
A roguelite city builder set in a relaxing fantasy world. Explore and rebuild your kingdom to bring it back to its former glory. Defeat hordes of enemies with an always unique team of defenders. Harvest, capture, build, mine, cook, brew, feed and grow. But be prepared to watch it all burn!




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Datos técnicos unificados de Steam, Steam Deck, ProtonDB, PCGamingWiki e IGDB.
| Idioma | Interfaz | Voces | Subtítulos |
|---|---|---|---|
| Ruso | |||
| Ucraniano | |||
| Inglés | |||
| Alemán | |||
| Francés | |||
| Español |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
This game exposes a small flaw in the Steam review system in that I really like the game, but struggle to recommend it to anyone but the right person. I don't generally recommend it, but it scratches a certain itch. Other reviews are not wrong about glacial incremental progress. The dev has asked in a comment on a negative review what's grindy exactly and I'd like to directly address them while keeping this a review: you are numerically and strictly gated on progress. While this game absolutely has skill involved, a large, large portion of it involves you not being able to progress past a certain point. Worse, most major progression is built around how far you get. The thing is, this game isn't some more story-heavy roguelite where winning on the first run would skip a bunch of scripted story. It's a game where player progression is gated around it. The central progression mechanic in
Let's be clear this game's progression moves at the speed of a tectonic plate. You don't "level up" so much as you "incrementally ooze" toward the next stat point. It's 3 AM. My eyes feel like two dry grapes. But my brain, that traitorous lump of dopamine-starved jelly, is chanting: "One More Run" because every tiny, incremental win feels amazing. But here’s the real kicker. I was 17 hours in. I had my builds figured out. I was a seasoned, hardened veteran of the grind. I leaned back, satisfied, thinking, "I've finally beaten it."And that's when I clicked a menu icon I'd somehow ignored. It wasn't a new skill tree. It wasn't a challenge mode. It was an entire, new separate campaign.
This is poorly described in the tags and promos so here goes: a Rogue-Village, auto-battling, clever resource manager. There's no bullet-hell action (wtf PC Gamer?) there's no deck of cards... at all. Even more of a tower-defense than dungeon crawler for pete's sake. What it is is quite an original and quirky, addictive brain-burner that rewards opportunism and replay. Actually... because of the human and undead versions... it's effectively TWO of those things. It's as if '9 Kings' had a baby with 'Loop Hero' and then it got elected baby mayor of Hell.
Underneath everything, it's a fun game. But holy hell is this the WORST progression, achievements, and grinding of any game I have ever played, zero exaggeration. I used to think Tainted Grail had the worst, but this game takes it by a mile. You have to play horrible units, playstyles, and perform goofy acts through repeated forced failures just so you can eek further to unlock even more stuff. I think the most egregious thing is for each faction, there is ONE optimal build order. ONE. When I say build order, I mean literally build this, then spend this on this, then this, in that order, precisely each time. If you deviate or try something else, you are at a huge disadvantage. Parts of the game are really good, but it's so bogged down with horrible systems and insanely boring and tedious grinding and drip feed progression.
4/10 incremental game. It's ok. This games advertising in deceptive. While a roguelike, a city builder, and a strategy game, all three elements are executed in a fairly shallow manner because this is actually an incremental game at its core and the point of all three systems is to engage with this core purely. - The strategy is pretty much nothing. It boils down to getting the right units at the right stage of the game, putting them in the exact right spot, and calling it a day. It's actually pretty disappointing in practice. - The city building is just on rails. You have slots, you put buildings on them, as the game gets more incremental, you can make more buildings. Eventually it just turns into micromanagement hell where you have to spend an unreasonable quantity of time maneuvering workers from one building to another so you can keep up with the the strategy combat end. - At the
I'm pretty disappointed, but it's personal. This game is a super good idea; but it's not done the way I personally enjoy. I loved the game for the first few runs. My main problem though... This game is solved-by-design. There are 1-2 actual build orders you NEED to do in order to win, and you can only unlock those after like 50 runs. (Ex: Day 1 build tavern, lumber, house, quarry, swap 1 cutter to stone, gather 3 stone, swap to wood, upgrade castle.) 50 near identical runs where if you're lucky, every five or six runs you'll unlock a few things to make those runs take 1 or 2 less in-game-days each run. In the beginning you unlock several things at once, of course. But 10, 15 runs in you realize you're going to do another 10 runs before gaining anything new. This isn't a 'Keep feeding rogue currency into resources for future runs.' kind of game. This is a 'Find a wood statue that adds
Discusiones estructuradas, desarrolladores verificados y experiencia de jugadores sin el ruido del chat


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