Turnbound: Preview of an Alternative Backpack Battles
Turnbound is an autobattler with asynchronous combat

Turnbound is one of those titles that, once you understand its nature, slowly manages to insinuate itself into a player's habits until it becomes a regular fixture. 1TK Games' work takes the foundations of the autobattler and merges them with inventory management that is reminiscent of both spatial puzzles and a distorted, strategic version of classic “inventory Tetris,” all set within a fairy-tale, unsettling framework, where trapped souls are forced to fight each other within a haunted board under the mocking gaze of a mysterious cat.

In Turnbound, preparation is everything
The real game, when all is said and done, lies in preparation, not execution. In Turnbound, you don't give direct orders during battles, as the autobattler nature prevents it; everything is decided beforehand, in how you choose, arrange, and upgrade weapons, relics, and items within a limited grid. Each tile has a shape, an orientation, and often effects that activate based on adjacencies, transforming space into a true strategic resource. A wrong rotation or a missed synergy can compromise the entire setup, while a single fortunate insight can trigger devastating chain reactions. It is precisely in this phase that the game excels, stimulating constant reflection and almost compulsive experimentation.
The roguelike structure dictates the pace of matches, with runs unfolding in a series of rounds interspersed with management and purchasing moments. The presence of asynchronous PvP is one of the most successful aspects of the work: facing the “shadows” left by other players' builds provides a sense of persistent competition without ever imposing time pressure, allowing you to take all the time needed to optimize your choices. The ability to review battles, analyze their activation order, and understand their outcomes adds a deeper layer of understanding that fuels the desire to improve and try again.
The selection of heroes, at least in the current development phase, also contributes significantly to the variety of the experience. The reinterpretations of iconic figures like Alice, Sun Wukong, and Robin Hood are not mere cosmetic variations, but true game archetypes, each with different abilities and tactical inclinations that profoundly influence how one builds their grid. This emphasizes the feeling of progressive learning and makes each run distinct, especially when more complex and specialized combinations begin to emerge.

From an artistic perspective, Turnbound adopts a colorful yet melancholic style, with an aesthetic that closely resembles Hades. Naturally, as an early access title, some limitations are still perceptible. The number of contents, though already considerable, hints at clear expansion potential, and the balance of some synergies could benefit from further refinement. However, the impression is that of a project built on solid foundations, with a clear vision and a deep understanding of what makes the interaction between complex systems satisfying. Compared to Backpack Battles, at the moment, it lacks a bit in "complexity," not so much because it is difficult in itself, but because PlayWithFurcifer's title is still more immediate, while here it seems a bit more cumbersome, although it is still an enjoyable and fun genre.



