
Dead Monarchy is an open-world, turn-based tactical RPG set in a low fantasy world. Personally lead and manage your mercenary company as the captain and embark on your personal quest to defeat the arena champions.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
game is cool i definitely have high hopes for it. would like fantasy races/monsters but either way great game already.
Turned based RPG with little hand holding. You can play it safe and grind or make it as difficult as you want.
TIME KILLER ,EVERY THING SOOOOOOO SLOW .same thing over and over RNG thing to get peop-le with 3 good parks to build off takes foooooor ever,instead of makeing this game better they make a new game just like it WTF Y MONEY just make a dlc ,no 0 quality of life . wan i say time killer i meea that
There is potential here but it needs longer in the oven. Main issue is that it is much to repetitive with almost no variability.
[b]Actualizaciones continuas[/b], un buen abanico de armas, armaduras, enemigos y tácticas, y por sobre todo, [b]mucho amor por parte de su desarrollador[/b], que creo que es lo más importante para que un proyecto llegue a finalizarse. Un gran punto a su favor es que no te lleva de la mano, si no que te deja sufrir si así lo quieres, o si no te fijas en lo que haces.
good game but the stuttering is killing it for me sorry
I like it.
i know im only a few hours into but so far ive enjoyed the game learning the different perks and how to build up your troops into a fighting force thats unstoppable is really interesting, i cant wait to see where this game goes
I hate to bash on a game by a solo indy developer but this game needs a lot more development. During hitches the camera can fly off the map and you have to switch screens to get it back. The UI needs to help the player a lot more, it doesn't do a good job of explaining the basic mechanics, or expose enough for the player to make good decisions, and it's just clunky to navigate with unnecessary screens and lacking explanations. The only strategy I was able to figure out after an hour was to look at the manual, memorize what weapon does what, then try to match that circumstance. Without the manual it would have been impossible to play effectively. Also the randomness may work for a game from 20 years ago but today it feels cheap. Why are coins laying on the ground, that respawn at random positions? Why is there a cooldown between missions, meaning if I want to focus on only combat I cannot? Why are so many missions offered to me, which breaks the immersion? The day/night cycle doesn't seem to add to gameplay, just meaning I can't interact with things during the night though this is not explained. I could go on, but really this game just needs a designer who is focusing on gameplay rather than putting a bunch of random stuff together.
This is the "we have Battle Brothers at home" game. I'm tired of the "solo dev" excuse being used whenever a substandard game is being released. Also, "the game is hardcore/sandbox and won't hold your hand" is a disclaimer which basically means "there's no tutorial to walk you through the very user-unfriendly interface or explain how to interact with the game's basic systems". Speaking of the systems - I couldn't really interact with most of them. From the start you have a "quest" which tells you to go into the nearby city and kill a dude, but it mentions that you will need to get stronger before that - by recruiting new people and fulfilling contracts. Yet the only thing that I was able to access in the city was the market - for some reason all the other "buildings" didn't have any available options like recruitment.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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