Ever since Balatro turned poker hands into a compulsive numbers-go-up ritual, plenty of developers have chased that same lightning. Most miss the point. Crux Games did not. Combolands: Roguelike Citybuilder fuses Balatro’s run-based structure and combo chaining with the tile-placement brain-teasing of Cities: Skylines, and the Steam demo already makes a frighteningly compelling case for itself.
The premise is deceptively simple. Every run starts on a procedurally generated island, so its shape and resource layout never repeat. You get eight weeks to hit a population milestone, a small pool of actions, and a limited number of rerolls — each action burns one week. Early moves are pure foundation-laying: drop hunter’s huts in forests, string apiary networks past flowers. The more resource nodes a building touches, the more your population jumps every time that building’s effect fires. It is nonsense as simulation and glorious as a game.
Then the complexity snowballs. Reaching higher population tiers unlocks new building types that force you to rethink everything. Some hand out multipliers to specific outputs or speed up how quickly an effect triggers. Others reward proximity to broad categories like “nature” tiles — anything not human-made — which sounds generous until you try to fold them into a working combo chain.
And combo chains are where Combolands bares its teeth. Just like Balatro, the score threshold for each round climbs relentlessly, and the only way through is meticulous layout planning. The scattergun placement that carried you through the opening rounds becomes a liability once you need enclosed walls (their multipliers only fire when tiles are fully walled in) or railroads. Clear-cut your woodland too aggressively with forestry camps and your hunter’s huts starve — but luck cuts both ways, and a run blessed with cleared-ground buildings can turn that same mistake into a windfall.
To fight the randomness you get a handful of rerolls to reshuffle a week’s hand, a few demolitions, and one chance per run to buy three extra turns. You will still lose plenty. That is the point. Between runs you pick guilds — the agricultural guild leans toward farms and farm-adjacent structures, as you’d expect — and each session is designed to run around 30 minutes.
There’s also a Balatro-style shop where you spend gold on modifiers between rounds, plus chests hiding modifiers or free rerolls. Some of these are outright game-changers, like one that grants every building a free multiplier during a round’s final week.
- 21 possible guild combinations
- More than 120 buildings
- More than 13 city councillors
The demo landed on April 13, 2026, and struck a rare balance — demanding enough to satisfy, brisk enough to avoid becoming a time sink. The full version of Combolands: Roguelike Citybuilder releases on August 24, 2026 for Windows PC via Steam.