
Discover a unique blend of Colony Sim and Tactical RPG. Recruit and train your heroes, build your outpost, explore dungeons and engage in turn-based strategic battles to protect and expand your domain. Shape your stories by managing moods, relationships, ambitions and more!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Portugal, Russian, Japanese, Korean, Simplified Chinese, Portuguese - Brazil, Spanish - Latin America
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
Two words ... DEM-Oh! You have nothing to lose by giving the demo a try. There's no time limit ... you're simply capped at not being able to progress beyond level 4. Plus, your save file carries over if you want to continue a game after purchase. Played the demo for about about 3.5 hours today ... was only up to level 3 ... but starvation set in so I had to quit and eat. Bought the game and continued on for another 3.4 hours. So, nearly 7 hours total today ... yeah, I'm hooked. Highlights for me: (1) procedurally generated map, (2) exploration with (3) fog of war, (4) turn-based combat, (5) procedurally generated dungeons. Are you kidding me? That's an insane amount of replay value right there ... can't imagine what it will be like when it's finished! On second thought, forget the demo. Just buy it!
ゲームシステムに興味がありましたので購入しましたが、機械翻訳そのまま載せた感じのローカライズに心が折れ返品。 日本語対応してくれるのは嬉しいが、こういった雑な日本語対応に辟易しています。
Pros: Fun Game love where its heading! Cons: Early Access Beyond the game itself, I had a fantastic personal experience with the developer. I ran into a Game breaking bug, reported it, and to my surprise, the developer went out of their way to communicate directly with me and push a fix in less than 12 hours. This level of dedication to their community is exceptional and speaks volumes about their passion for their game!!
I tried the demo initially and ended up only playing for like an hour maybe less and gave up. It was a bit frustrating for controls and know how to get things started. After it went on sale and seeing a big update adding crafting weapon and armors I decided to give it another go. At first I thought I would give up again but instead pushed a little further and found the game is really great. I highly recommend giving some time in really learning the mechanics and it does work. Honestly for an early access game in the cozy base builder and dungeon crawl genre this is great. Once set up right your base runs pretty smoothly. But again it took some time to really unpack the mechanics as there arent many guides or web pages with all the details (and maybe thats not bad?). I hope for great things for this project and I love supporting small dev teams (or people). Good luck and happy hunting!
Не стоит своих денег! Раз в 5 дешевле, было бы самое то. Сначала игра показалась интересной, прокачка персонажей, данжи, строительство. Но это все бутафория. Строительство бессмысленное - перенасыщено лишними деталями интерьера, бои сложные и неудобные - пошаговая боевка неинтересная, и слабо реализованная в плане механики. Враги высокого уровня откровенно сильнее тебя и действуют как "крысы"(+кажется, что крит удары и увороты, работают не рандомно, а специально что бы сделать тебе больнее в моменте). Обновление с рейдами - кал, враги приходят хай-лвл, видимо зависит от уровня 1ого из персонажей у которого он наивысший. Так же, непонятна механика балист которые работают "онлайн" - при бл* пошаговых боевках...т.е существует 2 механики боя, пошаговая отдельная и "наживую" в открытом мире. Еще странное ограничение, в максимум 4 персонажа в бою, т.е если противников может быть 8+ в бой и в данж могут вступить только 4! персонажа. Нет возможности логистики поселения, т.е если берешь персонажа - выгнать его уже не получится качай как хочешь...даже если он не нужен. И конечно же, куча багов, персонажи тупят, не могут разойтись на одноклеточной дороге и в итоге наварачивают круги на ровном месте. Неприятная механика вступления в бой, когда ты отправляешь отряд, а при старте боя может "зацепить" других персонажей рядом, при этом, при выборе отряда для вступления в бой, не показано какая у них экипировка и сколько ХП....это ужасно неудобно. Думаю игре еще долго выпускаться полноценно. Как минимум механики боев и рейдов нужно менять.
