Don't Lose Aggro

Don't Lose Aggro

Oren Koren · 2026 · Dungeon Crawler, Party-Based RPG, Action Roguelike, Indie, Fantasy

PC
Very Positive84% · 122
Best price 36 Fair price
$7.99-20%
$9.99lowest tracked $7.49
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Standard Edition · Steam
-20%
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About Don't Lose Aggro

✦ AI summary

Master the art of tanking in this roguelite action game where you command enemy aggression through positioning, abilities, and strategy to protect your companions across increasingly brutal arenas. Build your perfect tank—whether you're a dodging, blocking, kiting, or taunting specialist—and unlock powerful talents to dominate raid-inspired encounters solo.

Protect your team by forcing enemies to attack you in this single-player action roguelite inspired by MMO raids. Create unique builds, unlock powerful talents and master the art of tanking to command the chaos!

Damage your enemies to hold their attention! Or force them to attack you by running away! Don't Lose Aggro lets you play any kind of tank you can think of, focusing on control, strategy and positioning.

You have the assignment of protecting your group from harm!Companions, while alive, provide powerful abilities that can be upgraded, which are key for a successful run.Don't Lose Aggro allows you to choose whether to protect your companions or go full hard-core and sacrifice them!

Use your abilities to utilize the tank you aim to become. Charge can close a gap between you and the enemy but if you're the slower type, you can always pull them towards you!
Some abilities are aggressive and focus on damage, whilst others focus on protection and healing.

Upgrade your lasting tanking builds by spending talent points to suit your preferred playstyle. Play as a Dodger, Blocker, Kiter, or Taunter - each with distinct mechanics and upgrade paths.

Battle through the lava-surrounded Isle of Doom, survive the Cyclone Sands' sandstorms, and face the final challenge in "The Fallen City."
As you progress, you'll unlock new arenas and fight new enemies & bosses to prove your tanking skills!

What Steam players say

Recent verbatim reviews from Steam — separate from playze.io community reviews below.

Not recommended Jun 30, 2026
As much as I would like to love this game... I feel like it can be hard to keep aggro at times especially with the priest as a companion who is screaming at me to keep it. :v The whole using a shield as a resource to take less damage is cool, but when comes to spending abilities it feels weird. Like there's points where you of course could run out of resources because you don't manage it correctly which oops especially when trying to keep aggro and your healers heals out gain "threat" on a target because you didn't damage them enough x-x... I feel like it's just currently a small headache / pain in arse with where it is currently in Early Access. But it's still a cool concept of a game just needs a bit of tweaking / balancing. I also believe (if I can recall correctly) when I was also using the protect spell with the +5 hp to companion wasn't working correctly where it wasn't giving them health at all unlike other skills!
1 found this helpful
Recommended Jul 20, 2026
This is a phenomenal idea and it plays very clean and well. If you know tanking, this is the perfect challenge and practice for whatever game you happen to be playing. One thing I would like would be an improvement to skill animations. I want to be able to feel a whirlwind and hit a pull etc. Some animations are good, some are lacking. Just my 2 cents. You have a hidden gem here. Keep pushing, the game is great, plays really cleanly. (I have 60 hours on my other account.)
Recommended Jul 5, 2026
Game is fun for my tank heart, however I could do without the timer mechanic. I would love to be able to jump in and take my time tanking on my own without a clock looming. Also the controls could use some polish All in all a fun game I am hopeful for the future of
Recommended Jun 29, 2026
hours and hours of fun
Recommended Jun 27, 2026
Playing only a short while before making this review, I am a fan. It is very Early Access, but I like the vision, so far. There are times when enemies get stuck behind walls or don't react to you. I wish there was not the Shield mechanic for using skills. I wish it was more of a Stamina / Mana bar instead with skill cooldowns to manage. As a healer main in various MMORPG over the years, this does make me appreciate tanking more. The mobs going straight for the healer is not typical in MMO's, so it's initially jarring to see them charge straight 'em. Once I finish the current content, I will revisit on updates in the future.
Recommended Jun 26, 2026
EDIT after additional playtime: After spending more time with the systems, I think my biggest concern is companion flexibility and agency. The Ranger currently feels heavily dependent on a small number of builds and synergies to really shine. If those pieces don't come together, he can end up feeling less like a companion and more like a special ability with legs. I'd love to see him become more active in combat with regular attacks or more autonomous behavior. The Cleric feels stronger overall, but I'd still love to see companions contribute more to the fight instead of mostly existing as triggered abilities. Small attacks, buffs, utility effects, or passive support would go a long way toward making them feel alive. Build variety also feels somewhat restrictive right now. Ranger often feels like it demands specific tank sustain builds, while Cleric pushes you toward specific damage setups. More viable combinations and experimentation would improve replayability considerably. I'd also love to see: Starting abilities separated from gear choices. Larger party sizes so bringing both a healer and ranged companion becomes possible. More companion customization and progression. Mor…

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