Lynked: Banner of the Spark on Steam - User reviews, Price & Information

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Build a bright new world alongside a band of rescued robot buddies! In this colorful action RPG, battle waves of enemies in solo or co-op, then return home and use their parts to craft a thriving town. Assemble your crew and grow stronger with each new adventure!

Lynked: Banner of the Spark is a building, rogue-lite and action rpg game developed by FuzzyBot and published by Dreamhaven.
Released on May 22nd 2025 is available only on Windows in 11 languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Spanish - Latin America, Japanese, Korean, Simplified Chinese and Traditional Chinese.

It has received 303 reviews of which 262 were positive and 41 were negative resulting in a rating of 8.0 out of 10. 😊

The game is currently priced at 13.49€ on Steam, but you can find it for 6.02€ on Eneba.


The Steam community has classified Lynked: Banner of the Spark into these genres:

Media & Screenshots

Get an in-depth look at Lynked: Banner of the Spark through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i5-9 Gen / AMD Ryzen 3 4100 4 cores 3.8 GHz
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 1050 Ti / AMD Radeon RX570 4GB
  • DirectX: Version 12
  • Storage: 11 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

16 hours played
Jan. 2026
I recommend this game, but with a big caveat that I'll get into in a bit. The gameplay loop of Lynked is mostly solid. You have a basic city building, resource gathering, and farming system which works like a hub area that you return to in between missions. It has some similarities to roguelike games. The townspeople offer you quests. Some of those quests are to improve or increase the number of people and buildings in the town and this gives you access to upgrades and varieties of your weapons and gadgets for use in combat. The second type of quest is to complete missions in a combat zone area where you proceed between different floors or regions of the zone. If you complete the mission, you keep whatever upgrade materials you acquired during the mission. You lose many of those resources if you die. The city building part is pretty well developed. You gather townspeople from different combat missions and then they return to town and offer items for sale to improve some aspect of the game. They also provide different tiles and decorative items you can place in the town like streets, benches, structures, lighting, and your own personal house you can decorate in various ways. It seems a bit like animal crossing or a much simpler version of decorative games like planet coaster and the like. The combat in the game isn't overly difficult or complex but dodging and hitboxes are a little slippery. It's like dark souls if the dodging mechanics weren't precise or a platformer where jumping was a little loose. It's not ideal, but it's workable. That is, until you get to the combat missions themselves. There are two kinds of combat missions: main story missions that progress the plot and side missions that progress the decorative or social parts of the city building. Unfortunately there isn't much difference in how the missions play out. If I had to use one word to describe the missions it would be "repetitive." You start a mission by selecting the weapon you would like to use, activating the special abilities you want to use, and selecting a free upgrade for some aspect of your combat. You unlock more options as the game progresses. This seems fine on first glance, but aside from the initial setup of weapon type and gadget behavior, every upgrade is entirely random. Some of the upgrades are really helpful to overcome limitations in the combat system. Others are not. What do I mean? Combat is fast-paced and reactionary with very specific moves by a limited selection of enemies. This would be great if there were exceptional dodge and aim mechanics. There aren't. Dodge doesn't cancel your attack animations. This isn't a problem in most games once you learn the attack patterns of enemies and when you find an opening. What it lacks here is a smooth adjustment from attack animation to dodging. Once the attack animation is finished there is a significant gap before a dodge can occur. Given the fast-pacing of the combat it seems counter intuitive to leave gaps between actions. This becomes more noticeable as you start fighting stronger and more numerous enemies. It might have been helpful to introduce invulnerability frames shortly before and after the dodge animation occurs. You seem to take no damage in the split second of the dodge but after, you are immediately vulnerable. Getting stunlocked is frustratingly common. I'm sure your mileage will vary if you "git gud." All of this pales in comparison to the real downside of the combat. It's boring. There are a significant number of weapon types to choose from which is great. There aren't a lot of enemy types and there aren't a lot of weapons that are fast enough to allow effective dodging as well as proper aiming of attacks. So, by default, fast-firing ranged weapons become the preference. The rapid fire blaster seems to be the best weapon I've used. Not because it does a lot of damage or even because it is very good. What it does allow is the shortest time between attack animation and dodging and it has the ability to fire a charged shot for when the enemy is moving slowly or charging up their own attacks. The versatility of the weapon is great and the standoff distance is ideal. But, unless you are required to use a specific weapon type, you'll always choose the weapon that feels the best for your playstyle. The biggest limitation for using the other weapons is how much damage an enemy does with basic attacks. It's common for a single attack from a larger enemy to do 1/3 or 1/4 of your max health pool. The slower the weapon you are using the more likely you are to take a hit. Healing is rare and ineffective. There's a special ability you can get that restores about 5% of your health when activated and has a long cooldown. Given the fast pace of the combat itself, most battles are over quickly and then you are stuck trying to heal or search for healing items in between sections of fights. If you want to actually get through the level as quickly as possible without downtime, you have to select the weapon that provides the most mobility and damage without relying on healing. One of the upgrades available for every weapon is a 25/50/75/100% chance to restore 5 health when you kill an enemy. You will probably have 400-1000 hp by the mid to late game so this is a trivial amount of healing. But, if you take a hit you can recover the lost HP after killing several enemies. This randomly generated weapon upgrade is so helpful for survival that if you don't get it as an option early on, longer missions become exceptionally more skill intensive and difficult. Most of the limitations of the combat system would be ironed out by making this an always available passive effect rather than a randomly rolled upgrade. In some maps, especially with lots of resources, it's not as necessary. In other maps, especially the ones without chests (which drop health items), the bullet hell requires a lot more attention and skill. I'm not sure what might be the correct solution but if a single random upgrade turns an otherwise difficult mission into a faceroll something needs to change. Either tighten up the dodge and aim mechanics, make healing more efficient overall, or balance all the weapons and upgrades so they each have the potential to be good as well. These would amount to seemingly small changes in the game but I think they would make this one of the better action roguelikes on the market. The lack of diversity in missions is also a limitation, but I think tightening up the combat system would offset the perceived downside. For one, you'd be going through the missions experiencing more action rather than the downtime you have currently. Give the game a shot. It is fun and there is a lot of decorating you can do in the city building portion that I really enjoyed.
10 hours played
Nov. 2025
What a W game man. It's like Hades and Animal Crossing mixed together. I don't understand the thumbs down reviews at all. Just had a blast playing this for 4.7 hours straight! Definitely recommend to the players that love Rogue type/building/town management/crafting and resource gathering/fishing. YES SIR!
26 hours played
Nov. 2025
