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Dota Auto Chess
Dota Auto Chess
from Wikipedia
Dota Auto Chess
DeveloperDrodo Studio
Platforms
ReleaseJanuary 4, 2019
GenreAuto battler
ModeMultiplayer

Dota Auto Chess is a strategy video game mod for the video game Dota 2. Developed by Drodo Studio and released in January 2019, the game features teams of automated Dota 2 heroes fighting battles on a chessboard. The mod had over eight million players by May 2019 and its popularity led to the rapid creation of the auto battler genre. Later in 2019, Drodo Studio developed a standalone version known simply as Auto Chess, while Valve, the developer of Dota 2, developed their own standalone version known as Dota Underlords.

Gameplay

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Dota Auto Chess being played at an internet café

This elimination style game features elements derived from Dota 2. Up to eight players are assigned to their own chessboard upon which their "home" battles are fought. Each player controls a character called a courier, which tracks the player's health, gold (displayed as the courier's mana), and experience level. At the beginning of every round, an enemy team appears on the player's board (home games) and the player's team appears on an enemy's board (away games). The teams fight in an automatically generated battle over which the player has no direct control, hence Auto.

Players create a team of pieces which are randomly drawn and purchased from a shared pool of over fifty distinct Dota 2 heroes, each with its own statistics, abilities, and persona. Three of the same piece combine to form a 2-star piece, and three 2-star pieces combine to form a 3-star piece. Each piece also belongs to a class and at least one particular race. Assembling a sufficient number of pieces in a race or class grants a "synergy" which increases the power of either a certain group of pieces or a player's entire team. Each synergy has multiple tiers of increasingly powerful buffs based on how many of each race or class are on a player's board. Synergy buffs may increase the defending team's stats, decrease the opponent team's defenses, or initiate synergy-specific abilities. Because the pool of pieces is shared by all players, synergies which are contested by multiple players are more difficult to assemble. Up to 8 unused pieces can be held on a player's bench.

Gameplay proceeds over the course of several dozen rounds with each round containing three phases: income, preparation, and battle. Income is rewarded at the beginning of each round based on a few different factors. On top of a base amount, players receive one gold in interest per multiple of ten gold (up to forty) currently in their bank. Winning and losing streaks of five or above grant bonus gold. When a player ends another player's win streak by winning an away game against said winning player, they receive extra gold. When a player is knocked out of the game, players that have contributed to their elimination receive gold and/or items. Players also earn one gold immediately upon winning a battle- notably before the next round's interest is calculated.

During the preparation phase, players can spend their gold to buy pieces, to buy experience, or to re-roll the options in their shop. They can also adjust their team- placing and rearranging pieces within the first four rows of their board, selling them, or moving them to the bench. As a player gains additional levels over time or by spending gold on experience, more powerful pieces become available to be rolled and purchased.

The battle phase is straightforward, as players have no control over any of their pieces on their board during this time. Pieces follow basic algorithms to fight and to use their abilities until only one team is left standing. The winning player deals damage to the losing player based on the surviving pieces in the winner's army. During battles, players observe their matches and others in order to determine tactical adjustments to positioning, to identify threats, and to scout for conflicting piece or team compositions.

During mob rounds, players may acquire items after killing neutral creeps and can give these items to their pieces. Each item has unique effects and some can be combined to form stronger versions.[1] Upon a successful fight during every tenth round, the creeps drop a relic. Relics reward players with "neutral items" that manipulate the normal game rules in their favor.

