
In Guild Commander you manage your guild to victory! Deploy your guild members and save your world from the Necro Lord!
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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
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Не показывает интерфейс юнитов внизу - играть не возможно((((
Tags: Tycoon&Simulator&Sim&City Additional Tags: Delete Local Content & Remove from Library TLDR: IdleRPG management. Boring. Lacks interactivity. Refill heroes bar to green send them out, improve cost of upkeep of rooms to refill faster. Be patient and trigger the end game. Boring. IdleRPG, gauges oriented game in which you must refill heroes multiple bars with a variety of rooms. Raising roomupkeep making replenishing faster at the expense of loss of gold, which in turn is affected by how many heroes are deployed generating income. The game becomes very formulaeic and has a balancing spinning plates type mechanic. In by which you carefully deploy a few heroes, invest in low quality health and energy replenishment and slowly either increase the quality of the rooms or add new room types to replenish bars like equipment or awareness for example. Occasionally a hero will suffer a random event that will harm his stats or gain a wearable relic for himself that will increase them. As heroes are sent on gold gathering missions kingdom healthbars increase, with their status going into the green of prosperous and away from the red of chaotic or anarchy. Once all kingdoms are prosperous and all rooms are built and your roster of hero has collected enough random relics you may trigger the end game event to see if they are strong enough to defeat the big bad. I could not be bothered to go that far as the game was too unengaging. I am assuming as imple algorithm determines success or failure but that is just me guessing. While the isometric guild is lovely to look at it is very static and heroes do not actually roam the tavern and interact with it in a manner you would expect from a game like dungeon keeper for example. You spend most of your time simply shuffling heroes out of the tavern once their gauges are back to green, and occasionally improving room quality or clicking to spawn a new room when enough gold is stockpiled. It is easy to get bored and overshoot your expansion, which can be hard to reverse and trigger a game over as your expenses overturn your profits and you go bankrupt. Conclusion: Neat idea but the execution is too bland, interactivity too limited to really be worth keeping around the library. Removed permanently for declutter.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Boring.
Was einem RPG immer fehlte! :)
You don't really have much control in the game and it overall just seems poorly designed. It is really weird to have the pause button be mixed in with all the other menu buttons.
repetitive horrible ui and not good choices on short cut placemennt
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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