
In this world, it’s all about the gold! Use it to build up a fantasy town, recruit heroes, give quests, raise a Godbeast, cast powerful spells, and expand your influence—all one gold coin at a time.
Modeled estimate, not a reported figure. How we estimate →
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About

Build up a fantasy city and fill it with hand-drawn characters, each with their own unique personalities and skills. Send them on quests to expand your influence and clear out nearby monster dens that threaten your city. Help them grow and evolve, all in the pursuit of gold!

Create a thriving city around monster-filled dungeons. Bring in wealth from exploring and dungeon delving, then use it to shape the town to your wishes. Add markets, taverns, gambling halls, and guilds to attract even more heroes to fight for your cause!
Gold-thirsty adventurers will come from all corners of the world. Humans, beasts, mothmen, the undead, and more may join your cause. Recruit them all, or only your favourites!
These adventurers won’t work for free, their loyalty lies with gold! You’ll have to recruit them with promises of gold and glory, then send them on quests to kill, defend, explore, and more.
Your pet may be filled with divine power, but it still needs guidance. Pet, brush, and discipline it so it can grow, evolve, and learn powerful spells!
Being near dungeons provides easy access to loot—but it also puts your kingdom at risk of monster attacks. Cast spells to help your heroes defend their home, level up, and unlock powerful new gear and abilities as your city continues to grow!
Genres
Stats
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, Simplified Chinese, Japanese, Polish, Portuguese - Brazil, Russian, Ukrainian*languages with full audio support
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 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
This should be early access. Bugs, unbalanced features, lack of QOL features, and the list goes on. Should not have released The art however is fantastic
I want to recommend this game because I seriously think it has potential. It has an amazing art style. Cute characters, voice lines, music, animations. Not to mention its whole premise is something that is completely my kind of game. But I've been struggling to understand the game despite carefully reading what information is available to me and what I learned from the tutorial. Add in the fact I just had the worst experience with one mission where despite exploring the map and expanding it. Dealing with the threats and preparing good defenses. I couldn't find the objective, I couldn't expand the map after literally quadrupling the size of the map, the raids were intensifying to a point by the time my troops dealt with them and rebuilt what was destroyed the next raid was starting. Then out of nowhere a million pillars and enemies spawn in available space all over the map crashing my game and ending the run. I can't currently recommend the game. And until either a major update happens or a complete overhaul of at least how information is provided in game. I don't imagine that will change.
Game was doing pretty good while in early access and had a pretty bright future. Right now it's hard to recommend this game. For some reason they just randomly decided to push to 1.0 with not all the features completed and tanked all their good standing and reviews. The 1.0 patch also didn't really add too many features, it was just basically another patch. I can only assume this is also killing their game sales as well.
Many of the issues I notice people talking about in their reviews are things that you learn, as you play. I'll explain some of the core features down below. Note that I ended up jumping in without doing the tutorial and did end up losing 2-3 times before I finally got the hang of things, this can take a few hours of gameplay, depending on the objectives you need to complete in order to win. Some of the objectives are to last a specific number of days, some are to defeat a specific boss and some are to beat a specific enemy building(s) it will tell you when you select the tile. Days are calculated by waves of enemies that are sent to you each night, and cleared. You can see the progression towards the next wave at the top right of your screen, it'll slowly burn down as the day progresses. Enemies for these waves are sent out specifically from nearby dungeons, note that these can be explored for loot, to fight the dungeon boss or obtain legendary treasure - That's how you can identify them. You will need to send out quests in order for your characters to complete tasks, almost always pressing "Urgent" in the quest window will result in immediate interest to do the task, just make sure you have idle adventurers available to do the task. Terraforming is your friend, especially when city building and planning, you'll find that certain buildings pair together, (i.e. a Tavern and any Unit creation building) You can use terraforming to get rid of pesky lakes, ravines or similar as well, it's a very useful tool. If you want advice on a specific unit to focus because you're struggling to clear levels, I find that the Mooladin is great because she has a built-in heal and becomes substantially stronger as she levels. Other units without a heal or sustain, tend to struggle quite a bit. Note that on every tile that you start, you have 3 perks that you can choose immediately, selected by clicking the perk button at the top left. This is important because perks are needed to unlock unit creation buildings and powerful buffs. For those looking to buy: Pros: - Music with a lot of heart and soul - Cute graphics and funny shenanigans that often keep things light and fun - Varying degrees of difficulty based on how you choose your map tiles (difficulty shown by amount of skulls) - If you like city builders + RTS or games like Rimworld, you'll probably like this game Cons: - Punishing towards new players - Tutorial is difficult to follow(?) (I can't confirm this, as I skipped the tutorial) - Sometimes the abilities or attack AI can miss, even when it looks like a clean hit - Slightly unbalanced unit types (See unit suggestion in my guide for a well-rounded unit) I hope this review helped some of you. It's a shame to see such an awesome game with mixed reviews. Maybe the tutorial isn't great and could be improved, though I'm unsure because I skipped it (like I do in 95% of games I play) Either way, the game is a bit of a learning curve, but when you get the hang of it, it can be quite a lot of fun! TDLR; The above is mostly a guide, explaining how to play. Otherwise, expect to put in a few hours to learn how to play, you'll fail a couple times but that's part of the learning process.