Rankings

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Dota Auto Chess has its own ranking system. After the end of a game, the rank of players changes based on how well they placed. Players who survive longer place higher and thus earn greater rank increases. There are six basic ranks in the game: Queen, King, Rook, Bishop, Knight and Pawn, with Queen the highest rank. The Pawn, Knight, Bishop and Rook ranks are split into numerical rankings from 1 to 9, while there is a single King and single Queen rank.[1] Additionally, the top ten thousand Queen players on the global leaderboard are shown alongside their standing. At the end of April 2019, the developer added a season system. After the end of a season, higher rank players achieve better rewards and the rank will reset.[2]

Cosmetics

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All players have a basic courier at the beginning. After each game, players in the top rank are awarded "candies". Each player can achieve no more than ten candies per day. Players with Custom Pass can achieve five more candies per day.[3] Players can spend 40 candies to roll a new courier or spend hundreds of candies to add a cosmetic effect on their couriers.[4] Couriers have different rarities. The rare couriers are usually bigger and more appealing than normal ones. Some couriers can combine to form new couriers that cannot be bought directly. Beside earning candies in game, players can pay for candies. In January 2019, players could scan QR codes in the game to pay for candies from a third party store.[5] Drodo Studio later disabled candy codes, but candies are still available from some third party sellers out of the game.[5][6]

Development

[edit]

When asked about the inspiration of Dota Auto Chess shortly following the mod's release, Drodo Studio stated that they drew inspiration from the Chinese tile-based game Mahjong for reference. Generally played by four people, the objective of Mahjong is to spell out a particular combination of cards through a series of replacement and trade-off rules while preventing opponents from achieving their own combinations. The game focuses on technique, strategy and calculation, but also relies on luck.[7][8] While drawing inspiration from Mahjong, Dota Auto Chess made changes to accommodate the battle-oriented gameplay.[9] The game also drew inspiration from a popular mod for WarCraft III called Pokemon Defense.[10]

Dota Auto Chess was released by Drodo Studio to the Steam Marketplace on January 4, 2019.[11] Since its release, Drodo Studio has updated the game with game balance adjustments, bug fixes and new content updates. The content updates include adding and removing pieces, as well as adding new synergies to the game.[12][13] With the viral surge of popularity of the mod, Valve, the developer of Dota 2, flew Drodo Studio to their headquarters, to discuss recruiting them for developing a standalone version of Dota Auto Chess. Valve and Drodo Studio concluded that they could not work together directly, though they agreed that would build separate standalone adaptations of the game and would support one another.[14][15] On June 1, 2019, Valve updated a monthly paid 'Auto Chess Pass' in the Dota 2 store, with a share of the revenue going to Drodo Studio.[3]

Standalone game

[edit]
Auto Chess
DeveloperDrodo Studio
PublisherDrodo Studio
Platforms
Release
  • Android
  • April 18, 2019
  • iOS
  • May 22, 2019
  • Windows
  • July 19, 2019
  • PlayStation 4
  • December 16, 2020
GenreAuto battler
ModeMultiplayer

A standalone Auto Chess by Drodo Studio was released on Android on April 18, 2019, on iOS on May 22, 2019, and on Windows via the Epic Games Store on July 19, 2019, and for PlayStation 4 on December 16, 2020.[16][17][18][19] Drodo Studio stated that besides the development of Auto Chess, they would continue to upgrade Dota Auto Chess.[20]

Reception

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The game had over 8.5 million subscribers by May 2019, with more than 300,000 active players daily.[21] A tournament was held in early March 2019.[22]

Several publications praised Dota Auto Chess for its creative gameplay rules accessibility. VPEsports noted that Dota Auto Chess feels like a very strategic game: "It's a strategy game, with a feeling of a turn-based game, it has the key ingredients of card games and it requires the player to plan ahead while being rather good with APM."[23] Game Informer offered the praise that "It's not chess, and it's not Dota, but it's a great game to queue up and play with friends or solo."[24] "It takes a few games to start to understand how everything works, but its got some really fun strategy hooks underneath everything." PCGamesN called Dota Auto Chess "the most successful third party Dota custom game ever".[25] Dota Auto Chess is often compared favorably with Valve's digital collectible card game, Artifact, with a number of publications stating that despite the two titles being released in close proximity, Dota Auto Chess has proven to be the more enduring game.[26][27]

