
Screenshots

Watch trailer on Steam ↗Ghostbreaker Corps
8 user reviews — 100% positive (8 reviews)
Last updated 3 Oct 2026
Engage in real-time battles, freely combine elements, and venture into roguelike challenges. Forge a one-of-a-kind legion and uncover the beauty of elemental synergy!
£0.89
Lowest price we've ever recorded
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Price history
Adventure, Indie, Strategy, Casual · 2025 · More under £5 games
Explore the strategic world of Ghostbreaker Corps, where you'll forge your unique legion and unlock the power of elements. Dive into roguelike challenges that test your tactical skills with every battle.
About this game
Feature List
Dynamic Element Construction
All skills can be freely assigned to any soldier unit. Equip and mix items freely without restrictions.
Progression System
Units, equipment, and skills can all be upgraded to higher tiers, continuously empowering your army.
Infinite Stages
Test your strategies with limitless combinations of units, skills, and gear. There are no constraints—let your imagination run wild.
Roguelike Mode
After each stage, choose from a variety of random elemental rewards. Every tower climb promises a fresh and unique experience.
Genetic Algorithm AI Battles
In infinite mode, the AI uses a genetic algorithm to analyze and adapt to your strategies over time.
Ancient Han & Three Kingdoms Units
The game is set during the late Han dynasty and the Three Kingdoms era. Command historically inspired units to crush your enemies!
About the Game
This is a solo-developed, infinite-stage AI Auto Chess game!
The game features a genetic algorithm, allowing AI opponents to grow smarter over time by learning from battles against the player.
Enjoy real-time combat, free element combinations, and roguelike progression. Build a unique legion, discover powerful synergies between elements, and explore the strategic depth of elemental combinations!
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: 2.0G Hz
- Memory: 2 GB RAM
- Graphics: Graphics Card supported dx9
- DirectX: Version 9.0
- Storage: 3 GB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Fixed bug where units would get stuck out of the map
1. The edge of the previous map is too thin, units may sometimes squeeze out of the map, now thickened, should not be out of the map. 2. Added a button to reset the current level to prevent bugs from jamming the infinite level process. 3. Optimized the unit name font in Traditional Chinese. 4. Added bonus pass refresh, bonus interface has the opportunity to re-randomize once.Read full article on Community Announcements (TheDev)Patch NotesOfficial
Added option to disable AI from copying player's combinations
Added an option for the AI to disable copying players, this disable is turned on by default. Added an option to set the color difference, turn it on to see the color difference between the units and the map more clearly.Read full article on Community Announcements (TheDev)Patch NotesOfficial
Fix performance bugs
Because the handling of the translation was bad before, it's been rewritten and now it doesn't lag.Read full article on Community Announcements (TheDev)Patch NotesOfficial
Fixed the issue of incorrect configuration of run file name.
Fixed the issue with the run file name being incorrectly configured. It works fine now.{STEAM_CLAN_IMAGE}/45333358/fa1d925800d435f247f589a1cdb758916c93e86e.pngRead full article on Community Announcements (TheDev)AnnouncementsOfficial
The game is officially released!
A brand-new roguelike experience built around freely combinable elements! Back when I used to play Dota, I came across a custom map where you could mix and match skills freely on different heroes. That mechanic felt incredibly fun and inspiring—so I set out to make a game based on that idea. I had no idea how much work it would actually take. Building the entire foundation took a huge amount of time, but now, it’s finally stable and running smoothly. I've added lots of new skills, equipment, and units. With the roguelike system in place, I also introduced my own custom-developed genetic algorithm, letting the AI evolve by learning from player strategies. I think it turned out to be a pretty fresh take on the genre. At the very least, I’ve fulfilled my dream of recreating that old Dota custom map where skills could be freely combined. I’m honestly not sure whether I spent one year or two on this project. After switching to Unity, and especially after Unity's recent changes to their pricing model, I made the decision to stop using Unity in the future. However, I didn’t want all the Unity knowledge I had acquired to go to waste. So I decided to make one final Unity game—and this is it. From now on, I’ll be developing future games using other tools. If I manage to get a good grasp on OpenGL 3D, my next game will be 3D. Otherwise, I’ll return to 2D. Either way, a new chapter begins.Read full article on Community Announcements (TheDev)






