
Tabletop Tavern: RTS meets roguelike chaos. Recruit mercenaries, command them in real-time on a tabletop battlefield, and face endless goblin hordes. Unique runs, tough choices, infinite replayability.
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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Russo | |||
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo | |||
| Spanish (LatAm) |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
its a blast, needs a co-op campaign for 2-3 players! Just bigger battles and more strategy
Pretty cool game. Lots of potential. I WISH there was an endless mode, where you can fight increasingly harder maps or acts until you die. The fact it just stops after act 3 is disappointing. I was ready to continue the story of my army and making them stronger. Please if you could add this mode I'd be so hyped. Just an endless mode until you die. I was looking forward to continuing my army's story for many acts still.
Foreword: I have played Total War as my main gaming series since I was young back with Rome 1 on disk, if you're wanting combat like Total War then buy the game and try it out, it costs less than a Warhammer Total War DLC. I wholeheartedly recommend the game even if later in the review I will list a few nitpicks. I did play the demo before release and thoroughly enjoyed my time. REVIEW: Tabletop Tavern is part of the new crop of 'Total War-likes' that have been announced this year. Instead of trying to copy the current day Total War one-to-one, the developer has made their own blend of the various aspects of the series and added their own roguelike flair and an art style distinct from other RTT games. Despite looking like they borrowed more from Warhammer Total War than it's older predecessors, the combat is more akin to older Total War Engine 2 games such as Rome 1 & Med 2 in that mor
I'm speaking as an indie dev myself. This is a great project at a very fair price. Is it as deep and polished as Creative Assembly Total War games? No. Is it as content rich as other Roguelites? No. It is, however, an extremely well thought out merger between two popular yet still relatively niche genres. It does a fantastic job blending the elements of both top down battlefield commanding as well as the randomized, progression unlocking Roguelite adventure system. Furthermore, it is getting consistent updates from a developer that actively listens to their communities feedback, including making changes for the good of the game despite not fitting with the developers own original vision. This is a damn fine developer and I wish them the best of luck in their career. For the old players, maybe check back and see if the changes they've already made have addressed some of your concerns
This review will be edited and expanded upon this weekend - probably - maybe. First things first. This game is NOT an intricate tactical game worthy of replacing titles such as Master of Command, Total War, WARNO, or similar titles. It is NOT an in-depth RTS game worthy of replacing titles such as Warcraft III, Tempest Rising, Age of Empires, etc. It also is NOT a complex roguelike with deep progression like Dead Cells or Rogue Legacy. This game is a much-needed, arcade-depth tactical game with substantial intricacy and procedurally generated content to consume for a few hours at a time and scratch that tactical RTS itch while offering the opportunity for some limited meta-progression to keep things somewhat fresh and interesting in the case of many, many hours of gameplay. It also is an impressive, one-man project that is well worth the price point, which promises free updates for it
Bought this game to relax after work. I have now developed a personal vendetta against several fictional people. They know what they did. 10/10
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