
Kilta is a single-player auto battler strategy RPG featuring item management, an interesting story supported by a growing cast of unique characters, charming pixel art in a 2.5D environment, and a stunning soundtrack.
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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**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
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As a blind player, I appreciate the work that was done to allow me to play this game. I have played through a single normal game, winning the final battle of Chapter 3. I had fun, but I felt that normal was a bit too easy. I only changed my active heroes once, to add the healer once I recruited him. In each battle I simply arranged for one of the rank bonuses and ensured I had someone on the spot with the additional bonus. The only exception was the final battle, where I used a more appropriate strategy. I don't know if the unlocked hard difficulty will require more management. I wish the quests had more depth, they really weren't too interesting. I also wish there were more gear slots and more complexity to the hero stats. I liked some of the weapon/equipment special abilities, there was a bit of variety in the effects there. Overall, I have enjoyed my time with the game. I will probably play again on hard to see chapter 4, but I don't think I will have much more interest in playing much more than that.
Great game
So I love the combat system and the idea of building up your team, but I'd love some more in depth character progression beyond two item slots and a harder combat mode. I don't consider myself very good at these kinds of games but I played 2 normal mode campaigns and 1 hard mode campaign and I beat all 3 on the first try. That being said I still think this game is worth the price.
Not for me.
WARNING: Minor spoilers for the end of the game ahead, so be wary when reading this review! Kilta is a neat little thing! The game itself is an autobattler designed like a strategy RPG with tons of charm, a gorgeous pixel art style blended with equally creative and unique character designs, and a beautiful soundtrack that honestly sounds like it was ripped straight out of Octopath Traveler. The player is given a handful of units to work with one at a time over the course of three Chapters, with the ability to Rank Up one of them at the end of each Chapter's boss fight. There's MANY different enemy arrangements to fight (structured like "missions" that you pick and choose from each day), a Hard Mode which is unlocked after your first initial completed run, and is, admittedly, as hard as it says without proper preparation, and plenty of ways to experiment with the units you acquire, be it grid placement or synergies with abilities/Guildmaster skills. However, what I've described is pretty much the majority of what Kilta currently has to offer. The game is PAINFULLY short- the length of the game is offset by its replay value, I realize, but once you've gotten every single unit to Rank 3, there isn't really much left to do right now other than go for a High Score. [spoiler]On top of all that I've mentioned, the TRUE Final Boss is, ironically and depressingly, easier than all three of the game's bosses combined. Given what lore the game gives you, though, that might have been intentional! Either way, something to keep in mind.[/spoiler] You may also, as is customary for games that take notes from roguelites, run into a nasty bit of bad luck with what you acquire- which can, at times, negatively impact how your progression goes and might force you into a restart (which the game thankfully doesn't penalize you for doing), but that's more of a personal nitpick than anything. I would likely find it hard to give this game a recommendation for my main glaring reason alone, but I'm still doing so because of how much I loved what's available already. I'll be keeping an eye on this game going forward but in the future, I'd love to see more characters, scenarios and bits of the world's lore/character interactions because the game's writing and art direction are, as I mentioned, two of its strongest points. Again, despite its length there is a fair bit available right now to keep a player invested, and- most importantly- at the end of the day you're supporting a small Finnish indie developer. That alone is worth the price of admission, right? [spoiler]also Shadowhorn best girl please don't nerf devs[/spoiler]
I played 2 hours and thats it? 0 Content....
epic.
This game is solid for a low price point. Fun and easy to pick up, but hard to master.
The game isn't bad, but it's somewhat a one-trick pony. I'd leave this a neutral review, but leaning on positive. +Customization options +Various builds -Lack of control during gameplay -Roguelite-mechanics of permanently improving heroes doesn't really work well -Locked reward screen, can't change reward after selecting your reward even though you haven't closed the screen
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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