Hades + Animal Crossing; something I never would have expected to work as well as it does. It's a lot of fun and very cute :)
20 hours played
July 2025
I found this game right when I needed to. I don't even remember purchasing it, I was browsing my library for games that look like they'd play well on my Steam Deck during camp trip outings or from the comfort of my bed, and added this title to that list. Ironically, I started my playthrough on my desktop on a 40" display with dedicated audio hardware to power a sound system befitting a living room entertainment center -- not what I anticipated this game to be fitted for, but my mind is abuzz with thoughts and stressors of life and none of the AAA titles in my backlog collection are able to hold my attention. Each blockbuster, overwhelmingly positively reviewed game in my lineup as seemingly impossible to approach as the next, leaving me saddled with analysis paralysis as even the endeavor of downloading 100GB of a game seems like a commitment that is surely to be let down with another 10 minutes of gameplay before ultimately deciding I've had enough. This game... I had no idea what to expect going into it -- in fact it's almost ambiguous based on the Steam store listing what genre of game this even is... but what's a couple gigs to try something before giving up and finally resigning myself to the dishes? It's magic. Maybe it has just somehow nailed the amalgamation of influences that defined my childhood gaming experiences, but somehow I was hit with a rush of nostalgic zeal from the very beginning and it hasn't let up. Future-tropic corridors littered with digitized combatants that invoke precious memories of Digimon World 4 and Megaman Battle Network; Cutesy human-robot friendships that somehow reminded me that C.U.B.I.X: Robots for Everyone was a game that exists and that I had once played and thoroughly enjoyed. Culminating in an escape from the tutorial area (which introduced the game's semi-simplistic but ridiculously satisfying combat mechanics) that led to emancipation from a retro-future prison to a player-editable hubworld that instantaneously invoked the most warm, homely reminisence of the Animal Crossing and Harvest Moon series, complete with resource gathering, furniture shopping, and catching this game's equivalent of bugs and fish which are, quintessentially, their robotic counterparts. The presentation of this game is leagues above what I expected. It isn't lost on me how difficult it is for a game to feel this polished, and cohesive as a package. The art direction of the game's worlds and characters is as lively as it is cartoonish and wholly futuristic. The user interfaces are beautifully crafted and blend diegetically with the world you inhabit, never taking you out of the experience for even a moment. The sound design is populated by whirs, blips and beeps that keep with the toy-like roboticism of the game's world, but are also accompanied by organic sounds of your multi-tool chopping wood, and chipping at stone in a way that consciously signifies the persisting natural elements. This is further bolstered by the wonderful soundtrack, which enhances this theme by combining soothing finger-picked guitar melodies with accompanying synthesizers that range from wistful chord progressions to low hums underlining the overall tone. Maybe this game has varying motifs that specifically hit home for me, and my initial enjoyment of this presentation is anomalous to the everyman who might fail to connect with it so vehemently, I can't say. What I can say for sure here is, wow, this is truly something special. Also, there's a review for this game which read that the poster's enjoyment was completely dismantled by a thin black outline that adorns the main character of the game. While I find it wildly hyperbolic to discredit everything else this game does so well -- to the extent of reviewing it negatively, which is even more dishearteningly weighted due to the low review volume this game has -- I would like to note that I agree the visual design is more cohesive when that outline is removed WHICH IS A SETTING CLEARLY DENOTED IN THE OPTIONS MENU!! I'll update this review as I continue playing and have more refined thoughts to share. Edit: 12 Hours In Okay... WOW! The concept of "rogue-life" is a unique one, but goodness gracious is this an addictive amalgamation of gameplay mechanics. The life-sim elements of the game perfectly complement the missions which serve as vehicles for the rogue-lite influences of this title. What I love, love, love is the way they've managed to marry these two opposing sides of the game. After rescuing the shopkeepers throughout differing missions, you're tasked with setting up their storefronts wherever you see fit in town. This opens you up to work on your relationship with them via missions and earn further progression in weapons/mods, upgrades for your hook-arm abilities, furniture, cooking, cosmetics -- there's so much! After that, you begin to rescue residents, similar to animal crossing's villagers, but they ALSO serve as companions that you can take with you into battle! The interactions with them in the village serve to rank up their battle capabilities, and it's such an ingenious way to give everything you do an intrinsic purpose -- and that motif carries through just about every mechanic that is introduced to you. Even the collect-a-thon elements which serve only to adorn your museum in animal crossing, serve to unlock further weapon variants and upgrades for you to craft and use in the field. In fact, there is such a VAST array of weapons variants that are upgradeable from one another that it scratches that same incredibly satisfying itch that the progression of gear in Monster Hunter: World provides. You're constantly rewarded for reasonably lengthed mission progression with ample discovery in terms of unlockables and material rewards, but also there's SO much to do when you get back to town and continue gathering materials, perusing the shops, and enhancing the lively NPC progressions. If I can park on the hubworld interactivity for just a moment, there's so much nicety in how it's carved out that makes it feel alive and a place welcoming to return to between missions. I absolutely adore that the shopkeepers leave their shops in the evening and lounge around town, waving hello as you pass by in the evenings. The residents in general feel so interactive, and there's no reason that we need to be able to pick them up and throw them but I sincerely enjoy that we can anyway. I love that they use the seats and swings and items you leave strewn around town, I love that they ask you to play pranks on their behalf, I actually feel bonded with these dinky little goofy robo-pals, especially those I'm most fond of taking into battle with me. Also, the game isn't a "real-time" progression like Animal Crossing, which I appreciate. It's more akin to any other survival game where the day/night cycle is something like 20 minutes, but there seems to be an element of time passing by when you AREN'T playing the game at play in the form of seasonal progression. Each day I log in, the season has changed and while at first it was absolutely unexpected, I see now that it serves as a wonderful incentive to continue playing as there are collectable bitibots and gillibots that only appear during certain patterns of weather -- ensuring plenty of variety from day to day without having to wait through an entire year to experience all of the content! This is great, I'm having fun :)
65 hours played
July 2025
So I very nearly did not get the game when viewing the "mostly positive" score. The game looked interesting in the trailer, but Im a sucker for a higher score usually. But taking a look at those reviews, they seem to be players having very little hours in the game, and the positive rack in a fair amount so I took the plunge. Both me and a friend got this game and what a gem this game is! Lots of stuff going on, basically just see a trailer and what you see is what you get, and theres a lot here. Coop worked well, saw one review saying it didnt, they need to get their head checked though. We give permissions to each other to fully edit base. this can be modified when launching the coop game. When we are done for the day, I would for example return to my own personal base, drop down the new buildings I earned whilst on my friends server, and thats it. Mission progress carried over. Play on harder difficulties for the most fun though, game is a rogue lite, its meant to be difficult and fail. Gives more satisfaction when suceeding

