frustrate you. If you go in knowing this needs more patch cycles, there is a satisfying team-building game underneath waiting to be extracted. Diego, Scout Team

Kādomon: Hyper Auto Battlers
CasualIndieSimulationStrategy

Kādomon: Hyper Auto Battlers

Apr 7, 2025Dino RocketFireshine Games
GamerScout Says

Cute creatures, clever type synergies, and a Morale system that forgives early mistakes - but a mixed Steam reception and real bugs mean you're buying into a work-in-progress, not a finished product.

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About Kādomon: Hyper Auto Battlers

My spreadsheet instincts told me to pay close attention the moment I saw twelve distinct creature types sitting behind a team-composition screen. That kind of number promises real decision space, and Kadomon: Hyper Auto Battlers - a roguelike auto-battler from small Australian studio Dino Rocket - does actually deliver some of that promise. The core loop is tighter than it first appears: you pick one of three starters, each paired with a different field-effect item, then work through a branching node map across three regions toward a final boss. Four active slots, eight in reserve, and every battle plays out automatically once you commit to your lineup and positioning. The pre-battle phase is where the game lives. Arranging your four mons on the rhombus-shaped field matters: creatures with adjacent-trigger abilities can buff your whole squad if placed correctly, and stacking two or more of the same type activates a Synergy passive - Fire types push raw attack, Grass types generate Regen, and so on down the roster. That type-stacking logic is the closest this gets to a build-order puzzle, and for the right kind of player it generates genuine between-run theory-crafting. The evolution system adds another layer worth respecting. Every creature levels up twice in standard play, upgrading stats and abilities, but equipping a specific rare held item at max level triggers a Hyper Evolution into a fourth form with redesigned visuals and noticeably stronger output. Finding those trigger items is partly RNG, partly shop management using Restock Tickets - and the Kadodex logs every discovered combo so you are not memorising it from scratch on repeat runs. Items can also be combined to craft different items entirely, though the recipe list is opaque enough that most players will hit a guide before they figure it out organically. Campsites let you bolt a third typing onto creatures that only have one or two, which opens up Synergy stacking that would otherwise be impossible with your current roster. On paper this is a lot of knobs to turn, and for an auto-battler it sits toward the thoughtful end of the spectrum. Here is where I have to be straight with you: the Steam community reception lands at Mixed, and that rating reflects genuine friction, not just auto-battler scepticism. Shop bugs where purchased items silently vanish from inventory, Restock Tickets that occasionally clear the shop without refilling it, boss fights reported as wildly overtuned relative to the Morale damage they deal on a loss, and at least one confirmed progression wipe bug at launch have all been flagged by players. The UI adds to the irritation - unequipping a held item requires clicking into the creature's card rather than simply dragging it off, a minor thing that compounds quickly across a full run. The tutorial also does a poor job of explaining how typing, physical versus special damage, and Synergy thresholds actually work, leaving newcomers to piece together fundamentals mid-run. A free Prologue exists on Steam with a 94% positive rating, which suggests the stripped-down version of this concept works cleanly - the full game added scope and apparently introduced polish debt along with it. Who is this actually for? Players who liked Super Auto Pets but wanted a progression system with more teeth, fans of short-session roguelikes in the Slay the Spire node-map mould, and anyone willing to treat a mixed-review launch as the price of getting in early on a concept with real upside. Runs clock in at five minutes to around an hour depending on depth of engagement, which makes it genuinely suited to shorter sessions. The creature art is legitimately strong - distinct designs across a 200-plus roster, ranging from aggressive to absurd - and the meta-goal of filling the Kadodex gives completionists a reason to stay past the first clear. If you go in expecting a polished 1.0, the bugs will frustrate you. If you go in knowing this needs more patch cycles, there is a satisfying team-building game underneath waiting to be extracted. Diego, Scout Team

Tags

singleplayercontroller-supporttier:sub-5Type SynergyHyper EvolutionNode MapItem CraftingMorale SystemStarter SelectionKadodex CompletionShort SessionsBoss Rush

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
Storage
1 GB available space
Graphics
NVIDIA GeForce 8800 GT (512 MB) or equivalent
Processor
Intel Core i5-750 or equivalent
Sound Card
N/A

Recommended

OS
Windows 10
Memory
4 GB RAM
Storage
1 GB available space
Graphics
NVIDIA GeForce GTX 280 (1 GB) or equivalent
Processor
Intel Core i5-920 or equivalent
Sound Card
N/A

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Reviews & Ratings

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Game Info

Developer
Dino Rocket
Publisher
Fireshine Games
Release Date
Apr 7, 2025

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Kādomon: Hyper Auto Battlers is available on PC.

When was Kādomon: Hyper Auto Battlers released?

Kādomon: Hyper Auto Battlers was released on 7 April 2025.

Who developed Kādomon: Hyper Auto Battlers?

Kādomon: Hyper Auto Battlers was developed by Dino Rocket and published by Fireshine Games.