Several publications pointed out there was still room for improvement of the game. VP Esports noted that some bugs in the games needed to be fixed.[23] VentureBeat tested the Drodo Auto Chess mobile game and noted that players who hadn't played Dota Auto Chess on PC might feel confused when figuring out the information of the unit on the field, saying "Drodo's mobile Auto Chess is a significantly better way to play the original great mod if you already know and comprehend the original game, and for that, it should be a success. But it feels like a perhaps smaller-scale version of Auto Chess, one designed around the small screen both visually and as a game, might be the one to take over the world like previous mods have."[28]

The popularity of Dota Auto Chess quickly inspired a host of games, creating the auto battler subgenre.[29] In China, there was a reported eight companies having registered the "Auto Chess" trademark in January 2019.[30][31] After failing to reach an agreement with Valve, Drodo Studio partnered with Chinese production company Imba TV and Long Mobile to develop a standalone mobile version of the game called Auto Chess. Announced on March 15, 2019, Auto Chess replaced Dota elements and features with its own separate setting.[20] With Valve's direct technical support, Dota Auto Chess players are capable of migrating accounts to the mobile version to receive rewards.[32]

In June 2019, game developer Riot Games announced that League of Legends would feature an auto battler of their own, known as Teamfight Tactics.[29] That same month, Valve's standalone version of the game, Dota Underlords, was released in early access for PC and mobile platforms.[33] A version based on Hearthstone by Blizzard Entertainment, titled Hearthstone Battlegrounds, was also announced later that year.[34]

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Dota Auto Chess is a custom game mode for the Dota 2, developed by the Chinese studio Drodo Studio and released on January 4, 2019. It features up to eight players competing in an auto-battler format, where participants purchase and position teams of Dota 2 heroes on a chessboard-like grid; these units then engage in automated combat against opponents or neutral creeps across rounds, with the objective of eliminating all rivals by depleting their health points. Players manage an economy of gold to buy units, level up their for more slots, and pursue synergies based on hero species (e.g., mages or warriors) and classes to enhance team performance. Created by a five-person team at Drodo Studio over approximately two years, the mod was inspired by a desire to craft a simpler, operation-light for older players who found the base game's complexity challenging. Uploaded to the , it rapidly gained traction, amassing over 7 million subscriptions and peaking at 300,000 concurrent players by mid-March 2019, often surpassing the player counts of major titles like . This surge revitalized 's community, boosting its core PC player base by 23% between December 2018 and February 2019 and driving over 1 million concurrent players in March—the highest since February 2017. The mod's success, evidenced by 6.3 million hours of Twitch viewership in March 2019 alone, popularized the auto-battler genre and prompted official adaptations, including Valve's Dota Underlords and Riot Games' Teamfight Tactics. Drodo Studio later transitioned the concept to a standalone title, Auto Chess, released on mobile platforms in late May and early June 2019, and on PC via the Epic Games Store on August 23, 2019, further expanding its reach. Despite its influence, the original mod continues to receive updates, maintaining a dedicated player base within the Dota 2 ecosystem.

