
Diplomacy is Not an Option is a strategy game set in a medieval fantasy world. Build your town and defenses, raise huge armies and fight against massive hordes of enemies. How long can you survive?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3.86/day in the week to Aug 24 → 8.43/day in the week after.
About
Diplomacy is Not an Option is a base-building RTS where your task is to fight against vast hordes of enemies. Over 25 THOUSAND of them will storm your castle on procedurally generated maps. To survive, you must build fortifications, raise armies, master engineering, economy, and even magic (the active pause spell included).
Experience warfare on an entirely new scale in the 4 game modes: Endless Mode, Story Campaign, Challenge Mode, and Sandbox Mode. Additionally, you've got the Map Editor to create your own scenarios in the medieval fantasy world of Diplomacy is Not an Option.

Your king is an egocentric pig who has driven the country into an economic crisis with his mindless money-spending. This problem, however, is mostly yours. After all, this is your feud, where peasants are revolting because of unfair taxes.
You can suppress the rebellion, or you can join it. But it's a long road to the end goal. A road on which you will encounter the mysterious tribe of Sarranga and the Undead who worship hard-rock music. No matter which faction you join, casualties will number in the thousands. And siege weapons will mercilessly blast crowds of your enemies. And legions of loyal troops will give their lives for the success of your mission.

While admittedly tongue-in-cheek, the laws of physics are still deadly serious in Diplomacy Is Not An Option. Every arrow, catapult stone and enemy launched skywards is physically modeled, making for a tactile and coherent battlefield. Just make sure your troops have towers to shoot from and clear lines of sight, or you might find your best-laid plans embarrassingly blunted by your own fortifications. Consider your gates, your lines of advancement and retreat. Create kill-zones and fall-back positions. You will need to take an active role in combat to get the best from your men.

Even under siege, never forget your castle was built on the backs of the peasantry. Defend your people, and they’ll serve you well. Engage in agriculture and farming, or food can become scarce, and your soldiers can starve on the battlefield. Build houses, bury fallen soldiers and peasants to prevent plague, and treat the infected when death comes knocking. If you do not care for your people you may soon find yourself overrun with the most unpleasant troubles. Like empty stockpiles, unrepaired walls and running dry barracks… or be overrun literally with swarms of zombies. And no lord wishes to see zombie apocalypse in the backyard of his castle, right?

A functional army requires a functional economy to support and feed it. Food, Wood, Stone, Iron, and Gold are the foundations of your city’s economy, and you will need to watch your supplies carefully if you are to meet the advancing foe in a timely manner. Gather resources, choose your storage locations, plan your expansions and upgrades with care. The enemy will not cede their lands willingly, and unprotected civilian expansions will have consequences of falling prey to the hostile incursion. Trade, via the impressive merchant dirigible, bringing emergency supplies of food to feed the men, or stone to rebuild the walls. Can you strike the balance between greedy expansion and security?

If life gives you lemons, make lemonade. If you’ve inherited a cursed kingdom, why not master the dark arts ? Sturdy castle walls will protect you from most ordinary threats, but in Diplomacy Is Not An Option you're also be battling undeads. So why give them a monopoly on magic ? There is a dark history of tainted power that stirs zombies and traps wayward souls. On the lighter side: it can also be used to call down really very big fireballs onto your enemies. So enjoy that too. Build magical monuments, harvest soul crystals and give a try to a maniacal laugh as searing magical beams tear through your foes and summoned ghosts to chase down the stragglers.

The game has been designed with freedom as a core concept. Go beyond the campaign and crush your foes as you see fit in Endless Mode, Sandbox Mode or Challenge Mode. Develop your own personal strategies on procedurally generated maps. Go heavy on walls early, build large armies of cannon-fodder, or pursue the macro game of greedy growth and costly investments. Play battles in real-time or use pause constantly to keep everything in your hands. Will you be able to stand on a par with the most acclaimed generals in the world, like Joan of Arc and Genghis Khan? Finding which style grants you the most success is up to you.

