Legion Breaker
Posted April 18, 2026. Updated May 8, 2026. Played 1427 times for a total of 749 hours.
description
A short incremental game about defending from undead hordes. Wield an arsenal of spells, raise a holy army, and become the ultimate battlemage.
Click here to wishlist on Steam! Many more enemies, spells, and upgrades on the way.
steamlatest update
Visual Overhaul v0.4.0 May 8, 2026
Update v0.4.0 brings a major visual overhaul to the game, especially in battles, with new UI and unique environments.
All the gameplay remains the same - but it's now much better looking!
Let me know what you think of the new visuals.
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Pros
+ Familiar enough structure with enough unique features to set it apart from others.
+ Paced very well.
+ Interesting upgrades that change how the game plays as it progresses.
So-Sos
~ Very short, took me less than 30 minutes to complete.
~ Barring the 2 status effects, the combat is very basic "health vs. damage". (i.e. Tankier enemies have more health, but never armour or % damage reduction, for example)
~ The music is a bit too "epic" for what's happening, in my opinion. It feels like it's trying to add more tension than necessary.
Cons
- Watching my archers massively overkill a basic skeleton rather than spread some of that damage elsewhere is frustrating.
- It's claiming to sell a battlemage fantasy... with 2 spells (the seond replacing every 7th shot of your first) and no martial abilities. Words mean things. If you don't intend to add close quarters combat, then it's not a battlemage - it's a regular mage, in a battle.
- Having the same dark forest as a backdrop (just more zoomed out) is a bit uninspiring. I'd like to see different biomes, or some kind of story explaining what's going on.
Overall
It's nice. Not bad, but not great. I can't recommend it currently as "lots more bosses/upgrades/etc." could mean anything and there are no visuals to back up the claim. But if you'll forgive the pun, it's got good bones.
developer response: Thank you for the detailed feedback! You're right that the word 'battlemage' might be unclear. I wanted a word that communicated that you were leading an army as well as casting spells. I'd be interested in hearing suggestions for alternatives.
About having the same backdrop - I've just released an update that adds unique environments for each stage! They are still all forests, but hopefully it's an improvement.
The spearmen confused me a little. The archers attacked everyone who crossed their line but im still not exactly sure how the spearmen choose their targets.
Additionally, i think the shard upgrades could be worded a little better. Such as "split chance" and "maximum splits" because at first i thought i was getting a chance to get a new currency rather than the shots splitting on impact.
All of the enemies have very basic attach mechanisms, so i think at least for the mage boss it should stop at a little bit of range and shoot spells back at you.
Since the main thing that makes this game unique is the delay from shooting to hitting, i think there should be a small zone in the middle where if you hit the enemy in that spot, there is some sort of bonus. Something like a slight damage boost, an extra little bit of delay before they start moving again, or a small gold boost. This also makes it feel like aiming still matters when you get a high aoe and projectile speed.
developer response: Thanks for the suggestions! I definitely plan to make the shards clearer and give the final boss a ranged attack. And I love the idea of a small bonus damage zone in the centre to reward good aiming, that's a great idea.
top comments
The spearmen confused me a little. The archers attacked everyone who crossed their line but im still not exactly sure how the spearmen choose their targets.
Additionally, i think the shard upgrades could be worded a little better. Such as "split chance" and "maximum splits" because at first i thought i was getting a chance to get a new currency rather than the shots splitting on impact.
All of the enemies have very basic attach mechanisms, so i think at least for the mage boss it should stop at a little bit of range and shoot spells back at you.
Since the main thing that makes this game unique is the delay from shooting to hitting, i think there should be a small zone in the middle where if you hit the enemy in that spot, there is some sort of bonus. Something like a slight damage boost, an extra little bit of delay before they start moving again, or a small gold boost. This also makes it feel like aiming still matters when you get a high aoe and projectile speed.
developer response: Thanks for the suggestions! I definitely plan to make the shards clearer and give the final boss a ranged attack. And I love the idea of a small bonus damage zone in the centre to reward good aiming, that's a great idea.