
Mittelborg: City of Mages is a strategic adventure with elements of rogue-like and resource management. You are crowned to be Chancellor of the city, but this power is a heavy burden. Face tough decisions, fight mystical tempests, look for the cause of upcoming chaos. Will Mittelborg have a future?
Modeled estimate, not a reported figure. How we estimate →
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Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 116reviews | 63% | — | $53.7K |
| $8.99 | 21ratings | 59% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Does not feel like a game. Feels more like spending your time doing nothing more than a swipe in the map to move a mage and a click here and there. Only funny part are the random events, which anyway after a while seems to be the same. Cannot re-play too much. Guess it could be good in my phone on a boring time to wait an airplane or a train.
Bought thinking it would have more replayability than it did. each games random and ends up feeling much the same as the last 20 times you played it and died 4 rounds in.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Russian, English
| $8.99 |
| 12ratings |
| 52% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Mittelborg: City of Mages is unsurprisingly about a magic city. It's kind of a management game, gain resources, upgrade things, make decisions, all that stuff. Make Mittelborg Magical Again! https://youtu.be/RANH74LRaOM
Overall the game is Bland, Shallow and in extremely early development (From the looks of things). It can kill a couple of hours but In its current state acknowledge you are investing in what it May become rather than what it is. Below are my gripes and recommendations for the game developers. Mittleberg in one word currently feels bland. It uses words like roguelike to define its nature however at present that feels to be a misrepresentation. Yes the game has random elements however it is less working to overcome obstacles and more trying to endure things that happen to you. In its current state it feels as if there is no agency. Every run I do the exact same things. Max upgrade the “Adventum” (Resource Generation) Push my other Two districts to level 3 Max out Both Districts Send wizards to gather relics and potions Spend any Extra “Ether” on potions and scrolls. If I win or lose seems to be governed almost entirely by how accurate I Guess where the Storm will strike. Unless I prep specifically for 7/10 of the events to land specifically on my Barrier I lose. There is no Agency. It never feels like I am taking a risk for a specific reason. Sending my wizards on a quest is Irrelevant at its best and actively harmful at its worst. The only persistent enhancements between runs are achievements that are entirely passive. The quest popups fail to have any meaning due to a lack of context as well as no definite changes. To often am I given a popup that shows I gained or lost no Ether. Why would I not Feed every wandering beggar if it doesn't cost me any real food. Suggestions Add some sort of system distinguishing wizards from one another. Add a some sort of Lords or Class or something that defines how I play Etc. Sir Bailey of the Scouting Family has a keen sense of where the storm will Strike but Often forgets to stop by the market when he makes his reports. Madam Elequina of the Richter Family has a proud history of Winning in Martial and Magical Combats. The damages from these “Victories” have resulted in the invention of the Richter Scale Wizards could be separated into Schools and Families and perhaps have Stats. Ideally they would be unique enough that a streamer would name them. Ultimately Things like the Races, Culture, History, Location and lineage could be things that change how it plays even before the player begins making story choices. Making the storm the result of something or effected by player-esq decisions Changing City art would Add a lot to add a dynamic Feel Honestly Don't know what it would take to make the Quests (or Events) interesting But They aren't really engaging, interesting or impactful. Would recommend looking at Paradox for some inspiration. Keep up the Good Work ! :D and Best of Luck
Checked out game in January when it was in Early Access, and the concept is a neat one but it's definately not in a polished state as of early January. That said, I would like to revisit this game in a few months to see if they deliver on what they state they are aiming for. At this time, it's definately a heavy level of RNG with very little pacing in place for a balanced game, but that's one of the challenges I'm sure they'll meet. Will decide after revisiting if it's worth a recommend or not, right now it's worth a first look to compare a later opinion with.
Мда. У игры есть неплохая концепция и хороший задаток чтобы стать нормальной игрой. Но игровой баланс и продуманность геймплея просто отвратительны. В чём суть: вы управляете городом, собираете дневники, доживаете до конца и начинаете сначала выбрав советника и бонусы, полученные за ачивки. Серьёзные проблемы тут две: рандомные квесты и простая механика. Первое, вам может выпасть квест дожить до 10-го шторма без зелий, например на 7-ом шторме. И если вы уже использовали зелье в этом заходе - дальше сюжет не двинется. Верно, просто отыгрываем "в пустую" полтора десятка штормов (около 50 ходов). И это здесь норма. Второе, сложность в игре есть шторма до 10-го, потом у вас дофига ресурсов, зелий и магов. Урон от вторжений вы получаете нулевой, просто цепляетесь за сюжет, который мог стакнуться на п. 1. До кучи игра ещё и багоизобильна. В общем, советовать такое не могу.
