
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.
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About
Genres
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
Bietet zu wenig Abwechslung
Petit jeu agréable à jouer
This game manages to be both boring and tedious. Mostly because it is so very, very easy. The graphics are cute though. It is a base building game with a few mini games thrown in. You will battle through five maps. On each, you build a big base distributed across several smaller maps. You can see just a small portion of one of those smaller maps at any given time. So expect to always see only a tiny portion of your big base. The first three maps are mind-numbingly easy on the highest difficulty setting. The fourth is maybe not completely boring. On the fifth I rearranged some of my special machines twice. Those two decisions were the breadth and depth of strategic decision making in the entire game. Yes, there is some entertainment involved in getting to know the different systems and in optimizing your economy. But that part of the game is stretched painfully thin across too much play time in the first three worlds. In the last two worlds you just repeat what you learned before. And spend a lot of time waiting for your economy to grind out the things you need next.
Игрушка класс, 10 иллюминатов из 10
小品休閒 小遊戲 遊戲時數大概5-7小時破關 遊戲難度不是很高 內容看似很多 但實際上不多 大多時間都是在等待資源
basic
An okay game with okay mechanics, the asking price isn't worth it unless you get in a sale imo. The potion mechanic seemed completely pointless except for healing potions, which is a shame, could have been nice.
Very easy. I wouldn't say it's a *grind* per-se, there's not a lot of doing stuff to level up. There's a significant amount of just waiting; the button to double the speed makes that less frustrating than it could have been. Both sides of the combat are weirdly skill-less, there's all this stuff of different elements but it basically makes no difference at all, you can win with just numbers. Maybe on hard mode it would be different - I certainly don't want to play it a second time to find out, so if that's the case the game should probably have recommended hard mode at the start, or called hard mode normal, normal mode easy, and easy mode casual, to encourage people to play it in a more appropriate mode. Presentation is all fine, overall my opinion of this is "it seems like a game made by an artist, not a game designer." It seems programmed by a programmer and drawn by an artist, but designed by maybe a UI designer not a game designer. All the parts where the gameplay should live are shallow and uninteresting.
Compré el juego porque lo vi publicitado en Twitter y decidí darle una oportunidad al ser un juego de gestión de recursos. He completado la tercera zona donde se permite subir de nivel las armas y accesorios además de las pociones. El juego tiene que hacer varios ajustes si quiere ser un poco mas interesante o memorable. La primera de ellas es que al entrar en cada zona toca volver a iniciar la base de recursos desde cero. Incluso el árbol de investigación completa todo lo que no investigaste en al zona anterior. Prefiero que el nivel 1 ya tenga varios módulos de lo ya generado, o que no se note tanto el reinicio desde cero. El combate de la dungeon es una perdida de tiempo, prefiero que me den el resultado puesto que no voy a estar decidiendo movimientos, y voy a gastar dos o tres pociones a lo mucho. Si se mueren dos de tus peones ya esta perdida la dungeon por lo cual vas a optar por el mínimo de combates posibles ya que la estrategia de posicionar a tus pj no sirve de nada si atacan en automático a los objetivos que ellos mismos deciden. La distribución de la base por poco y te rinde que cada mapa genere 5 recursos mas todos los especiales que se sienten especialmente desconectado del juego. Incluso las dinámicas de tower defense, al defender o atacar son extrañas. Mis torretas de defensa (la línea al núcleo) tienen 5 tipos de munición, pero las otras no. La táctica de combate al núcleo enemigo es: “Llenarte de golems, acosar con los más grandes y ganas” puedes agregar alguna poción, pero poco más. Veo cinco o siete sistemas, todos desconectados del otro a la hora de integrar un todo. Tiene potencial, pero siento que se debe integrar mejor los sistemas si quieren que sea entretenido jugarlo por un rato largo. Ojala los desarrolladores dediquen tiempo a integrar todo de una forma mejor
Quite repetitive and lots of just waiting + good art + for the most part, worker AI is pretty good about efficient trips - after the 2nd region, nothing actually novel is introduced - no way to have workers prioritize fire-fighting; if it didn't burn out more than it spreads, this would be a serious problem - the ending [spoiler] does not address the fact that you've been doing the same things - using dangerous power sources, including dark magic - as caused the catastrophe in the first place [/spoiler] - you can't see all resource counts at the same time, making it unnecessarily painful to figure out where the bottlenecks are -- there are several other games within the game that are incredibly shallow: - tower defense - reverse tower defense - autobattler - roguelite node-picking adventure -- most of the resource management is linear - you need 75% of the tree regardless of your "strategy" - for the one thing that theoretically allows free choice (weapon ammo), the very end of the game arbitrarily (literally) gates advancement behind producing objectively inferior choices
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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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