
A fast, casual (And also haunted.) 4X game with asymmetric factions and roguelike elements. Enjoy short, 30-turn skirmishes in a unique setting, or delve into a small story-rich campaign with 5 different endings, all without slow and tedious 'long wars'.
Modeled estimate, not a reported figure. How we estimate →
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About

DR4X delivers fast, bite-sized, turn based 4X gameplay packed with endless choices and assymetric factions.
Finish a skirmish in under an hour, whether you're a Kingdom, Bandits, a Rat King, or a Dark Lord. From ruling kingdoms to managing Inns, to battling demonic goats.
The options are endless in DR4X.
Chaotic fast paced gameplay!
Story rich single player campaign with five endings, meta elements, and fully voiced briefings, where each mission has "standard" and "unconventional" victory!
Highly customizable skirmish mode with almost limitless options!
Asymmetric gameplay, No two factions play the same!
Faction-specific gameplay and goals!
A beautiful, original soundtrack.
You can pet a dog. (Yes, you read that right!)

DR4X includes an in-depth skirmish customizer, allowing you to design (and share) distinct fantasy settings complemented by a broad range of gameplay styles! Decide your realm's age, its savagery level, the types of bandits and kinds of monsters, invading dark forces, and much, much more! Occasionally, your skirmish settings even unlock new win conditions.
Once you've made your choices, the world is procedurally generated, incorporating elements like artifacts that are randomly created in accordance with the age of the realm.
After which you can dive into a lively ever-changing world where, without intervention, dens of beasts and camps of bandits will spread across the realm on their own, paired with unique random events that bring the world to life based on your settings.
Before jumping in you can choose your faction and each faction uses different resources and completely unique playstyles.
Research powerful technologies and utilize game changing "Tile Effects", such as the Cult's ability to do a "Mass Sacrifice" when building hideouts! Or the Kingdom's ability to Annex all surrounding buildings by building a guard house next to them!

Do you want to fight other empires? Or destroy the monsters infesting the realm. Or maybe even be the monsters infesting the realm! It is all your choice!

If you're not inclined towards skirmishes, the game also offers a unique single-player campaign, complete with five endings and a series of unlockable missions. Each mission has voiced briefings, reminiscent of classic retro games, and has multiple 'routes' to victory. Set against the dramatic backdrop of a realm under a mysterious invasion, this campaign blends modern, story-intensive visual novel elements with completely unique meta horror aspects and 'Coffee Break' 4X gameplay. There are 5 different possible endings!

Everything is fine.