As in real life, stupidity and greed lie behind most problems, but here it is far too late to talk it through. You have no recourse to resolve this peacefully. At this stage: Diplomacy Is Not an Option!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 12.7Kreviews | 86% | — | $11.1M |
| $11.99−60% | 73ratings | 78% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1035 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏本身还是很有意思的,轻量RTS玩法加上一点经营建设的东西,但这游戏的难度实在是过于离谱了,防住没奖励失误有惩罚,还是足够你直接重开的那种,所以心态不好的玩家建议PASS 总结一下问题主要有三: 1、玩家的成长跟不上游戏内难度的提升,除去战役极个别特殊关以外,所有的关卡都会定时刷新怪物攻势,而且是逐波增强的,后面甚至会出现多点出怪,数量以千计,而玩家发展防御力量还要兼顾资源生产特别是升本需要大量资源,导致防御力量发展跟不上,不升本的话低级兵在后面第三波左右就吃不消了。而你好不容易升到三本的时候,敌人的数量基本已经不是高本兵能拉得住的了,必然会大量漏怪,这就是游戏崩盘的开始 2、前面说到后面必然漏怪就引出了另一个问题:这游戏的建筑极其不耐打,二本城墙在有近战兵和投石车类武器的牵制下尚且只能坚持十多秒,更别说民用建筑了,真就跟纸糊的一样,只要漏掉一小支怪(差不多10个左右),你辛苦建设的各种设施基本都会被瞬间拆掉一多半,到这个时候,你毫无疑问只能重开了,因为下一波攻势给你的时间根本不够你恢复生态和防御能力的,更不用说加强防守了,而敌袭是[b]定时且逐波增强[/b] 的! 3、缺少敌袭路线指引,游戏会在敌袭的前一两天给一个大致的位置,告诉你会从哪里进攻,但这个进攻路线会受到地形的影响导致玩家判断失误,而全局的敌袭方向往往是2到4个,要是后续攻势和前面一致,你还可以凭借记忆来分兵防守,如果从第二波开始出击点和上一波不一样,那就意味着你有很大概率防守错误的路口导致崩盘,不要跟我说可以建城墙,原因前面已经说过了 给制作组的几点小建议: 1、给一个可能的进攻路线提醒,因为玩家在开局没那么大视野,不可能提前知道地形会怎么影响敌人动向,这样可以减少玩家判断失误的可能 2、敌袭难度曲线下调,特别是第6波以后是多点进攻,建议把这个多点机制取消掉,或者往后推到更晚的波次,因为正常玩家打到这个时间也就够升个三本的,兵力根本不够多线防守,现在第6波基本就是个鬼门关,尤其是战役有可能存在其他目标的情况下,第6波就算防住也要吃大损失,往往没什么可能继续去完成主要任务了。 3、建筑物的血量提升一些,按现在这个强度环境,城墙血量后面直接加个0都不过分,我是认真的。因为这个游戏所有的建筑物自身都没有攻击能力,唯一的作用就是迟滞敌人进攻,但现在建筑的血量,即使是城墙在敌人面前跟豆腐也没什么区别,我军队跑几步路支援的时间都能被它们拆光这也太不像话了,至于民用建筑更不用说,漏几个怪的后果基本就是家里跟暴风过境一样剩不下几样东西了
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Korean, Traditional Chinese, Turkish, Portuguese - Brazil*languages with full audio support
| $29.99 |
| — |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Look, on many fronts, this game is actually great and has some really cool things about it. But in my experience, it’s hard to tell what is a game engine bottleneck versus an intentional design choice. For starters, do your archers magically have perfect aim on the ground behind walls, but not when you actually put them on your walls or towers? Because the moment you put them up there, their projectiles literally hit your own walls or towers sometimes instead of the enemies, which is just stupid. Subjectively, I don't feel like the walls are worth the headache. What do I mean by that? Yes, I build them. Yes, I make 3 layers of them and put 1-2 rows of the wooden towers behind for extra range. But after each wave—especially if you have a complex castle shape because you expanded organically to grow your city when you needed resources—going back to manually repair and fix a wall here and there is just not fun at all. That’s why I say it feels like it's not worth it. An auto-rebuild feature would be great here. Personally, I am no fan of micro-managing units. The game presents the opportunity for an amazing castle sim with strategic, tactical gameplay, but it just doesn't seem true in practice. I managed to do a few missions on regular difficulty and started both the Rebel and Royal campaigns, but eventually, I got tired of the micro-management and the tech tree. (At this point, I’ll just take any upgrade I can take). Anyway, I thought to myself that I at least want to finish the story quickly and see how that goes, so I’ll take it easy and just go on the easiest setting. It was okay for seeing some of the other missions while I was slowly learning the tech tree and units, but on the mission to build the Temple, everything went all south. Even while using the pause button, the micromanagement for that specific mission feels especially annoying. Since your horse archers and horsemen lack an auto-ability to attack and pull back, I found myself either investing too much time into the economy and falling behind on attacking nearby enemy settlements, or the exact opposite. This is the easiest difficulty, and I think that's a bit ridiculous. Other missions are punishing but doable on normal—this one, not so much. Again I know personally and I'm clear on the point that I'm not a fan of babysitting units. For players coming from Starcraft here most of the units play as if you're zerg, if you want an experience that's more terran or protoss like you're not gonna get it here imo. Swordsmen feel like a pretty good choice with upgrades archers too, but things like the 10% wall health upgrades? I don't know if they are worth prioritizing against