Gameplay

Core Mechanics

Dota Auto Chess is a multiplayer mode within , supporting up to eight players who compete on individual chessboards. Each player's board features a grid where heroes are placed as units, and battles occur automatically between units from adjacent players' boards, simulating confrontations without direct player control during combat. The game emphasizes strategic preparation, as players manage resources to build and position armies that fight on their behalf. As of 2025, the mod continues to receive updates introducing new synergies and balance changes. Gameplay proceeds in a repeating round structure divided into three main phases. In the income phase, players earn gold based on round number, win/loss outcomes, win streaks, and interest from hoarded gold (up to a maximum of 5 gold per round from interest). This is followed by the preparation phase, where players use gold to purchase heroes from a randomized shop offering five options, reroll the shop for two gold, or gain experience for five gold to level up and increase bench capacity. Purchased heroes are positioned on the 8x8 board using a player-controlled courier, which also collects items dropped during battles; positioning is crucial, as frontline units absorb damage while backline units provide support. The battle phase then unfolds automatically, with AI controlling all units in fights against an adjacent opponent's army or neutral creeps in certain rounds. Heroes in Dota Auto Chess are categorized by rarity, which influences their cost, base stats, and abilities: common (1 gold), uncommon (2 gold), rare (3 gold), epic (4 gold), and legendary (5 gold). Units can be upgraded by combining three identical heroes of the same level (e.g., three level 1 units create a level 2 unit with enhanced stats and abilities), allowing for stronger compositions up to level 3. Each also belongs to one class (e.g., warriors, mages, assassins) and one or more races (e.g., elves, , orcs), enabling synergies that activate when a threshold number of matching units are fielded. For instance, fielding multiple warriors grants armor bonuses to all allied units based on the number fielded; elves provide dodge chance bonuses to allied elves when fielded together; synergies reduce enemy armor when multiple are fielded. These synergies prioritize class bonuses over race ones and only count unique hero types toward activation thresholds, encouraging diverse yet synergistic team builds. Battles resolve based on unit stats, abilities, positioning, and active synergies, with surviving enemy units dealing damage to the player's health pool (starting at 100 HP). Items from defeated units are collected by the courier and can be combined or equipped to further enhance heroes. The game continues through escalating rounds until only one player remains with health above zero, who is declared the winner as the last player standing.

Player Progression

In Dota Auto Chess, player progression within a match revolves around leveling up a personal unit, which determines the maximum number of heroes that can be deployed on the board. The courier begins at level 1, allowing one hero slot, and advances to level 10, unlocking up to 10 slots as points (XP) accumulate from participating in rounds. XP is primarily gained at a rate of one point per round completed, with players able to purchase 4 additional XP for 5 to accelerate leveling and access higher-cost heroes more readily. This system encourages strategic decisions on when to invest in levels versus conserving resources, as higher levels not only expand board space but also improve the odds of rolling rarer units from the shop. The economy system underpins sustained progression, with gold serving as the core resource for purchasing, upgrading, and rerolling heroes. Gold accumulates from multiple sources: a base round income that starts at 1-4 gold in the first four rounds and stabilizes at 5 gold per round thereafter; a +1 gold bonus for winning any round; and streak bonuses of +1 to +3 gold for consecutive wins or losses, peaking at three or more in a row. Additionally, player-versus-environment (PvE) rounds against neutral creeps—occurring in rounds 1-3 and every fifth round starting at 10—provide opportunities for reliable wins and item drops, though their direct gold yield is limited to the standard win bonus. Interest accrues at 10% of banked gold per round (rounded down), structured in tiers for simplicity: 1 gold for 10-19 banked, up to a maximum of 5 gold for 50 or more, incentivizing savings to fuel mid- and late-game flexibility without tying the rate directly to player level. Across sessions, competitive progression is tracked via a rating (MMR) system that adjusts after each match based on performance, such as placement and win rate, to pair players of similar skill. Ranks span six tiers from Pawn (lowest, MMR 0-799) to Queen (highest, MMR 3,380+), with the first four tiers (Pawn through Rook) subdivided into nine marks each for finer granularity, resulting in 38 total divisions up to King (3,300-3,379) and Queen. MMR gains or losses vary by lobby strength and outcome, typically ranging from 20-50 points per game, while global leaderboards highlight the top 10,000 Queen-ranked players to showcase elite performance. Matches unfold over approximately 40 rounds of escalating difficulty, alternating between PvP battles against other players' boards (starting round 4) and PvE creep waves that introduce stronger neutrals over time. Each player's starting 100 depletes based on losses, with elimination occurring upon reaching zero, until one remains victorious. The shared unit pool—featuring limited copies of each hero (e.g., nine 1-cost units total across all players)—creates scarcity, forcing adaptation as opponents contest popular synergies and higher-star upgrades become harder to achieve in later rounds.