Its. Perfectly. Safe.
DR4X, An RBI Game.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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
Came here by chance, but will stay for longer. I found this game looking for and ES3 tutorial. BTW thanks for tutorial, helped me a lot. Oh man, where to start? This is one of the most unusual game I found for a long time and this is definetly a very good side of this project. I love how oryginal, bizzare and bold this game is. Moreover the design is great, balanced well with so much fractions, the asimetry of the game, mate this will be an absolute gem, but for now there are some issues to adress, but when the problems will be fixed this game will be a total hit. So about feedback: readability, readability and once more readability. This is definetly the biggest issue right now. It seems that you reevaluated graphical style much over the readability. I love your artstyle, but at this moment it is on a edge of unplayability. The best example here is the commands at buildings. On this small panel you can see/browse just 2/3 commands on a time and this is a big part of this game. Also you need always to click the commands to unravel it and this is a mechanic which is used constanly. IMO you should rebuild it completly, maybe seperate commands and building details into tabs or a different panels? Consider making different panels for buildings and units. Next there is quality of life issues. As I mentioned earlier access to commands should be easier and there is also another subject - informing player about idle units. There is a button to scroll by the idle units, but it takes into account units that have action points and can't use it or units that has 0,5 movement points left and nowere to go. What you should do is check if the unit (after using movement points) can use its action points, if not it shouldn't be consider idle. The same with units with 0,5 movement points when they can' go anywhere this turn. Also the marking of unit that finished its turn is not clear. This hourglass that is displayed is too transparent, you should think about other way to communicate it. Also if you implement this idle checker you should go further with it and do some reminders of units with movement and action points or for units that can attack, towers and cities especially like it is in civilization with guarding commands for example for garnison forces so they won't be showed idle. It will be awesome if you would adress this problems, because you and your game deserve succes. The design, graphic style, this unique atmosphere needs to be seen and appreciated. Good luck.
A fun enough little 4X that, even setting aside the metagame business I still haven't made much headway in delving into, I have a pleasant time trying to carve through my enemies and establish my realm/bandits/monsters/whatever else as the Biggest Lads In The Room - though the difficulty can be a bit much depending on settings (which is fair, really), the economy tends to feel prohibitive in terms of actually giving you the resources you need to fight (less great but workable), and I could stand to have some quality of life improvements, like some sort of terrain encyclopedia of who's good on what so I don't have to trial and error it. And maybe something to explain why my catapults sometimes just seem to do nothing to buildings they're not even disadvantaged against. Still, setting aside jank like that, this is pretty cheap early access and the dev seems like a good fella dedicated to working on his game, so I've got my hopes up.
I've followed this game before it was released, intrigued by the preview images and videos. That and early gameplay videos managed to persuade me to purchase the game on the day of release. It was also the same day I completed the campaign. On the surface, the game is a relatively simple but interesting 4X strategy game. What makes it interesting is that variegated options and sandbox elements are available. As short as the campaign may be (at the time of writing, it has 5 stages), the skirmish mode offers incredible replayability. It allows you to assume the role of any faction encountered in the game, including bandits or wildlife. But what is perhaps even more interesting is that these features are, essentially, only the pointy tip of a very deep iceberg indeed. Every unit and building you see on the screen has some lore behind it. There exists a great amount of information on every being, every natural force, every faction, or that faction's goal. There is much to learn about the universe in general. However, not all of this information lies in plain sight. Much of it is encoded by ancient languages long forgotten. To truly understand the "game," and the universe one finds themselves in, it is essential to decipher these dark secrets scattered throughout. Each secret leads to the next, and with some effort, step by step, the world unravels before you. The forbidden mysteries have touched my mind. Gradually, and subtly, my perception of the game changed completely. While at first I dismissed certain clues as unintelligible distractions, I now seek them out intentionally. The more I learn, the easier I can connect these fragmented splinters of lore, which I find very fascinating, and I am intent on finding the next milestone in my journey into the abyss... Ce Dqelokzcln! Ce Rysed! Ce Amj! Yc Hawip!
I think I can confidently say that this game is a hidden gem
Довольно любопытный проект. Буду следить за развитием. Thanks, Untrustedlife.
Do not rezist. I mean this game is a hidden gem. It has charm, quirky humour, strategy, good turn based combat, did I mention quirky humour. It kinda is quirky from the get go but it blends right in with the world building and art. You can capture buildings and cities which can produce other buildings or units at a cost of coin and iron but you can find these things and later produce them too. There is a campaign and a skirmish mode. Don't pout about the graphics, do not adjust your monitor- its okay you get used to it. Gameplay wins here. All good. You can tell this game was a labor of love and the price, well, its a zeal I mean steal. What I like about it is the units can have advantages over other types of units and they can find artifacts which can give them a new weapon or buff. But you have to be mindful of terrain advantage, also surrounding an enemy with friendlies gives your men a buff too. What are you doing still reading this, go play it.
Very interesting 4x game with old-school aesthetic, dark lovecraftian vibes and tons of evergrowing game possibilities. Looking forward for dev to make different "game settings" even more distinct and unique. Currently, I'm slowly learning this game at my own pace, but so far it was pretty interesting and promising
很神奇的游戏。 首先它是一个质量很高的《Advance wars》,然后…… 里面藏了个 Pony Island ,什么鬼。
An intriguing experience, definite recommendation if you like snooping around and uncover secrets
Not much of a working game here, and the writing tries way too hard to be funny without actually being, you know, funny. The jokes go on for paragraphs, then at the end there's a one liner telling you what you actually need to know/do.
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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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