some of the other tech and the added time it takes for enemy waves to chew through it, it's tough to say what the exact ROI is in investing in that side of the tech tree and when. Personally, I would love a way to queue up research. Having to open the menu every 2–5 minutes (depending on how much time you spend in pause) is personally very annoying. I already know the exact order of research I want to do, and it’s basically the same for me every game—just let me queue it up! On a related note combining these management points, it would be nice if you could build production buildings even if you don't have the free population to spare yet. Why? To free up resources and keep your builders busy! So you don't till morning when your new people arrive. Otherwise, the moment free people arrive, you are already wasting a lot of time waiting for builders, free people sitting idle, even if u have a good amount of builders houses ready whereas the buildings could have been ready in advance to minimize downtime. It would also be great if you could separate the settings on the builder houses so you can choose if a house should do repair only or build only. That way, you could keep specific repair teams close to your walls. On the combat side, I see everyone online recommend crossbowmen, but I think given the higher shooting rate of archers, it really depends on the enemy and wave type you are facing. Upgraded archers can still be a good choice for defense on your walls because of that fire rate. They both have their use cases imo depending on which enemy faction you're facing. I see some people say, "Look, at least on easy difficulty you should be able to enjoy the game's art style and the castle sim aspect." I agree the art style and assets look really great and nice, but the reality is that if you are busy focusing on everything else, you never actually get a chance to focus on the visuals at least on easier difficulties I think you should be able to enjoy this aspect of the game but it just doesn't happen. The game itself usually shows a clean, single layer of walls in the trailers and store photos, but your fortress never looks that nice and clean in actual gameplay. Even if you wanted it to, putting 3 layers of walls down doesn't connect nicely together to make a single "deep" wall anyway—it just ends up looking like you are spamming 2–3 raw rows of walls like in Age of Empires II, which is a shame. The trailers present these beautifully designed cities, but in actual gameplay, trying to build like that is completely unwise. I've seen other people mention you just have to keep some troops there ready but usually with a well designed wall that's not been necessary for me. Finally, the resource logistics are another micro-management pain if you care about minimizing travel time for your workers. Until you unlock the Forester Cabins later on, you constantly have to build new stockpiles nearer to the lumberjacks and manually set them to "wood stock only." You are forced to choose between two annoying options: A) An inefficient central stockpile (like in Stronghold), where your workers spend ages just walking back and forth dragging stuff instead of producing. B) Constantly building stockpiles close to the work wherever it moves. This minimizes downtime travel and gets you more resources per worker, but it comes at the cost of high APM. Yes, you can pause to do it, but it’s just one more task you are forced to babysit. Since minimizing worker downtime travel is key in my experience, having to constantly manage these local stockpiles is just an extra friction point to worry about. I quite like the game on many fronts, but because of these choices, you don't actually get to enjoy the castle sim aspect much at all. Played 36hrs so far maybe I'll play more idk if I'll feel like it I may give it another go sometime but currently I could not personally recommend it. It's been fun but also tedious. That's probably a good way to put it. May say it's not the genre for me, fair but it does have some nice enjoyable aspects to it, as I said above, I do like the castle sim and visuals of it it's nice and to a great degree for me it's what got me to try the game tbf. Note I played the shareware demo first but I don't think that sets your expectations right for the main game, its micro management and difficulty and general play style.
