
Build a mobile fortress on the back of a giant and mysterious walking Tree and embark on a journey in this merge of tower defense and colony simulation.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Thai, Traditional Chinese, Korean, Simplified Chinese, French, German, Portuguese - Brazil, Russian, Spanish - Latin America
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
What is it ? A simple colony development simulator under duress from bad guys. Obtain resources. Build up your settlement. Ward off attacks from the bad guys ( game timer ). One small gimmick - your colony has legs and moves. So you stay at a location, harvest it, move on before the dark storm ( another even more obvious game time ) hits you. If you're into these games then this game is a very familiar mash up of Wandering Village and Craft the World. If Craft the World had a wandering settlement as you get in Wandering Village, you would get exactly this game. EXACTLY. Both of those games are strong. Surely, you can't go wrong with welding them together right ? Well. Yes and no. The problems with this game all stem from the glue bits in between that aren't a copy of either Wandering Village or Craft the World. There are many quality of life irritations. There are many, *many* balancing issues. There are game design decisions that have you scratching your head. A lot of these things are not, in an of themselves, game breaking. But when taken together they build up a wave of overall irritation with the game. And *then* add on some truly ... questionable game pacing difficulty issues and you end up in a place where, the bits various better games are there. But they have been brought together not in an orchestral harmony, but more like the orchestra has been kicked down the stairs in a series of sad parps, broken strings and the occasional crash of landing cymbal. It's *almost* there. With a bunch of quality of life improvements. Some serious overhauling of balance and pacing. The game could be excellent and fit in that blend of Wandering Village and Craft the World. As it is. It fails. I Thought I would really like this game, being a fan of both of its clear influences. I tried. But. It's just too much of a mess for me in the end. Balancing required - payoff versus investment vs actual changes that make a game playthrough difference for any of the upgrade in roguelike mode. This feels like an absolute afterthought, thrown at the wall, zero testing or thought about satisfying progression. Technology advancement - some of it is almost placeholder. Some of it is pointless until certain things trigger. Other bits of it are wrongly paced, by the time you get it, its pointless. Some of them don't match well - looking at you room techs. It's just an odd design mess. Enemy scaling - pacing is all over the show. From too easy. To too hard. Also the game does a terrible job at signalling pace changes and progressing you smoothly in a satisfying way, and just relies on you finding the janky edges and trying again. Many QOL improvements. The building of rooms is flat out *terrible*. It starts ok. But quickly devolves into misshaped rooms, extra pillars, instantly disappearing rooms, ugly "build overs". It's horrible. For instance. Try building a room with a shared support pillar. This is fine. You can do this. Surprise. It will destroy one of the rooms for you instantly, resulting in a huge loss of supplies. Yeah. Don't do that. Thanks for telling me that ! "No problem just build rooms over the top of each other ! " I could go on. Flawed game. Lots of interesting pieces that have been successfully done before. Doesn't stick the landing. I'd go play Wandering Village and Craft the World instead ! Perhaps in future a lot of these issues can be patched. It's certainly salvageable with patches. The core game is there. But then that depends on appetite for doing this, and speed of update. Shame.
After playing for a while, I ran into both bugs and some absolutely insane balance issues. What kind, you ask? Bots that are slow and useless, guns with less than a 50% chance to hit, plant growth that’s critically slow, a painfully bad build order system, and debuffs so ridiculously harsh that gathering materials becomes a complete nightmare. And this is all on the lowest difficulty setting—yet it feels like I’m playing on the hardest one. No matter how many times I restart, I’m forced to manually control the turrets just to make them actually hit something. Why? Because ammo is limited, and they miss all the time. What kind of game is this? It’s already hard to land a shot, and then it reduces your accuracy even more. There’s not even a proper aiming guide, even though the shooting uses a curved trajectory. Then there’s the requirement to kill demons just to build bots—and on top of that, you have to split them into different types just to get special buffs? And that massive boss after the third map—was it designed specifically to make sure players can’t progress or what? People who say this game is fun—I’m honestly shocked. Your lives must be fueled by challenge for breakfast or something. I’ll give credit where it’s due: the art style is great. But the gameplay is way too punishing to be enjoyable. Still, whatever—I bought it, so it’s going into my library like everything else.
