
Command a swarm of intelligent robots in their quest to save the world. Mine resources, manage, and defend multiple bases. Go on expeditions, fight in auto-battles, research new technologies, and create your army of golems to bring back the light.
Modeled estimate, not a reported figure. How we estimate →
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*, Spanish - Latin America, French, German, Japanese, Russian, Simplified Chinese, Korean, Polish, Portuguese - Brazil, Traditional Chinese, Turkish*languages with full audio support
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
Pretty cool game, bear in mind without hurrying too much Ive made it through in 9 hours and there is pretty much no replay value. Suffers a little from low res sprites but otherwise cute little dungeon keeper / tower defense / factory game.
How is this game still somewhat unknown? It released in August and it’s still marked with the "Features Limited” tag, which implies the game won’t count towards people's games collection and achievements because not enough people have reviewed it. Well, anyway, here is my review. If you like Resources Management/ Tower Defense/Base Building but are not in the mood for something too hardcore, this game is exactly what you need. The gameplay is fun and relaxing, the story is light and enjoyable, the art-style is pleasant and colorful. Is it short? It can be if you rush through it, but, If like me, you like to 100% everything, then it can be enjoyed for longer. I suggest you play the game on Hard as in my opinion Easy and Medium are not much of a challenge, plus with one Hard Run you will unlock Easy and Normal achievements as well. The price is not too bad, but it could be a little lower (just a little).
A relaxing but fun game, at the beginning it can be difficult to think of a strategy, but as one advances through the first level it becomes very clear how to play and time passes quickly while playing.
플래시 게임
It's cute, it's simple, and it has just enough depth for a couple hours. But Steam recommending it as similar to Satisfactory is just wrong. It's very simple anf as interesting as it can be for an hour or two, it lacks any real challenge. It's polished for what it is, and also obviously made with passion, but not what I was looking for. Don't be me. Download the demo and see if it's what you expect. Still, if you think you might like a casual and cute experience, I recommend it for that.
Es un juego bastante recomendable. Es adictivo, intuitivo, estratégico y dinámico. Es sencillo, agradable a la vista, inmersivo y también fácil de aprender.
The game is very entertaining, with a nice storyline and amazing artwork!
SUMMARY: Cute but unfinished - trailer looks great but actually playing feels like a bad port of a mobile game. Worth it as a $5 solo passion project, but not as a $15 game expecting actual profits. The Good: * core gameplay loop of the resource management half is fun * lights & noises are satisfying * Story is adequate and doled out in short chunks to keep things moving * Music is adequate bordering on catchy The bad: * Actual bugs are relatively minor but glaringly obvious, things like plus-minus selectors with missing plus signs, or a level-select display that I'm pretty sure is supposed to show whether you've beaten it and/or achieved each of the three story beats - but doesn't change or show any checkmarks at all, so it's just a mysterious icon followed by three mysterious "landscape picture" icons that serve no purpose at all. * There's an overall lack of tooltips, encyclopedia/database/codex, or other info that would allow you to make decisions based on e.g. enemy attack values, even if you *could* make combat decisions (see below). * Most of the turrets you'll use can't be upgraded by technology, only by random drops from the "tactical adventure" half of the game. This is a problem because... The Ridiculous: * The "tactical adventure" half of the game *isn't actually tactical*. There's what *looks* like a tactical grid, and you can place your units on it to start - but that doesn't affect much, because pieces move one at a time in semi-random order, so you can't count squares to take advantage of who will come into range when, and which units attack which is entirely unpredictable (and certainly not based on real tactical considerations like which ones you place in front of them, trying to get AoE damage where possible, defending weak units, attacking weak units, etc.) If it's really meant to be a random/idle auto-battler, just ask me front row or back row (and let it run on idle.) You tell me to place my units on a grid with specific attack ranges, I expect at least as much control as checkers or tic-tac-toe, but no. You can't even guarantee that your melee units will stay in front of your ranged units to draw fire instead of wandering off. So basically you pick your equipment at the beginning of a run, read the map for the route with the most chests, and then cross your fingers and roll the dice for however long it takes to get through the increasingly long dungeons. * Half the item priority interface is just missing. For example, if your arrow turrets are being attacked, you can click to prioritize making & delivering arrows - but 1) this will only last a few seconds, not the duration of an attack; 2) you *can't* do the same for bullets or bombs or water (for putting out fires), etc. This also means there's no way to see your current/max stockpile of about half the resources in the game, since that's where they're tracked. * Speaking of priorities, the system you'd expect just isn't there. Your only options are "high priority for the next 20 seconds and counting," or not - there's no permanent settings, and no way to deprioritize things like research points for tech you don't qualify for yet, ammo for weapons you're not using, etc. The idea of setting objectives that your workers will take care of as they're able, rather than issuing orders to individual units, is fine, but you still want to have *some* influence over what happens. Again, the basic idea and visual style are fine, and the music is above average these days. I'm invested enough that i'll probably finish it. But there must be better options out there, even if you're already tired of RimWorld.
nose esta bueno aunque despues de 27.5 horas de farmear estuvo cansado xdd
Cute little managment/basebuilder. it took about 6 hours for a single play through on normal. The gameplay loop and progression hit the spot i played the whole thing in one sitting. The story is cute. I like the poety story book feel.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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