There's a lot to go over in Mittelborg. This is one of the more complicated strategy resource management games I've played. It's not too confusing to play though. It is one of the issues I cover later. Along with the fact that the game is a little sleepy. It's hard to get hyped about and if I can in here all, "Hey guys, this is an exciting rip-roaring time" it would be a lie. Anyway, let's go into that later. Mittelborg is pretty confusing when you first start. There's a lot of moving people around and learning the flow of the game. So let's get some of the basics out of the way. You're there new head of the town after the old one went missing on an expedition. So you're given full control of the city's defenses to protect a tree. Wave after wave of enemies come crashing into the city and you have to defend those two spots. You have powerful mages that you can move around the city to help. Placing them where the attack is will reduce the damage. But you're going to take some damage regardless. Every wave has three or more phases so there are multiple attacks per wave. The different phases are a red attack, blue attack, breeze of Aether, and a calm. For example, a wave might have three phases. But only one of them is shown to you, the others are a secret. You see the first one is red which means an attack on the wall. So you move mages there to protect it. Now the next phase of unknown. Do you spend your Aether so there Oracle can reveal it? If you choose not to then you could guess it's going to be blue which means an attack in the Tower of Light. But if you're wrong you could take huge damage to the wall. Each of the phases happens like a turn so there's plenty of time to decide. But that won't make the decision any easier. The easier decisions come on the clear and breeze phases. When there's a breeze you need to move mages into the Wind Cather. This will gain you a large amount of Aether. If you miss it that can hurt your chances later. For the clear phase, you can enter the portal. Sending a mage through the portal allows you to go on an expedition. The same type of expeditions that the previous leader went on. This is the other half of the game. It's the story. You follow the trail of the previous leader. You have to figure out where the heck he went. It's a mystery! Once through the portal, you select a node to investigate. Where you might get resources or knowledge. OK, that's all the basics. This doesn't even cover the buildings in the town. There are more to build and then upgrade to allow more mages to occupy them. There are also random events between phases. And you can also sacrifice mages. Which are your most important resources. So there's a lot of strategies here. If you take too much damage and the tree loses all its life it's game over. But you're revived to try again. At least this time you'll have more knowledge about how to play. You also get to keep any spells you find. Keep in mind that through normal play you gain achievements on your advisers that give you buffs. Although these buffs will never be enough to make the game easy they're nice to have. Mittelborg is fun when you're working your way through the story and making important decisions. It's difficult to know what the best move is going to be. It's also hard to spend your Aether. It's used to pay for everything. Buildings and fortifying your defenses. Knowing where and how much to spend is key to beating the game. If you can win you should slap this on your resume to prove you can handle manage multiple projects at once. The story is my favorite part. I'm dying to know where that old leader went. Did he get kidnapped or did he run away? So getting an opportunity to go through the portal and learn about the story has been exciting. There are two things you should know about. I hate to call them issues because they're more informative than warnings. First, when the game resets you lose a lot more than you really want to. Especially the story. So Mittelborg feels repetitive. Not because the gameplay is the same each time but because you'll be rehashing the story. There's not really enough that changes between runs to make it feel different. You're not getting to use a new weapon or explore a new area. Which fuels the second thing you should know. The game has a low level of energy. Really, it's a constant downer. You're always struggling to gain any ground against the endless attacks against you. It's one big failure that you're fighting against. With so little hope. This isn't negative, it's how the game plays. But whew, there's so little fanfare for any accomplishments you might have. It's difficult to feel like you're doing anything right. Overall, Mittelborg is a well-made game. It doesn't fall into the trap of locking the player into a puzzle. Instead, there's a lot of freedom to play the way you want. Making tough decisions and living with them. I can see people getting deep into the game, trying to figure it out. 3/5 [url=https://store.steampowered.com/curator/26701155-The-Pepp-Selection] Click to see my curator for more reviews! [/url]
Эта лучшая стратегия за все время, какое я играл. Она заслуживает аваций. Так держать. Надеюсь не будут обновлять, такое добро не должно пропадать. 10/10
[h1]꧁NIBY CIEPLO A NIBY ZIMNE ꧂ [/h1] cyzli meh [h1]Fabuła[/h1] Walka o tron o władze [h1]GRAFIKA[/h1] jest nawet [h1]Muzyka[/h1] okej ale bez szalu [h1]Rozgrywka[/h1] zadozardzaz i bronisz kilkoanc iprzneosic jendoskti tak by nie psaci [h1]Podsumuwjąć[/h1] jak dla mnie gra jest montona i jakos srednio mnie zianteresowła daje nagraywna ale podkreslam że może komu się może psodaci ale jak już to ja bym brałą tlyko na przecenie jak bardoz bym wam zlaezloa ✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂--- Szukasz więcej recnezji lub zastnawiesz się czemu tyle błedów ? Zapraszam do obserowania i przecyztania opisu na mojej grupie kuratora https://store.steampowered.com/curator/7690491-Aga-i-my/
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