First impressions: Very slow paced to my liking Second playthrough, a plethora of UI options show up. No option to copy storage settings from one storage area to another No option to reoder production queue of any production building, if you want to change order, you need to delete the entire queue and recreate it No option to copy priority settings between golems No option to copy meal settings between golems A single priority system, other games of the genre have a multi-priority system, with high/medium/normal/low/very low priority with is very similar, easy to implement and better by several orders of magnitude Golems tend to ignore priority of tasks, you need to manually block tasks that they are inneficient, because making a priority to golems that are better at those tasks does not guarantee that those golems will be the ones assigned to the task, like farming or production. In short, game is a diamond, wrapped in coal, dipped in excrement. Will become very good once clean and dipalidated, but so many similar games have been abandoned by developers in recent years that I don't have my hopes up And the worst design issue. BY FAR. The autosave happens once per stage, I repeat ONCE. PER. STAGE. So, if you take your time exploring in the casual mode of the game, for like an hour on the map, and the game crashes or you lose power for whatever reason, you lose yoru entire hour of playtime, I repeat, because of a ridiculous stupid retarded system that saves ONCE PER STAGE you can lose HOURS of gameplay because the game does not have a proper autosave system.
Genuinely cannot recommend this game to anyone until they fix their lack of tutorial. Going in blind is very frustrating.
Good game with a creative idea, however i would like more things added and an easier way to traverse the world map, as it is the game forces the player to make due with the resources given from the map and if you are unlucky to receive the same map multiple times you inevitably run out of different core materials.
It's really hard to find a good tower defense game but although this was i did enjoy quite a bit it does have its flaws the devs really had something with this game but dropped it as soon as they finished it its still good but its like one of those things that could easily be improved having to keep ammo stocked for turrets is a nice challenge because in this game you need to balance your resources because you will never know what you will be able to keep in stock especially if you play the roguelite mode which is much harder
It was fun to play. But for some reason, the game suddently unable to work and my data is not saved. it happen 3 times over my 3 hours playing
Very slow paced to my liking
数值描述不清,设定令人困惑,数据用脚填的,更新不发公告,但这个题材确实好玩。半价可入 违建模拟器+塔防+资源管理,交替进行挖矿盖房子阶段和塔防战斗阶段 打怪消耗弹药得到招人的魂和解锁设备的科技点,挖矿造弹药和这帮人的吃的,至少比那些刁民游戏里毫无道理的损失事件负反馈小得多 AI智力正常,人只吃饭不睡觉(当然也不会神经病的末日都来了还要求8小时工作制和有地方看拳击) 挖矿和建筑时会把自己卡到回不来的地方,提示给的很及时解决也很简单,不会因此死人(至少我没死过人) ——梯子不消耗建材太重要了,没有不能建筑这种debuf太重要了,你说对吗某个脑损伤游戏 途中忽然不能召人是设定,一盘游戏总共只能用X个魂(看不到用了几个,建议写在角色名上) X最初是70,会因为你建造世界树抽取器(或者是实际抽取的树液量)降低,比例不明。我造了一个抽取器抽了5格太阳核心的树液后上限变成了48 虽然完全没有描述也不知道为什么要这样,但程序确实是正确运行的,这不是BUG。而是Glitch(程序员的脑子没有正确运行) 通关后会解锁肉鸽模式,最好别玩,不信邪的最多玩到难度3,4和5千万别碰 高随机+资源管理+数值不清+高策略性+苛刻的时间要求+操作繁琐+机械重复,完全是灾难的组合 极重的局外成长,虽然数值是无上限的但因为游戏机制导致实际上有上限(初始资源是掉在地上给你的,三人五天内能造出多大的存储空间和搬多少个东西决定了实际上你能带多少个) 一局消耗的时间和局后复盘消耗的脑力都极高,开局不天胡就是必死。但数值模糊、难度曲线胡扯、完全没有记录功能,导致你要沉没4~6个小时才能发现自己早就已经死了 而且也不知道为什么和下次该怎么办,大概率会无意义的重复“自我感觉好像很顺利但依然是早就死了”的机械操作,直到意识到“在某个时间点没得到什么东西就重开”,然后陷入机械化的刷初始马拉松 ——局外成长缺失了正常游玩难度4和5必备的项目,最大化局外成长之后其实还没满足挑战难度4和5的门槛,要靠绝佳的运气弥补 非要玩难度4和5的话: 首先要死到明白想通关需要有什么(大概5次、每次6小时)然后开表计算软件拉出等于多少初始资源点,重复第一关试出怎么带最多的初始资源(大概10次,每次半小时)带着最多的资源死到试出该怎么分配资源种类和开局科技(大概10次,每次2小时小时)然后机械重复前四关直到遇上“能过关的”那种后三关的随机组合(每次5小时) 顺便一说通关难度5什么都没有,连一个礼节性的Congratulations都没有 ——我就是这么打出工伤的,玩了30年游戏第一次遇到想要求赔偿精神损失费的状况 因为这个肉鸽是某版本免费更新的额外模式所以总评依然为推荐 我写了指南
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