Broken Divide
Broken Divide - Steam Charts & Historical Stats
A party-based autobattler where every run is a question of greed. Explore historical player activity and pricing for Broken Divide. Player-count data was last observed Sep 27, 2026.
Broken Divide player count and price summary
- Current players
- Unavailable
- All-time peak
- Unavailable
- 24-hour player change
- Unavailable
- Current US price
- $7.99
Player count last observed . Values marked unavailable are not estimated.
Media gallery 10 screenshots · 1 videos
Screenshots
Videos
Broken Divide Release
Game Insights
Buy Verdict
Decent deal at 0% off, but might drop further. Watch for better opportunities.
Update Momentum
9 patches and 9 news items in last 180 days. Latest patch effect size: 0.00.
Activity Heatmap
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Latest News
Update 1.2.1
📝 UpdateUpdate 1.2.0
📝 UpdateUpdate 1.1.0
📝 UpdateUpdate 1.0.1 update
📝 UpdateBroken Divide 1.0 - Out Now
📝 UpdateDemo Update - V0.5.0
📝 UpdateDemo Update Live
📝 UpdateBroken Divide Demo - Day 1 Update
📝 UpdatePrice History
System Requirements
- OS: Windows 10
- Processor: Intel Core i3 2.0 GHz or equivalent
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 4000/1GB VRAM
- Storage: 1 GB available space
- OS: Windows 10
- Processor: Intel Core i3 2.0 GHz or equivalent
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 4000/1GB VRAM
- Storage: 1 GB available space
Additional Information
*languages with full audio support
Current Pricing
Additional Information
Developer Analytics
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About This Game
A party-based autobattler where every run is a question of greed. Recruit your guild, set the formation, and send them in, then decide how deep to push before you pull out. The loot gets better the longer you stay.
Detailed Description
Every run is a question of greed.
You don't command your heroes in battle. You decide everything before it, and one thing during.
Send your party into a zone and the fighting resolves on its own. But the zone escalates on a clock. Enemies arrive in greater numbers and hit harder. The loot gets richer. A window opens to challenge the boss, and then it closes. Push deeper and you earn more. Push too far and the zone takes the party.
Retreat is not failure
Kill the boss, walk away, or get wiped out, you keep the gold, the gear and the experience either way. Every run makes the guild stronger. The question is never whether to go in. It's how far.
Build a guild, not a character
Six classes, each with a role and a resource mechanic nobody else has. A Knight who turns punishment into Valor. A White Mage who banks wasted overhealing instead of losing it. A Rogue who builds Edge only while nobody's looking at them.
Recruit from the tavern, bench who you don't need.
39 passive skill nodes per class across three branches, each independently viable, build the Knight as an immovable wall or a punishing counter-attacker.
Position is a decision, not a default
Front, middle and back rows change who gets attacked and how hard. Enemies track threat per hero, so a tank who builds for it genuinely holds attention, until something agile ignores the threat table entirely and goes straight for your back line.
A Threat Overview panel shows exactly why every hero is being targeted. When a run goes wrong, you can find out why.
Combat runs at your pace, speed it up, pause it, or read the log line by line. Every hit, heal and status change is recorded, timestamped and filterable.