Cosmetics and Economy

In Dota Auto Chess, the economy revolves around as the primary currency for acquiring , earned through participation rather than in-match resources like . Players receive 1 to 5 Candy randomly upon finishing in the top three positions in a match, with additional opportunities from daily first-win bonuses and limited-time events. This system promotes consistent play without requiring purchases, though Candy can also be bought directly with real money for faster accumulation. Cosmetics consist of visual customizations for the player's , which functions as the avatar and draws from 2's existing of skins, enabling seamless integration between the mod and the base . Examples include themed appearances like the Baby Roshan courier or recolors and accessories obtained via a spin mechanic using Candy, with no impact on gameplay mechanics to preserve a fair, non-pay-to-win environment. These alterations enhance personalization, such as custom animations or effects tied to models, encouraging players to leverage their collections across both titles. The model balances accessibility with replayability incentives, where cosmetics like golden borders, chat text paints, and emote effects—unlocked through the optional Auto Chess Pass introduced by in June 2019 for $0.99 per 30 days—add flair without competitive advantages. The pass also grants voting rights for special pieces and extra Candy rewards, further tying progression to engagement. Cosmetics are often released in seasonal passes or events, featuring rarities from common recolors to exclusive limited editions, with trading disabled to ensure equitable access and prevent market imbalances.

Development

Origins and Creation

Dota Auto Chess was developed by Drodo Studio, a small independent team of five Chinese developers based in , over approximately two years, as a custom game mode within Valve's using the platform's tools. The studio, founded in 2015, had previously created other custom maps like GemTD, a game, which honed their skills in before tackling Auto Chess. Development focused on leveraging 's existing engine, art assets, and hero roster to create an accessible strategy experience without the need for building a standalone title from scratch. The concept drew inspiration from multiple sources to blend strategic depth with automated combat. Key influences included the Chinese tile-based game , particularly its mechanics of forming sets of three identical tiles for bonuses, which informed the piece synergies and placement strategy in Auto Chess. Additionally, the auto-battling element was inspired by the Warcraft III custom map Pokemon Defense, where units automatically engage in tower defense-style fights, adapting this to an 8x8 format. Dota 2's extensive roster of over 100 heroes served as the core units, reimagined as chess pieces with roles like warriors, mages, and assassins to enable diverse team compositions. Internal development emphasized balancing these heroes into cohesive chess-like roles while prioritizing accessibility for players unfamiliar with MOBAs. The team, including developer known as Toto, aimed to reduce the high-skill ceiling of traditional matches—such as intense micro-management and fast reflexes—making the game suitable for older or casual audiences who found standard MOBAs overwhelming. Testing involved iterative adjustments to ensure fair synergies and economic pacing, with the mod entering public access in early January 2019 after months of refinement. This process highlighted Drodo's goal of creating a relaxed yet strategically rich experience, distinct from the competitive intensity of 's core mode.

Release and Initial Popularity

Dota Auto Chess was publicly released on January 4, 2019, as a custom game mod for through the Steam Workshop, developed by the Chinese studio Drodo Studio. The mod's innovative auto-battler mechanics quickly captured attention within the community, reaching 100,000 concurrent players within just ten days of launch. The mod's popularity surged rapidly in the following months, amassing over 8.5 million subscribers by May 2019 and peaking at more than 300,000 concurrent players daily. This growth was fueled by viral dissemination through live streams on Twitch and gameplay videos on , where prominent content creators showcased its strategic depth and accessibility compared to traditional MOBAs. Valve contributed to the mod's visibility by officially promoting it within the Dota 2 client, including features in the Arcade section that highlighted top custom games and increased matchmaking efficiency. However, the explosive player influx caused early challenges, such as server strains from high concurrency and initial balance imbalances among heroes and synergies, which Drodo Studio addressed through frequent patches in the first few months.