I really wanted to love this game, but I sadly can't in its current state. The game has a lot of heart and a great art style, and I genuinely want to enjoy it. Unfortunately, it's missing some important fundamentals. Lack of Stability During my time with the game, Conquest mode broke after I completed a stage. I was sent back to the stage select screen, but the map was locked and I couldn't select the next stage. Restarting the game didn't fix it, and because there was no save state to reload, I lost all of my progress. Lack of Information The game doesn't explain many of its mechanics clearly. Some buildings force you to permanently choose a single upgrade path, while others allow you to take multiple upgrade branches. There is nothing that clearly communicates which buildings lock you into a choice, making the upgrade system feel inconsistent. Even after choosing an upgrade, you're often left wondering what it actually does. For example, the Market upgrade "Farming Economy: increases the income of all Farms" never tells you by how much. Is it 5%, 20%, or double the income? The player has no way of knowing. The same issue appears elsewhere. When trying to recruit new units, the game tells me I need more buildings, but it never tells me which buildings are required. Frustrating Enemy Spawns The enemy spawn system often feels designed to frustrate the player rather than challenge them. Enemies regularly spawn in the middle of your city. To deal with this, you naturally build walls and towers around the sewers to slow them down so your adventurers have time to respond. The problem is that every wall or fence destroyed by monsters has to be rebuilt manually. There is no drag-to-build tool for placing walls in straight lines, and there is no quick repair or rebuild feature for walls like many other city-building games have. As a result, you end up repeatedly rebuilding the same walls over and over, this quickly becomes tedious.
Cute art. I cover-bought this because of the art. The game's systems work against itself: It tries to do a city-builder RTS-like, but the only ones who respond instantly are your workers. Adventurers only move around to places if you give them a quest and ample time to react to them, which, while cool in concept, is very annoying to deal with in a Real-Time setting. Adventurers also don't know when to quit, choosing to fight to the death every time before dying. One of my first adventurers wandered off into the map, constantly lured further and further by monsters, which they killed one by one, before dying to a Dryad. I only found out later that the tiny skill icon below my screen can reset the adventurer and make them do something else. Which leads me to: the lack of information. The tutorial tells you how to Build things, Hire an adventurer, send them to explore, send them into a dungeon, and send them to an expedition. That's it. It also tells you about this annoying pet care minigame I didn't sign up for. Why is there a pet care simulator in the game. Trying to change the behaviour of the pet is taking up time that I could be spending on the actual game, and I don't even know if it does anything. No information on any buildings past the first one is given to you. They don't tell you that certain buildings' placement matters, due to them obtaining bonuses from being beside other buildings. Even then, the only way you can tell if a building obtains bonuses from other buildings is to spend the time to build that building in question. Which usually means building time is usually doubled as you build, check, then reposition and rearrange your buildings on the map. Did you know the marketplace has an upgrade that makes it produce more money the further it is from your castle? You only find out when the marketplace is done building. Some buildings don't even tell you what they do when you select them in the build menu. What does an archer tower do? No, you don't recruit archers from there. It seems to just be a place archers stay? Can they shoot from the inside? Does it attract enemies? No information is given. Farms randomly spawn, and is how you get money. They have a Farm button. What does it do? No, it doesn't tell the farmer to farm. It sets up a quest for an adventurer to head there to farm. Why? Who knows. You still pay the adventurer to do it. What do roads do? Do they make people move faster on it? Are they just decorative? What's the benefit to spending money on roads if you need money for other things right now? Who knows. Remember how the tutorial tells you how to hire adventurers and such? During the tutorial, you make a dude, then upgrade your building and immediately hire another dude. In the actual game there's a 10 minute cooldown to hire another adventurer, regardless of they building you hired them from. Why is there a time-limit? A supply cap would have worked fine. One of my first two adventurers died because he's stupid, and I'm left with one adventurer, and a "godbeast" to do anything at all, but can't make another adventurer to guard my town before the night comes. Speaking of guarding my town. Monsters will attack your buildings and farms and stuff, so you need adventurers to defend it! Unfortunately, the adventurers have to: 1. See your