
Lead your kingdoms. protect your lands, conquer your enemies. Stop the fallen god Draeul. Collect the Unity Runes to prevent the Corruption Curse from destroying the realm. Armies keep you in power, Heroes do your bidding and adventure to defeat the horrific creations of the curse.
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Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I was already familiar with the creator’s other great game, Warplan, which is why I decided to try this one, and I wasn’t disappointed. Although it may seem like a simple wargame at first, there’s actually a surprisingly complex logic beneath the surface, and the versatile use of heroes is the icing on the cake. It somewhat reminds me of a game I played during my childhood—Warlords—but it’s far more multifaceted and enjoyable. It’s a shame that, in addition to the auto-resolve feature for battles, there’s no Field of Glory-style battle replay option; that would have been the real deal! :)
Right off the bat, it needs some better controls. And end turn button bind, and undo movement bind at the bare minimum. There is apparently a victory condition tied to prestige points that declares a winner but doesn't end the game. The AI is mostly brainless moving its armies and the diplomacy makes no sense to me. I started a game as tribal lizard people and never attacked anyone who did not declare war first. I had no wood at all or horses. Ten hours later I find out I "lost". Trying to figure out how I could have gotten points to win, it was building things with wood while not being at war. The prestige win feels really tied to starting resources. Diplomacy seems like id doesn't matter much if you aren't the same nature. There might still be a gem in here under all this ♥♥♥♥♥♥♥♥.
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Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Portugal, Japanese, Korean, Simplified Chinese, Polish
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Even though I think there needs to be a little bit more tweaking and development of this game, it's very fun, and the developer is very responsive to questions and suggestions. As an old war gamer from the board games of the 80s to computer strategy games I give it a 9. I would give it a 10 if the editor was a bit more friendly and easier to use as it also seems to need a bit more development and in depth tutorials but I hold out hope for that to improve in the future also. Great game overall.
I liked parts of it, maybe i don't understand the game. You have to fight the big bad.. but you can't march through friendly territory. So what do you do if you don't have a port? You are locked in. Only choice is to pick a fight with a friendly.
Made with a lot of passion and attention. Watch YouTube tutorials though as you could be lost without them.
Simple and challenging, straight forward (though it does need a little getting used to with some mechanics), a lot of fun... I hope the team works on this more, or uses it as a spring board to iterate their next title. Great stuff, simplified and streamlined from the previous game...though it didn't have give up all the detail, I believe it is complete and proportionally fun as it is :)
This game has a lot going for it. I really appreciate its abstract, stripped-back design—especially in an era dominated by wannabe AAA titles where flashy graphics often trump meaningful substance. While the game is mechanically shallow, it rests on solid foundations. I love that it actually bothers to simulate supply chains; feeding and equipping armies is one of the hardest logistical challenges in real warfare. Take that forest between two cities with no road, for example—you’d better think twice before attacking through it. Not only will the terrain slow your movement, but an untimely rain or snowfall could sever your supply lines, turning your grand offensive into Napoleon’s retreat from Moscow. Unfortunately, the game has two major flaws: First, the AI is, unsurprisingly, rather silly—but worse, it’s predictable and unfun. No matter what you do, once you grow powerful enough, the game’s “envy” mechanics kick in, making diplomacy feel rigged rather than reactive. Second, while the game supports PBEM (play-by-email), it’s not truly asynchronous in the simultaneous-turn sense. Turns are sequential, which works fine for one or two friends, but adding more human players slows the experience to a crawl. That’s a real shame, because this could have been a fantastic game for large multiplayer campaigns with multiple human-controlled empires. Still, for its price point, it’s worth a try—and it will make you see all the nonsense that titles like Total War or the newer X-COM games try to pass off as depth.
Kingdom, Dungeon and Hero is a medieval fantasy wargame/4x/rpg-lite that is comprised of a hex and counter overmap, basic empire building mechanics and a very interesting and unique dungeon crawling aspect that gives strong oldschool Dungeons and Dragons vibes. Pick a map(or generate one), pick a kingdom(there's quite a few), and dive in. This game was created by the same developer who brought us the "WarPlan" series, which are excellent strategic level World War 2 wargames that I'd highly reccommend. One cool aspect of this game is that while victory through military conquest is possible, you can also win through non-military means by way of the "achievements" system which has you achieve various goals to get victory points(have so many trade agreements, own so many magic items, build so many boats, etc). You can, in theory, win the game without ever going into battle. Or, you can combine conquest with other goals to acrue the victory points needed to win. This system makes it feel like you're playing a board game, which is a nice touch. The dungeon diving aspect is quite interesting - you'll form a party of heroes, and send them into dungeons to gain experience, collect gold and treasure - including "shards" which is one of your national resources needed to construct buildings and units, and magic items which enhance your characters and can contribue to victory point goals. The Hybrid wargame/rpg approach provides a unique flavour, and the victory point system adds tension in the sense that there are many paths to victory, and so while you may be excelling militarily, a rival kingdom might be outpacing you in victory points for other reasons. The game's single player mode is great, though I suspect it truly shines in multiplayer (I've yet to try this mode myself) where you can do hotseat or PBEM. The game isn't without it's issues - I did encounter a some various glitches as I played through a few campaigns. There's also no end to the amount of polish and improvement the game could use - UI glitches, bugs, desperately needed features. I'm not sure how actively the game is being worked on these days. All in all, I've been having a great time with this title and I can see it becoming a staple of my regular gaming rotation. It's also a great game to stream, as you can rename heroes after your viewers which is always a good thing. I would tentatively reccomend this game in that I do enjoy it very much, but it could use a *lot* of work and I don't know if that work will ever come. TL;DR - solid fantasy strategy title with loads of replayability and some stream-friendly features.
this is a fun game I enjoy the adventurer part the most havent tried waging war yet I play the less hostile kingdoms so far.
Крутая игра!
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| $0 | 0 | — | Free | |
| — | 0 | — | — |
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