Updates and Maintenance

Following its initial release, Dota Auto Chess has undergone frequent post-launch patches via the Steam Workshop, emphasizing hero rebalances to maintain competitive balance and address meta shifts. These updates often include adjustments to abilities and statistics; for example, in a rebalance patch, Axe's base health was increased from 700 to 750, while Luna's Moon Glaive bounce times were reduced from 3/4/5 to 2/3/4. Similar tweaks continued into 2025, with seasonal resets like Season 37 introducing new synergies, temporary modes, and further balance changes to keep fresh. Maintenance efforts have centered on regular bug fixes for stability and compatibility, including integrations with Dota 2's core patches that alter hero behaviors and visuals. Drodo Studio has provided these updates freely through the Workshop, ensuring the mod's viability despite their primary focus on standalone adaptations. As of November 2025, the mod remains actively supported, with daily peak concurrent players approximately 8,000 and new seasons rolling out balance shifts and limited-time features to sustain player engagement.

Standalone Adaptations

Drodo's Auto Chess

In April 2019, amid the explosive popularity of the original mod, Drodo Studio announced plans for a standalone version of Auto Chess, transitioning the concept into an independent free from branding. This development stemmed from negotiations with , who granted Drodo full creative control over their non-Dota iteration while pursuing their own adaptation, ensuring mutual support for player migration and updates to the mod. The core retained the auto-battler formula of strategic unit placement, synergies, and automated combat rounds, but introduced original lore and an expanded roster of units featuring diverse races and classes unbound by heroes. These changes allowed for broader creative expansion, including unique fantasy archetypes like mechanical constructs and elemental beings, while incorporating mobile-first optimizations such as intuitive touch controls and shorter match durations to suit on-the-go play. Development shifted to a dedicated standalone title, with initial beta testing conducted in to refine mechanics and balance before a wider rollout, leveraging Drodo's expertise from the mod while building a cross-platform foundation. The game emphasized fair play through anti-cheat measures and global servers, fostering a competitive environment distinct from the mod's integration. Monetization evolved to a model, introducing seasonal battle passes that unlock premium cosmetics like hero skins and emotes, alongside optional purchases for visual enhancements, without impacting core progression or pay-to-win elements. This approach built on the mod's cosmetic but scaled it for sustained post-launch support, prioritizing for all players.

Platform Releases and Expansions

The standalone version of Auto Chess, developed by Drodo Studio in collaboration with Dragonest Games, initially launched as a mobile-first title to capitalize on the mod's popularity. It debuted on Android devices on April 18, 2019, allowing players to engage in strategic auto-battler matches optimized for touch interfaces. The version followed shortly after on May 22, 2019, expanding accessibility to and users with similar mobile-centric controls. The game expanded to personal computers with its Windows release on the on August 23, 2019, introducing keyboard and mouse support alongside cross-progression features for mobile accounts. A further PC expansion occurred with the release on on December 7, 2022. Console support arrived later with the launch on December 16, 2020, which included controller-optimized interfaces and was later enhanced for PS5 compatibility in March 2021; however, PlayStation versions were delisted on March 1, 2023, with servers shutting down on June 1, 2023. No port for the was ever released, despite early announcements suggesting potential console expansions beyond PlayStation. Cross-platform play was implemented starting in 2020 for mobile and PC versions, with console integration added upon PS4 launch; however, following the 2023 PlayStation shutdown, cross-play is now limited to Android, , and Windows (Epic and ), enabling seamless matchmaking and a unified player base across these platforms. This feature reduced queue times and enhanced competitive depth for supported platforms. In 2025, ongoing support continued through targeted updates for mobile and PC versions, including maintenance periods such as the March 26 downtime for matchmaking system improvements and an April server update tied to the Anniversary Open Tournament event. Patches emphasized balance adjustments, such as piece improvements for better synergy in lineups, alongside new seasonal content like tiers with exclusive cosmetics and challenges. These updates, including a May 8 online patch for gameplay refinements, underscored the developers' commitment to long-term viability without major overhauls.

