
Armageddon Empires is a computer turn based strategy game that takes the best elements of collectable card games, board games, and computer games and brings them all together to provide a unique interactive strategy war game experience.
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Languages: English
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a worthwhile game. It's fast-paced and tense. I like the concept behind it as well: Mutants, Lovecraftian monsters, robots and WH40K space marines and imperial guard facing off is a pretty cool idea to my mind. The play is pretty cool, too. Do you want to play a board game? Play this. How about a deckbuilder? This game has that as well. If they could throw in some RTS or FPS elements The game would be near perfect. One can finish a small game in an evening and even the large ones should be finished in two. There are shortcomings in the game. Combat is pretty clunky and cumbersome. Movement on the map can be frustratingly slow, supplies constrained by terrain and resources unfairly distributed by the map generator.
I have about 2 hours on Steam, but back after it released in the late 2000's I sunk a ridiculous number of hours into this game that's probably only matched by idle game playtimes. The UI is janky and the mechanics can get downright arcane, so it's not for everyone, but if you want a deep hybrid board/card/4x with near infinite replay value, this is for you.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A few years ago I had searched in vain if one could still find the old installer somewhere, because I loved this game very much. It looked as if the author would be gone. I was very sad. This is why I was really surprized a few days ago to discover that it was now available in Steam! So like many others here, I didn't hesitated and bought it a second time. This game is a jewel. Of course one would prefer to have the possibility to have the map in full screen, etc... But even so, it is, as far as I know, and in my humble opinion, one of the best strategy game of the whole PC games' History.
Great game
[*update*; the whole problem was caused by connecting the steamdeck to a television with a hdmi cable. Now it’s unplugged, the buttons at the bottom of the steamdeck tiny screen register (turn green, are clickable) and the game… works!! it works fine! game is ⭐️⭐️⭐️⭐️⭐️/⭐️⭐️⭐️⭐️⭐️ stars. love the card art, and the cool soundtrack.] Tried to play on steam deck, and for some reason I don’t understand, the buttons at the bottom of the screen don’t seem to register the cursor (I tried to find answers and found something about ‘ui overscan’ that could explain it. Attempts to change screen resolution settings failed to resolve the problem) so this proved unplayable on steam deck. But when I had a desktop computer, I remember playing this game a lot and loving it, (aswell as Vic Davis’ other game Solium infernum) so even though I can’t play it now, it’s still deserving of a good score) - desktop computer recommended for this one, though. [*edit* ; works great on steamdeck - it was the television that ‘broke’ it. Luckily my eyes haven’t failed yet so I don’t need a giant screen to ocularise this masterpiece] Hail the Machine Empire ⚙️♥️ [one of the discussion entries says it “works a charm” on steamdeck. Maybe this is true and my particular settings are set wrong somehow, but I’m not clever enough to work this one out - *edit* ; it was hdmi to tv connection! fixed! **does** work a charm on steamdeck, after all]
This is an amazing turn-based strategy game from Vic Davis the creator of Solium Infernum and a few other indie gems. it has incredible strengths and a couple of glaring weakness (the latter were sadly not fixed in this re-release). Any fan of strategy games, particularly turned based ones, should definitely give it a try, especially at this very reasonable price. The strengths of this game lie in its uniqueness: - Four very different factions each of which supports multiple play styles, and with unique units, heros, tech trees, and crafting resources. - Simple yet compelling logistics. Supply range is a key aspect of the game, and yet it's elegantly implemented by making supply distance respect terrain movement costs. This makes it tough to push supply through mountains or over long distances, and forces players to think about building and defending supply bases. - Scouting and intelligence gathering are crucial. Most units have zero visibility outside of their own hex, which requires players to include scout units in their deck and use them wisely. Sending a non-scout/non-stealth unit on exploration is a recipe for disaster, since it can stumble into enemy armies, minefields, etc. - The game ends when you have captured or destroyed the HQs of all your opponent's bases. That makes base-hunting a tense and enjoyable aspect of the game, since if ever leave your base undefended, a simple recon unit could capture it and end the game. Or if your opponent locates your base, they can either send an army to capture it (assuming they can secure a supply chain that allows them to do so), or they can use WMDs or airstrikes or saboteurs to eliminate your HQ building. The restricted based placement zone is the only weakness here, since in practice you know roughly where your opponent's base is every time. - There is a wonderful variety of neutral units and facilities to encounter on the map. Many are references to post-apocalyptic media for those who enjoy a wink and a nod to Mad Max, etc. - The interface is clean and easy to read, and the card art is amazing. The game does have some pretty serious weaknesses that I wish Vic would have fixed by now. Some are much easier to fix than others, but still... - Die rolling takes far too long. Each roll takes about a second, which doesn't seem like much, but when you've got about a thousand die rolls per full game, that adds up to a lot of wasted player time. It's particularly frustrating at the turn initiative screen, where you can spend ten seconds watching the AI reroll ties against itself. There should have been an option to skip all rolling animations and go straight to the result. Vic, if you're reading this, please implement and I will pay you $500 (or donate it to a charity of your choice). It means that much to me, and I suspect, to other players. - I wish the zone in which bases could be built was larger. Base hunting is one of the unique mechanics in the game, and yet the restrictive zoning means that after a few games, you know roughly where to look. - The supply overlay is crucial to making many decisions, but after you turn it on, the game turns if off between turns. I wish it didn't do that. I also wish the other overlays (intel, explored, etc) would display on the map, not just the minimap). - There is no multiplayer, likely because it would be too tedious to run battles for most players. That said, I would love to try hotseat multiplayer, even if it meant putting some aspects of the game on AI (example, the defender could be AI-controlled even if there is a battle between players). - i am not sure if the game is well-served by the deckbuilder mechanic. If you don't draw the cards you need in the early game (stealth heroes and/or recon units), this can really cripple your progress, and when you discard cards to try and draw new ones, they are gone forever, crippling your late game potential. I think discarded cards should be shuffled back into the deck. Or ideally, early game there should be an ability to pay a premium in action points (say 6 AP) to draw a specific card from your deck. That would ensure that players could at least get one scout out in the early game, at the cost of using up most of their APs. - This last complaint is perhaps shades of tinfoil hats, but I'm pretty sure the RNG is bugged. I've noticed a distinct tendency for offensive rolls to underperform, and defensive rolls to overperform. So a 7 die attacker loses to a 3 or 4 die defender far more often than chance would predict (and this is even after accounting for the fact that defenders win ties). I may or may not be right about this, but it's always bugged me.
Very board-gamey, but not bad at all.
什么时候能汉化呀这么好的一个小 游戏
one of the goats of tile based 4x games. the ui has not aged well but i played the crap out of this when it was only for purchase from a website ages ago. so happy to see on steam. there is a learning curve but once you get the basics down its a fricking joy to play if this kinda style is your thing like how other reviews its like fallout meets war game and i feel that's accurate as each new game generates a new map with many cool things to discover. i love this cult classic
This game seems interesting until you start playing. It's based on rolling dice to determine the order of turns or determining the winner of a battle. The problem is that the dice are rigged against the human player. You can roll 10 die but your average return is 2.5. You will spend all day reloading the save game and trying again over and over until you get something reasonable for a turn. You also have dice for fate and did 8 straight rolls with 0 positive dice rolls. Statistically that should happen 0.78% of the time. Yet it is fairly normal in this game. To top it off, the opponents have units that you can't see that once they spot you will kill you in one turn and there is nothing you can do to defend it. Then, if you get past the early stages of the game, there is no competition as the AI gives up and sits around doing nothing.
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