
Run a fantasy town for adventurers. Save it from monsters. Save it from itself. Watch it crumble to dust. Do it all again.
Modeled estimate, not a reported figure. How we estimate →
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About
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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 46 reviews with recorded playtime.
Reviews
Themes across 46 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
I actually enjoy the game but it becomes very repetitive and it needs a) some greater meta layer to contextualize what we're doing and/or b) more than one level
Despite not usually playing Micro-Management games (though I do play a lot of roguelites), I found myself far more engrossed in this game than I thought I would. Fantasy Town Regional Manager provides a Zen yet challenging experience where you have to expand and protect a town from external threats and the chaotic shenanigans of the adventurer inhabitants. There's plenty of RPG-based humor to go around, all of which are carefully woven into the narrator's newspaper and gameplay events. Such includes bucket head robberies, adventurers turning each other into gold, and vengeful princesses raising an army of critters (the latter of which is more than happy to chew down the new library you just built next to them). The game rewards strategies focussing on balance over surplus (besides gold, you can save up some for traveling merchants or other buildings). For example, suppose there aren't enough adventurers defending the town. In that case, you'll soon be vulnerable to all mater of fantastical occurrences, including giant birds and dryads seeking to promote their peaceful and sustainable ways by force. Conversely, if you have too many adventurers running around without housing, they'll start creating mischief. Such includes pranking/in-fighting other guilds and portaling away into the unknown. Additionally, more threats will be drawn in to challenge them. You'll also need to manage factors like food, inflation, resources for quests, and requests from each of the five guilds (the latter of which provides upgrade tokens that can permanently make your life easier). The only nitpicks I could find after many playthroughs were: The tutorial could explain a few details for new players, such as mechanics around enemy camps spreading, satisfaction, and upgrades a bit more. Most of these are shown on the HUD though. While most guild quests are straightforward, a few of them (such as keeping another guild's satisfaction down for six turns) can be pretty difficult for new players, and those can occur very early on if you're unlucky. There was a rare bug where reloading a save above 100 adventurers could result in extra adventurers spawning in without explanation on resuming the save. That said, the devs have been working on these, so they may not be present in your playthroughs. None of them broke the flow or quality of gameplay, which hasn't lost its edge to me 15 hours in. This game is well worth the XP and more than worth its price in gold.
I bought this game mostly because it was on sale and the name made me laugh. I expected to kind of enjoy it for an hour or two, but I've now played over 7 hours in the last couple days. This game is fun and difficult, and it makes you laugh and think. The writing is exactly my sense of humor (many screenshots were sent to group chats), but the actual gameplay takes strategic thinking (something that's not necessarily my strong suit). I'm getting better at it each time I play a new round, and I'm very much enjoying it. Definitely would recommend!!
Do you play a lot of city builders, but sometimes need a bit of a palette cleanser from all that micromanagement? If so, this game may be for you.
Very fun and addictive little game. I found each new round to be a new challenge. It slightly calls to mind the Spell Caster University. In Fantasy Town Regional Manager, you gain cards (only ever 3 at a time) and use them to build various kinds of buildings. You start-out with a town hall and a very small amount of space cleared for you each time you build, except the very first time. The first time, you have to fit a few buildings into very tight spaces in the forest. This teaches you to rotate the buildings. Each building has its own advantages, and some have disadvantages. Your job is to build a thriving adventurers' town. You must provide food, housing, guild-like buildings for 5 different types of adventures, security for them all, and a source of income for your town. Be careful. There are random events. I just got all my farms wiped out, for example. These sorts of things add an element of unpredictability, making each session different. The game basically pits your town security against the surrounding threats, some can be fought against by your adventurers in quests; others cannot. Your security is influenced by a number of things, including towers, number of adventurers available, food, and such. As you gain renown with the various types of adventurers, you can unlock perks and new building types. You will need to clear the forest, and the ruins of your former towns (you will fail frequently), to make room for the expansion of your newest enterprise. Good luck!! And, have fun!!! My suggestion for the developers is to make various levels for the buildings. This way, people can continue to upgrade.
A consistent grind, and the only good thing I can say about it is that it's writing has a sense of humor.
I played this game for about half an hour. The game does its thing and the player sits and watches. I couldn't get a sense for how I could impact the game play. Placement of buildings is fine but very limited and the "enemy" kept cutting the game very short. It was a boring game. Not sure how it earned so many positive reviews.
[code]Written By Hidden Gems Review : https://store.steampowered.com/curator/38624426/, Follow me! [/code] Here you can see my Gameplay : https://youtu.be/jZNdYEZWJq0 Fantasy Town Regional Manager is a City Builder/Turn Based game. The game looks pretty as same as simple but there it's a bit of hidden depth on the corners; what I mean this game it's kind of frostpunk where the choices matter on the progress of your city. The concept of the game it's not new you build buildings with the cards you get, each card worth money and this building generate more money for spend on new cards. Isn't a bad game at all but could be better with more mechanics which could be great on games of this kind.
This game would be good it was early access, but it being sold as full release.
Picked this up in summer sale and surprised it isn't more popular. It's quite fun for what it is. This is not a traditional town builder with semi-permanance. It's a roguelite deck builder, where the town you build replaces the dungeon you would usually explore. It's fun but I noticed only 6.9% of players got the achievement for more than 10 playthroughs. There is probably a bit of dissonance between the game's target playerbase and who the game initially appeals to. Since I already enjoy several varieties of this genre (such as town building, roguelite crawlers, card/deck builders and resource planning games) I knew I would enjoy this. Even so I can understand the fall off in interest over time. I can mange one playthrough at a time now, because it's hard to start over again when the progression gained from one failed attempt doesn't necessarily translate into anything tangible for the next. It's too much of a slow burn. Sometimes you can see the inevitable downfall of your town several turns ahead without any opportunity to delay or change course, so you keep playing each turn, hoping the next will have the right card or choice offered. It doesn't. You fail. You can start again, but none of the variables have changed so why put yourself through the exact experience again. It's quite easy to track your needs and requirements, especially if you've ever played any of the Reigns games. I don't like that the upgrade trees are tied to combo bonuses (certain buildings need to built near, or away, from each other; too much thinking/remembering needed). Maybe my issue with progression is I've been selecting more passive upgrades but even when I do pick a combo, like markets and bakeries, I can play whole rounds without triggering the bakery to appear at all. I hope to keep playing casually and see if this opinion changes over time. In the meantime, I recommend this game as long as none of the above has put you off too much. If you don't like roguelites, don't play. If you don't like limited planning decisions and a high degree of RNG, don't play. Overall, it's been a fun, casual diversion, easy to play in bits and bobs when I don't have enough spoons to overthink other games. One or two rounds can feel quite cozy.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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