Cultural Impact

Genre Influence

Dota Auto Chess, developed by Drodo Studio and released as a mod for in January 2019, pioneered the auto-battler genre by coining the term "auto chess" and popularizing session-based, AI-driven strategy games that blend (CCG) mechanics with (RTS) elements. In this format, players recruit units to form armies on a chess-like board, where battles unfold automatically without direct control, emphasizing preparation, resource management, and adaptation over manual execution. The mod's viral success, peaking at over 300,000 concurrent players by mid-March 2019, established auto-battlers as a distinct subgenre focused on multiplayer competition in a shared environment. Central to its influence were innovations like synergy systems, which rewarded combining units of compatible classes or alliances with passive bonuses to enhance team performance; shared pools, limiting the total availability of each unit type across all players to foster rivalry and scarcity; and round-based escalation, where phases alternate between unit recruitment and automated combats that progressively eliminate players until one remains. These features created a balance of strategy and unpredictability, setting a template for accessible yet deep tactical gameplay that diverged from traditional RTS titles requiring constant oversight. The mechanics were rapidly exported industry-wide, becoming staples in subsequent auto-battlers for their ability to scale complexity without overwhelming new players. The mod's impact directly spawned official adaptations, including Valve's in June 2019, which refined the original formula within the Dota universe while retaining core systems like synergies and shared pools. followed with in July 2019, integrating auto-battler elements into using hexagonal grids and champion synergies drawn from their roster. Indirectly, Blizzard's Battlegrounds, released in November 2019, incorporated round-based auto-combat and unit recruitment inspired by the genre's rise, adapting it to a digital card game context with hero powers and minion pools. These titles collectively validated auto-battlers as a viable commercial genre, with millions of players engaging across platforms by year's end. Drodo Studio's proactive IP protection played a key role in shaping the genre's evolution, as they transitioned to a standalone Auto Chess title in and May 2019 for mobile devices, replacing heroes with original characters to assert independent ownership and avoid reliance on Valve's license. This strategic pivot facilitated official licensing agreements, enabling collaborations such as Valve's endorsed development of and preventing widespread unauthorized clones. By securing their innovations through these measures, Drodo ensured the auto-battler genre's growth remained tied to verifiable origins, influencing how publishers approached adaptations with respect to creator rights.

Community and Esports

The Dota Auto Chess community engages primarily through dedicated online platforms where players share strategies, fan-created content, and discussions on both the original mod and its standalone versions. serves as a key hub, with content creators producing guides, build analyses, and gameplay tutorials that sustain interest among enthusiasts. For instance, videos offering comprehensive team compositions and step-by-step entry guides for the mod have been uploaded as recently as mid-2025, aiding players in achieving high ranks like Queen. These resources emphasize conceptual synergies and positioning tactics, fostering a collaborative environment for strategy refinement. Esports for Dota Auto Chess and its adaptations have evolved into organized competitive scenes, particularly for standalone titles developed by Drodo Studio. In 2025, Auto Chess tournaments continue through professional circuits tracked by analytics platforms, featuring main pro and amateur events with schedules, prize pools, and viewership data available for participants worldwide. The original mod supports community-driven tournaments via Workshop events, where players compete in custom lobbies and share highlights, maintaining competition despite the rise of dedicated games. These events highlight the mod's enduring appeal in informal pro play, often drawing from 2's established competitive infrastructure. As of late 2025, the Dota Auto Chess mod sustains a modest but steady player base within Dota 2, with approximately 3,300 concurrent players reported by custom game tracking services, reflecting ongoing daily engagement despite its age. The standalone Auto Chess PC version, released by Drodo, averages around 220 concurrent players on Steam, with monthly peaks reaching 363, indicating sustained but niche participation in regular seasons and community events that attract thousands cumulatively across platforms. This vitality underscores the game's role in keeping the auto battler format alive for dedicated fans. Culturally, Dota Auto Chess has inspired a legacy of streamer-driven popularity, particularly on Twitch, where peaks in 2019 exceeded 62,000 viewers during events like the Twitch Rivals Dota 2 Auto Chess Showdown, showcasing high-stakes matches and innovative strategies. By 2025, streaming persists with specialized channels averaging dozens to hundreds of viewers, focusing on meta breakdowns and viewer tournaments that build on the game's humorous elements, such as unexpected unit synergies leading to viral "funny fails" compilations. Memes derived from these moments, including exaggerated reactions to rare builds, have permeated gaming culture, while global tournaments in regions like Asia and Europe—evident in the genre's early surges in South Korea—have reinforced its international footprint through localized competitive scenes.