Short version: 8ish out of 10 right now. Some of the design options hinder your ability to start a new colony and make you feel like you can't create something sustainable until you begin running the dungeon. This leads to many initial days that feel pretty grindy. Long version: Combat: 5 out of 10, up to 8.5 out of 10 later. Initial combat in the game is basic to start. Shoot or hit this person, use potions, and pray you come out on top. There is some strategy with positioning, but often that's not the deciding factor. Later, you unlock facilities to unlock skills, which gives you more options. The idea of training makes a lot of sense, but the facilities are restricted to higher-level resources. So you find yourself grinding levels, which don't feel like they contribute a ton, until you can finally start to train. While I like the idea of training to gain skills, having more skills available to make the combat more interesting would be good. Special skills could only be unlocked after you have trained, making training feel valuable, but right now, it's the only way to do it, and so leveling doesn't feel great. Later in combat, having some skills lets you roll combos. An archer can set up an overwatch, and a templar can smack something, forcing movement and provoking the overwatch. I think these are great ideas, again, they take forever to reach (especially if it's your first time creating a colony). Colony sim: 9 in ideas, 7 in execution. The ideas behind the colony sim are excellent. Build a colony, make it sustainable, defend it, train, recruit new adventurers, repeat. This is great in theory, but there are still some pretty hefty challenges. 1) Twine - This is the most annoying mechanic in the game. You can technically get it from spiders, but the quantity isn't enough to do anything tangible. This means going into the dungeon. However, if you go into the dungeon to just farm, your adventurers come back angry because they couldn't complete the dungeon. So you have a loop of not enough twine, trying to build things that would make the colony effective, then you can finally start building your colony. But the dungeon can be challenging, so you can't immediately access it. This may blend into combat woes also, but something like a spider cave you can clear out, or something that lets you engage in combat without your adventurers hating the experience. It just arbitrarily slows the game down. 2) High priority - This sort of works, but some things are hard to keep going. For instance, a feeder needs to be refilled. This can be done with an auto-feed mechanic, but your adventurers don't seem to prioritize it. Having apple trees and just apples on the ground does a much better job than the feeder. Something similar to RimWorld's right-click to force your adventurer to prioritize a task would be constructive, as some of these higher-priority tasks could be done as needed. 3) Basic vs advanced items - Right now, it feels like the game has you run at 20% of the colony sim, then you get access to the dungeon, and you're up to 95%. There isn't a real steady progression right now. If access to twine is easier, you are steadily progressing. Otherwise, as soon as you finish your first dungeon, you come back with gold, ingots, twine, and other materials that immediately open up a ton of craftable furniture, the job board, and other items. In short, a lot of good ideas here; this probably needs another six months to a year in the oven before the progression feels really good. Some additional skills, easier access to twine, and the ability to order an adventurer to complete a task would quickly enhance the game, smooth progression, and make it a more enjoyable experience.
有太多类似优秀游戏可以借鉴 但目前游戏性设计缺陷还很多 尤其战斗内容简直是一塌糊涂 且不论同等级的怪根本打不过 哪怕低级狼也跑得快伤害又高 如果站位不好就几乎等于被秒 因为进阶资源只能靠打怪取得 等于强迫你要不断试错和练级 但低级怪的经验和数量又有限 造成前中期游戏体验极其糟糕 更新评论————————— 虽然游戏的各种问题目前仍然存在 但进入到游戏后期情况会逐渐好转 然而不得不说战斗方面还是很鸡肋 而且作为先行游戏内容上还有欠缺 但开发者也正在积极优化改善内容 对于有兴趣的玩家值得期待与尝试
Honestly this game is great. Like may people have said I played the demo and didn’t like it. So glad I gave it another chance. It’s a combination between medieval resource management city builder and almost an xcom type combat system when manoeuvring, cover and backstab make or break battles. Highly rate it.
Nette Idee, aber es fehlt noch etwas an allen Enden. Einige bugs, eher wenig Content und Langzeitmotivation. Early Access - mal sehen was noch kommt. aktuell 3 von 5 Punkten,
Ein Spiel im EA mit sehr hohem Potential! Dieses one-man-game ist eines der schönen Spiele mit Basenbau, rundenbasiertem Dungeoneinsatz, Loot in Form von Ressourcen und ein wenig Handel, Heldenentwicklung und Ressourcenmanagment. Ich finde es super, dass es so gut wie keinerlei Zeitdruck gibt und man in eigener Geschwindigkeit reagieren kann. Für den Preis ist es allemal das Geld wert, denn idR spielt man für den Preis einer Kinokarte wesentlich länger, als man einen Film anschaut und wenn man solche Spiele mag, spielt man es auch deutlich länger. Ich habe aktuell 67 Stunden, bin seit grob Stunde 55 technisch "durchgespielt" und baue nun immer mehr auf Golems um, um meine Wirtschaft (Produktion von Ressourcen und Materialen zum verkaufen per Schiff) anzukurbeln. Der Roadplan sieht noch ein paar Dinge vor, die sehr interessant sind. Raids von KI-Helden sind zb interessante Kleinigkeiten, die das Spiel noch kompetiver und interessanter gestalten werden. Macht euch doch mal selbst ein Bild davon, es ist definitiv nicht zu teuer. Es gibt viele Steamspiele, die weniger Inhalt für mehr Geld "bieten", als Edge Island. Kaufempfehlung für alle Strategiefreunde
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