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Frequently Asked Questions

Lynked: Banner of the Spark is currently priced at 13.49€ on Steam.

No, Lynked: Banner of the Spark is currently not on sale. You can purchase it for 13.49€ on Steam.

Yes, Lynked: Banner of the Spark received 262 positive votes out of a total of 303 achieving a rating of 7.99.
😊

Lynked: Banner of the Spark was developed by FuzzyBot and published by Dreamhaven.

Yes, Lynked: Banner of the Spark is playable and fully supported on Windows.

No, Lynked: Banner of the Spark is not playable on MacOS.

No, Lynked: Banner of the Spark is not playable on Linux.

Lynked: Banner of the Spark offers both single-player and multi-player modes.

Lynked: Banner of the Spark includes Co-op mode where you can team up with friends.

Yes, there is a DLC available for Lynked: Banner of the Spark. Explore additional content available for Lynked: Banner of the Spark on Steam.

No, Lynked: Banner of the Spark does not support mods via Steam Workshop.

No, Lynked: Banner of the Spark does not support Steam Remote Play.

Yes, Lynked: Banner of the Spark is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Lynked: Banner of the Spark.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 10 June 2026 06:15
SteamSpy data 11 June 2026 14:37
Steam price 13 June 2026 20:57
Steam reviews 13 June 2026 08:02

If you'd like to dive deeper into the details about Lynked: Banner of the Spark, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Lynked: Banner of the Spark
  • SteamCharts - Analysis of Lynked: Banner of the Spark concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Lynked: Banner of the Spark compatibility
Lynked: Banner of the Spark PEGI 12
Rating
8.0
262
41
Game modes
Multiplayer
Features
Online players
2
Developer
FuzzyBot
Publisher
Dreamhaven
Release 22 May 2025
Platforms
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