I absolutely love this game so far. When I read the negative reviews for this game most of them were that this game was too difficult. As a person whose typical criticism of these types of games is that there is no real challenge seeing these types of comments was a massive positive for me since I like a challenge. This for me is one of the best games in it's genre full stop. I am very positive on this game, with a few criticisms, and a few things I hope they add. The Positives -This game is truly difficult. As someone who is typically very good at these types of games I am actively struggling to get through levels and when I do it feels like I achieved something. -The cut scenes for this game are oddly very appealing and though Scott is entertaining you will learn to dislike his existence. -There is a very good balance of resource extraction in this game where there is an active risk reward to going out building far away to extract. -Moving units though simple is very satisfying and works extremely well. With my right click I can actively have a formation of frontline, archers, and seige weaponry in one spot. -The game balances out your time of attacking, defending, city management, and decision making extremely well. There in most cases is always something you can be doing in the game whether it be microing units, building, upgrading, planning defenses. -The asthetics in this game are both extremely simple but work extremely well. It reminds me very well of the difference between factorio and satisficatory. Satisfactory sacrifices good in depth gameplay for the world to visually look good but even in looking good it feels empty. Where as factorio is lower graphically but the world feels full, the gameplay is immaculate, and it feels better to move/build. This is more on the factorio end. -The enemies are tough, the waves are difficulty, and you need to be a bit unique in your ways of handling them. -The unit types you use in the game actually matter. Usually in these types of games you will buy one unit and be able to steam roll the game not the case here. I thought this was the case when I struggled on one mission but built like 50-100 horse archers and won with ease. Then I tried it again and simply couldn't do it. I like that it keeps me honest and thinking. The Negatives -Walking corpses and being able to visibly see them or notice them effectively. There is a lot of games I've played so far where I have buildings not operating for significant periods of time because I can't see it. Also there are times where I have a grave digger + cemetery right next to dead bodies so you'd assume they'd be cleaned up. Then you are looking at something else, they turn into walking corpses, kill your grave digger and blow up your cemetery. I've tried using ballistas to long range deal with walking corpses, then a citizen dies under your tower, your ballista can not hit it and it kills your tower. There needs to be some tuning to this mechanic. The challenge of it is fine to have but the challenge shouldn't be whether my eyes can physically see it in the game imo. -Scott and Other characters you need to "keep alive" there should really be a way I can put them in a building. There is too many games where a type of character like that gets accidently selected or aggros into units and I lose because of that. Or simply make that not apart of the mission and at a cut scene at the end where scott gets up off the ground after he fell off his horse. What I hope they add to the game -More traps or unique/creative defensive options, higher tiered defensive structures -Add more citizen or troop buff buildings or capabilities such as a citizen happiness mechanics where they work faster with more entertainment or beautification. Or maybe potentially like statues or something like this that give troop buffs when near it. -Potentially like a moat if it can be done in a way that doesn't break the game -More unique resources to the game -As many building, research, or troop upgrades as possible to add to the game. It would be awesome if there were ten building upgrades each stat wise that you could really invest down one building path to get to a tier 10 building. Even if they didn't make large animation changes it would still be cool to have. Needless to say this game is awesome I was truly surprised by how good it plays, how challenging it is, how different it operates to these types of games typically. In this genre games usually have a critical flaw or major missing game mechanic that is not the case with this one. This is a type of game when I play it from a developer that makes me very interested to see what they are able to do in the future and I'd be highly likely to seek out new games made by them. As a person who plays a ton of these types of games this one is worth the purchase that is if you are looking for a true challenge.
