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Auto-Battle Got Me Killed

App StoreStrategy & tower defense🇺🇸

PulseGate's liveness check found it on 8 Oct 2026; it is registered on the App Store and Google Play and has been in the index since 30 Aug 2026. How this is checked

Auto-Battle Got Me Killed is an iOS roguelike with automatic exploration and combat. Players draft weapons, armor, rings, and boons to create run-specific synergies, then choose whether to continue deeper into the dungeon or extract with their rewards.

Inferred · not functionally tested

iOS
Visit App Store

Overview

6 features

Purpose: Providing a replayable roguelike challenge centered on automated combat, build choices, and risk-reward extraction decisions.

Inferred · not functionally tested

Audience: mobile roguelike and strategy game players

Inferred · not functionally tested

Functions: Unknown

Interfaces: API: unknown · MCP: unknown · CLI: unknown · Self-hosting: unknown

Recorded constraints: pricing: unknown · license: Proprietary · platforms: MOBILE · deployment: ios

Constraint provenance is unknown; confirm requirements with the publisher.

Record sources: apps.apple.com · play.google.com. These links do not verify the individual claims.

In the Strategy & tower defense space, Auto-Battle Got Me Killed takes a focused approach. Inferred · not functionally tested: It focuses on providing a replayable roguelike challenge centered on automated combat, build choices, and risk-reward extraction decisions. Inferred · not functionally tested: It is built as a consumer product for mobile roguelike and strategy game players. Basis unknown · not verified: It ships for iOS.

It is developed by Sehyeon Heo (United States), and it first shipped in 2026. Inferred · not functionally tested: Among its 6 catalogued features are Auto Combat, Auto Exploration, and Synergy Builds.

Summary written by a language model from the project’s public pages.

Tasks: Inferred · not functionally tested

  • Auto Combat
  • Auto Exploration
  • Synergy Builds
  • Gear Drafting
  • Boon Drafting
  • Dungeon Floors

Topics: Inferred · not functionally tested

Tags
auto-battlerroguelike-dungeonbuild-synergiesrisk-reward-extraction

JSON profile · Text profile · Access guide

Built with & integrations

Runs on
iOS

Trust & compliance

Public signals
HTTPSStore listing found

Indexing history

1

What PulseGate has recorded for this listing

  1. Indexed30 Aug · 19:09 UTC
    %E3%82%AA%E3%83%BC%E3%83%88%E3%81%AB%E3%81%97%E3%81%A6%E3%81%9F%E3%82%89%E6%AD%BB%E3%82%93%E3%81%A0 seen via crawler:appstore
    Source: crawler:appstore · Open

Frequently asked questions about Auto-Battle Got Me Killed

What does Auto-Battle Got Me Killed do?
Inferred · not functionally tested: Auto-Battle Got Me Killed focuses on providing a replayable roguelike challenge centered on automated combat, build choices, and risk-reward extraction decisions. It is catalogued under Strategy & tower defense on PulseGate.
Who should use Auto-Battle Got Me Killed?
Inferred · not functionally tested: Auto-Battle Got Me Killed is a consumer product built for mobile roguelike and strategy game players.
What platforms does Auto-Battle Got Me Killed run on?
Basis unknown · not verified: Auto-Battle Got Me Killed runs on iOS.
Is Auto-Battle Got Me Killed still active?
PulseGate's liveness check found it on 8 Oct 2026.
What are alternatives to Auto-Battle Got Me Killed?
Similar projects tracked by PulseGate include Abyss Crawler, 던전 머지!, and Adventure To Fate.Abyss Crawler던전 머지!Adventure To Fate
Who develops Auto-Battle Got Me Killed?
Auto-Battle Got Me Killed is developed by Sehyeon Heo, based in the United States.
How long has Auto-Battle Got Me Killed been around?
Auto-Battle Got Me Killed first shipped in 2026.

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