defence quest get put up 2. Choose to take the quest 3. Travel to the location And the monsters will have to enter that small circle that your adventurer is guarding. So if you don't pre-plan your defenses by a significant timeframe, or if your adventurers decide it's a good idea to be doing anything else right now, good luck. I put up a defense quest in the evening, but because my only other adventurer was in a dungeon, and my godbeast was on the other side of the map, because like the dead adventurer, it was lured there by fighting monster after monster... Well, to be fair, their locations wouldn't have mattered anyway, because when the undead were destroying my farm, I checked the defense quest only to find it was too little monetary reward for both the godbeast and the adventurer, so they rejected it. And *the game didn't tell me anything*. Many of these things could have been solved if basic movement and hold position/patrol commands that you'll find in any other RTS that's any good didn't cost money and didn't take years for the unit to even react. Many other things could have been solved if the game just told you more than just "this is how you build, this is how you hire, this is the basics on how to use an adventurer, alright go play the game now, good luck". It's not so hard to have a warning pop up a la Rimworld, reading something like "All adventurers rejected XYZ quest. Click here to be brought to the quest." You know how the Art and Animations seem to consistently be the only thing that's stated to be good about the game in the reviews? There isn't even a Codex or Gallery where you can look at the art in the game that you paid for. Not a great experience. 4/10, and it's only that high because the art is good. Hell, if concept art and the art from the game was sold as a DLC I'd buy it, but I cannot recommend this game.
I can't believe I almost didn't bought this game due to the mixed Reviews, Game is Awesome honestly. For people on the fence about getting it as me, just buy it and play honestly, most of the reviews have a big case of skill issue, where they were expecting more RTS Star Craft style, what we have here is what advertized you build your city and hope the adventurers who start to live there enjoy it enough to defend it, actions are not immediate because that is how people would be, and this is a good strategy game for it, where city development and planning is key. My only grievance would be optimization honestly, if the devs can polish this, I am golden. Some advice for the Skill Issues, do NOT neglect training your God beast, use the items till the faces on the actions change, always plan ahead, and the do not lose sight of the wave meter, sending a exploring party sounds nice until you notice night is about to hit and you need 2 guarding jobs to save your city.
I REALLY want to be able recommend this game, it does SO much really well. The art style is really fun and the animations are great. Unit prestige and constructing your city are super fun, and the perks add a little flare that I find very enjoyable. Unfortunately, my main issue with the game is kind of the whole gimmick of the game, the quest giving system. The UI around it is clunky, unit response is too slow and they get distracted too easily. I will assign a defend quest to a farm and the units will get distracted by some enemies that are in the way and by the time they finish their fight the farm is either destroyed or I need to send them somewhere else. It's tedious, and I've spent far too much of my limited playtime watching my castle get attacked while my units are super far away and I don't have enough money to entice them to move quicker. I feel like this game would be far better with a classic unit control scheme for the overworld, click and drag to select units, right click to send them somewhere. When having units brave the dungeons, maybe that could be where gold plays a part, depending on the personality of the unit they may require more or less gold to explore, or something similar to that. The tutorial is very underbaked, and because of that certain systems I really did not understand (Still not sure what the blacksmith does), compound that with text that I find very hard to read (I'm on 1080p and the text is small and seems to lack aliasing) and the learning experience is quite difficult. All that being said I hope the potential of this game gets fully realized, and I hope my criticism is constructive. I am eagerly waiting for the issues to be solved, and will absolutely be checking patch notes to see what they fix. But right now, I cannot recommend this game due to its core some being strong enough.
Creo que la mayoria de criticas negativas son de gente que esperan un rimworld o algo asi. Es cierto tiene bugs y el control no es completo, por que realmente es un city builder. Una buena comparativa seria con against the storm. Estay guay sin una curva de aprendizaje abrumadora, arte muy unico y que tiene pontencial si dirigen bien el contenido y actualizaciones.
It a cute and fun. I would like to see more characters and buildings that could boost money or stats but I enjoy the game.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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