Ok I guess after 400+ hours and a DLC announced I can make a review for this. First of all, kudos to the devs for keeping this game alive, updated, with new content and stuff. Here's my review of DNO I'll try to templatize it a bit (2nd part) since I don't often review games: This game is both the itch and the scratch for a base-building logistics-army strategy-tactical game that is one of my favorite genres. It lands in the ballpark of They are Billions, From Glory to Goo and some older titles. But what this game does for me is actually the crazy part. It's like a time-bending loop where my brain goes into this headspace of thinking tactics and strategy, building layouts, map exploration and within like 30mins 2 hours pass by. I've "beaten" the game several times, once when I bought it, and another time a few months ago. I'm also playing exclusively on the hardest difficulty now since I've already learned the what/how/when/why and the actual challenge that this provided turned into 300+ hours of mastering the game. It's super simple graphics but are really polished, bugs are rare, gameplay loop is fantastic, game is updated and I'm actually hyped for the DLC Yeah if you like this sort of games, just go play it, learn it, have fun with it. It's fantastic value for money. ---{ Graphics }--- ☐ You forget what reality is ☑ Beautiful ☐ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{ Gameplay }--- ☑ Very good ☐ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☐ Eargasm ☑ Very good ☐ Good ☐ Not too bad ☐ Bad ☐ I'm now deaf ---{ Audience }--- ☑ Kids ☑ Teens ☑ Adults ☑ Grandma ---{ Difficulty }--- ☐ Just press 'W' ☐ Easy ☑ Easy to learn / Hard to master ☐ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- ☑ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☐ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☐ No Story ☐ Some lore ☐ Average ☐ Good ☑ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☐ Short ☐ Average ☐ Long ☑ To infinity and beyond ---{ Price }--- ☐ It's free! ☑ Worth the price ☐ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ Bugs }--- ☐ Never heard of ☑ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☑ 10 ---{ Author }--- ☑ https://vojtastruhar.github.io/steam-review-template
我会说这游戏很好玩,很有自己的特色,很多人说他像《亿万僵尸》,但除了敌人数量和人口补充机制外我没有觉得他和亿万僵尸有类似的地方。而其中最大的不同,也可以说是本作让我玩起来感觉到很不舒服的一个地方——它没有一种有效的,大范围的,低成本的清除小兵手段。在《亿万僵尸》中这个生态位被震荡波塔占据了,而在《要战便战》中——没有这个生态位,可能有人看到会说,大投石机不是范围aoe吗,但玩下来就会发现,大投石机对怪群的压制作用有限,特别是在《要战便战》本来作为特色的能真实阻挡弹道的城墙阻挡下,而对于那些已经冲到城墙下死角的敌人,基本上就只有菜刀队和站在塔楼上的远程才能解决了,可问题是——远程的对群能力其实不怎么样,这几乎迫使玩家养着好几队菜刀队用来防止破墙。 写到这里,终于讲到了我认为的一个核心问题:其实多养几队菜刀队没什么,多搞几个大投石机也没什么,我可以当游戏特色,现在暂时的兵种多样性缺少没什么,我相信制作组会补上,可问题是现在的经济系统突出了一个最大化操作,我每一次移动树厂范围和拍新的仓库时,都在怀念那个物质虚空传输的《亿万僵尸》,我迫切的想要把精力放在军事上,特别是《要战便战》的前线是必须要看着的,投石机是要手操的,科技要点,工厂要换地方,就连收尸也得画范围。要点的东西如此之多,让我不禁在想,是不是有时候做点减法会好很多。 或者能不能加强一下远程。
I've been an RTS fan for my entire life and have played countless RTS games. This is the most annoying game on the planet. It would be fun if it weren't for the hyper micromanaging. I even love games like cities skylines where micromanaging is at its peak, but here, it could not be more annoying. Absolutely ruins the game. Idk why they showcase these massive battles, to even get to that point, you would need 15 hours to build up to an army like that, and the recourses are so scarce on every single map its nearly impossible. Even on the easiest difficult. I tried so hard to like it but this game is terrible.
