AFK Journey Helped Me Finally Understand Why People Like Auto Chess So Much

Even for those of us who play way, way too many videogames, there will still always be blind spots in your repertoire— entire genres that you haven’t touched out of disinterest or happenstance. For myself, the biggest of these gaps is undeniably MOBAs, a style that exploded in popularity until every college dorm student who was way behind on assignments could be heard clicking their mice in unison well into the night. Defense of the Ancients (DotA) was famously born from a Warcraft III mod, and in the next few years, its many descendants would vastly outpace traditional strategy games like Warcraft in player count.
However, this wasn’t the only mutation. Somewhat fittingly, this mod turned popular game genre would then spawn its own mod turned popular game genre. When Auto Chess came out in 2019 as a Dota 2 mod, it helped popularize another new style of play, eventually attracting millions of players in the process. Basically, the way these games work is that you draft a team of little guys and compete in a series of battles against other players doing the same. The catch is that for the actual fights, you don’t directly control what’s happening and take the back seat as your assembled crew fights for their lives (and yours).
I’ll admit it, at first blush, this description didn’t really pique my interest. For one, it seemed like an offshoot of a space I already didn’t have much personal investment in, and I assumed I would need some baseline familiarity with Dota or its spawn to appreciate it. But my biggest hangup was that I couldn’t understand the appeal of a competitive-oriented videogame where you don’t control your own characters, at least not in the traditional sense. Even after I learned how it worked in practice, Auto Chess still sounded like too passive of an experience. After all, it would take a lot to break my lifelong commitment to never install a MOBA on my computer, a vow I made to myself because everyone I know who’s been into them has described their online communities as a corrosive stew that, at one point or another, made their lives just a little bit worse.
Ultimately, I didn’t end up breaking that streak because the place where I got my first taste of auto chess was an unlikely one. AFK Journey is the new mobile release flying up the AppStore charts. Heaps of online advertising has made it difficult to avoid, and its eye-catching art style immediately caught my attention. Unfortunately, it’s also a gacha game, meaning it weaves a web of FOMO nonsense and preys on the thrill of doing just one more pull as it hits every dark pattern in the book. I’ll say it now: if you are someone who has had problems with this type of game in the past, it is best to steer clear of this one because while it is more accommodating to people who don’t want to spend any money than some other examples of the form, like other games with loot boxes and randomized rewards, it is still very much trying to psychologically manipulate you into spending money.
However, the strange thing about AFK Journey is that nestled inside this gacha experience is Honor Duel, an auto chess mode that you can enjoy without paying anything (except for a small piece of your sanity as you try to unravel the surprising amount of depth here). In a game with leaderboards dominated by people emptying their wallets to do more pulls, by contrast, there is no way to spend to get ahead here. I suppose that’s a low bar, considering that this is true in just about every other auto chess variant, but still, it’s a fascinating contrast to the rest of the game.
Like other versions of auto chess, your aim in Honor Duel is to create a team of minions who will fight in your stead. Those familiar with the genre will obviously feel at home, but what made things personally click for me was how much overlap there was with one of my favorite styles of experience: deckbuilders. Those who have enjoyed these games in the past, from old-school Magic: The Gathering drafts to modern-day roguelike variants like Slay the Spire, will probably recognize the same feeling of slowly building something up as you try to find a winning strategy.
In this case, the goal is to build your crew so that your heroes’ roles, factions, and abilities complement one another, making them into a formidable force that has each other’s backs. After each victory or loss, you’ll receive coins to purchase heroes and equipment. Seemingly small decisions quickly snowball until you’ve constructed a monster lineup that can wipe the floor with your adversaries or produced what feels like a minor league ball club facing up against pros hucking 100-mile-per-hour fastballs.
While I had unfairly written off this style of game when I first heard about it, I quickly realized just how much depth is involved when drafting a squad here. Each hero in AFK Journey has a long list of complicated abilities with tons of keywords that determine how they fight, and it’s useful to be familiar with at least the basics of their toolkits for drafting. Every character also belongs to a particular faction, and if you match several combatants with the same one, they’ll receive sizeable stat boosts that can make the difference between victory and defeat.