Reception

Critical Response

Dota Auto Chess garnered significant praise from critics for its innovative blend of strategic depth and approachable gameplay mechanics. Reviewers commended the mod's team-building system, which encouraged experimentation with unit synergies, classes, and alliances to create powerful combinations on the fly. A Polygon beginner's guide emphasized how these elements allowed players to adapt strategies dynamically, balancing accessibility for newcomers with layers of complexity for veterans. PC Gamer highlighted the game's "joyful" deck-building rhythm, noting that economic decisions and unit placements felt rewarding without punishing suboptimal choices too harshly, making it a refreshing contrast to more rigid strategy titles. Despite its acclaim, the original mod faced criticisms for technical shortcomings and a demanding . Early versions suffered from bugs, such as occasional synchronization issues during matches, though the core design's quality sustained player interest. described the experience as having a "steep and slippery ," particularly for grasping intricate synergies and without an official . The standalone mobile adaptation by Drodo Studio, while polished in its visuals and cross-platform support, drew complaints about challenges on touch devices, including cramped controls and dense information displays that hindered quick decision-making. The Dota Auto Chess mod itself was celebrated for its as a free custom game mode, sparking an entirely new autobattler genre without corporate backing. In contrast, Drodo's standalone Auto Chess received mixed feedback: appreciated for refining the formula with smoother animations and balanced , but critiqued for its monetization model centered on cosmetic battle passes, which some felt disrupted the ethos of the original. Recent analyses affirm the game's lasting influence, with noting in 2024 that the autobattler genre is more alive than ever, underscoring Dota Auto Chess's enduring appeal amid market saturation.

Player Engagement and Legacy

Dota Auto Chess, as a free mod within , amassed over 8.5 million subscribers on the Steam Workshop by May 2019, drawing players without any direct during its initial phase. The subsequent standalone version developed by Drodo Studio achieved 7 million downloads across mobile platforms by August 2019, generating $2.1 million in revenue primarily through in-game cosmetics and battle passes introduced later to sustain the model. Player engagement peaked in early 2019, with the mod reaching over 300,000 concurrent players in mid-March, establishing it as one of Steam's top titles at the time and boosting 2's overall audience by 23%. By November 2025, activity has stabilized at a more modest level, with the standalone Auto Chess averaging around 215 concurrent players on and recent peaks up to 350, supported by ongoing seasonal updates that maintain a dedicated core community. The and 5 versions were shut down on June 1, 2023, limiting console play but preserving availability on PC and mobile. This enduring interest underscores its role as the originator of the genre, which has since influenced design in MOBAs and beyond. The game's legacy extends to shaping the evolution of titles through its introduction of automated unit-based combat mechanics, inspiring widespread adoption in the industry. Drodo Studio's success with Auto Chess facilitated partnerships, such as with for PC distribution, enabling the team to expand operations and focus on iterative maintenance rather than major sequels. Despite facing stiff competition from ' and Valve's , which fragmented the player base and diminished its market dominance by late , Auto Chess retains a persistent fanbase through consistent updates and cross-platform accessibility.

References

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