整体好玩,但城墙太弱导致与其造城墙不如直接造兵升本,这与购买该游戏的初衷相悖。 我只是想造个布局合理漂亮城市防御攻击,而不是想乱造一气基建直接攀本暴兵去撵敌人。
Diplomacy is Not an Option might be all right as a sandbox game if you just casually want to build some stuff and watch your army fight invading enemies. I hoped it would be somewhat similar to They Are Billions, but this game seems very shallow in comparison. Every scenario feels the same and you can just repeat the same build order over and over. I wish the layout of the map would matter in some way, but you don't even have to care about factors like chokepoints, building placements or where various resources are located. Playing the campaign felt like repeatedly playing the same level over and over again. It seems they added a lot of different units and buildings just for the sake of it, but they often overlap or lack a specific role. When should I build archers instead of crossbowmen? Why should I build a level 2 platform/tower instead of level 1 platform/tower? There is also a tech tree which has very little impact, with techs like "builder +10% movement seed" or "+10% build and repair speed". You can just ignore the whole tech tree and would probably not notice any difference. If you're just looking for some cool battles, you might get a few hours of fun.
The developers seem afraid that allowing the player to become genuinely powerful would remove the challenge. But becoming powerful through competent leadership is one of the core rewards an RTS should provide. Diplomacy Is Not an Option has the foundations of a great strategy game: satisfying construction, strong defensive mechanics, large scale battles, and a campaign with personality. Unfortunately, the campaign often prevents the player from fully enjoying those strengths. Many missions feel designed around narrow, hidden win conditions that can only be discovered through trial and error. The problem is that these lessons often arrive far too late. You can spend hours building your economy, army, and defenses before realizing that the mission was already effectively doomed because you expanded too slowly, triggered an event too early, chose the wrong army composition, or failed to anticipate an enormous scripted wave. In a real battle, there is no restart. A commander must recognize a mistake, adapt, recover, and continue with what remains. That ability to adjust is also what makes strategy games dynamic and satisfying. Here, a misstep often does not create an interesting setback. It forces you to repeat a long mission from the beginning using knowledge you could not reasonably have had during the first attempt. This damages the feeling of victory. Winning does not always feel like overcoming the enemy through strategy. It can feel like finally discovering the specific sequence the scenario expected. Defeat is often exhausting rather than educational because it takes too long to reveal that the run is unrecoverable. By that point, the thought of repeating the entire buildup can kill any enthusiasm to continue. The asymmetry also feels excessive. The player must carefully manage food, workers, housing, resources, and limited soldiers, while the enemy appears able to replace thousands of casualties with increasingly larger and stronger waves. Successful defenses rarely seem to weaken the enemy’s actual capacity. Their losses are spectacle. Yours have consequences. I am leaving this review because the game has enormous potential, and I hope the developers consider the player experience alongside difficulty. Players have finite time. We want to be challenged, but we also want room to adapt, become stronger, and enjoy the systems the game was built around. A difficult game can still respect the player’s time. It should feel demanding, not like work. God bless
Great game! Love the performance, gameplay, maps, and most of all campaign!
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