
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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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I would love to know how to get more upgrades and if there will be more options in the next update, I love it so far but I would love to see castles.
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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Languages: English
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A fun and relaxing city-builder where you essentially try to manage your city out of total destruction.
Better than s3x (I assume)
I can't get past winter despite pretty much all my relationships being "strong green". I don't understand why the quests don't decrease the enemies’ overall threat level seeing how I'm supposedly clearing areas of enemies. There's an error in the logic there, I think, if you amend it would make the game challenge less insurmountable. Right now, I think I am doing everything right, trying to use the new, more powerful cards whenever I can, I've played both strategies of spending lots of money on quests, or very little money on quests, (whenever I have the manpower and can spare a few adventurers, which is seldom). The maths behind the game make it impossible to keep up with the enemy, too much is hingent upon whether there are defence boosts in the newspaper, upon luck. New defense building technology is not sufficiently boosted. Even if I put down several buildings that would attract the factions, the result is that at the end of the turn- if I only end up attracting a very few (probably, via a covert dice roll?), the game doesn't appear to make up for my loss in the coming turns. It would be better if one building would guarantee to attract at least X adventurers, spread out over the next coming turns or so, rather than having a % chance of immediately attracting some, which has a high chance of failing. If you don't let the gamer in a little bit more on what we are doing when we are placing the buildings, we can't actually strategise. Outside of all this it's a lovely game idea, with a good base and lots of humour. I love digital strategy cardgames and want to see more of them. You can look at Spellcaster University for inspiration regarding how to balance the game and the hand you're dealt. I really do want to see this game succeed.
Nice and easy city builder to get into., and the newspaper articles have a lot of charm to them too. Really enjoy this game while watching/listening to stuff in the background
This looks like a simple little game on the surface, but the more I get into it the more interesting the strategy gets! I'm discovering a lot of challenge in trying to survive to the end of winter. The writing is also top-notch, with lots of clever references to fantasy and role-playing games.
Such a nice, casual game! I love how the game doesn't even expect your town to stay, but the point is to achieve the goals on the way to failure (a lovely way to put it, I know) and build the upgrade tree to make the guilds cooperate with you more the further you get.
fun, yay
Bought this on sale expecting a small game for a few hours and got more than I expected. It's a nifty system, high replayability, it does get a bit repetitive after some hours but there is enough new things coming up to keep it fresh. Worth every cent.
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Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $4.8K | 17 | 82% | $9.99 | |
| — | 0 | — | — | |
| $7.5M | 30.3K | 96% | $7.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $1.1M | 2.2K | 87% | $19.90 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $32.5K | 406 | 83% | $4.99 | |
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| $32.5K | 235 | 78% | $4.99 | |
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| $32.5K | 137 | 33% | $13.99 | |
| $32.5K | 68 | 99% | $19.99 |