
Paper Kingdom is a colony management game. Stack cards to gather resources, build structures, explore and fight invaders. Turn a nomadic tribe into an empire.
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About
Paper Kingdom is a colony management game. Starting as a nomadic tribe your job is to turn your settlement into an empire.
Gather resources from cards like Forest, Quarry, Mine and Sea.
Craft items and assign jobs for your settlers.
Build structures to progress your settlement.
Produce goods and trade them for Coins.
Explore new cards and fight off invaders.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain*, Japanese*, Russian*, Simplified Chinese*, French*, Italian*, German*, Korean*, Polish*, Portuguese - Brazil*, 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
Mechanically the game is pretty close. although the card spawn, bounce and cling needs some work. As far as the game balance goes, though, the game hasn't really found the fun yet. It's just a mechanical set of tasks balanced against random setbacks that aren't actually fun to deal with, and don't feel balanced. It ends up feeling like a lot of waiting.
尽管核心玩法不算失败,但就现阶段而言,这个游戏还存在很多的问题。我不知道这些问题在正式版是否能得到改善,但无论今后如何,他会怎样,至少现在,我并不推荐你来尝试这款游戏。 首先是BUG问题。尽管公告上说这已经很接近正式版本了,但在我的游玩过程中却仍然发现了大量明显且影响重大的BUG。例如,携带攻城武器的攻城战斗中,我方攻城武器如果不打出第一下或者miss了,我方其它角色是不会读攻击条的,只能站着挨打,这无疑让本就难受的攻城雪上加霜。猎人大队曾依靠此BUG跨两级代差反杀我方火枪兵。例如,全部海战都无法进行,海军填不上格子,提示单位类型不匹配,而敌人甚至直接会在放桌面上送给你。战场是空的。这时候能且只能用快速填充填上去一队步兵自动胜利。这是极其恶性的BUG。如此种种,不一而足。 其次是不合理成就带来的垃圾时间问题。我不清楚作者在一键生成400个邻居时是怎么想的,是否觉得到中世纪就戛然而止的游戏内容就因此丰富了,我只知道当我研发完所有科技和建筑时,我只打了不到100个邻居。剩下的,则是纯粹的漫长而重复的垃圾时间。这段时间大概有五六个小时,五六个小时完成一个游戏里全收集类别的成就之一,似乎不算太长。但那也要看基础时间是多少,本体从头到尾的游戏寿命也就五六个小时,你再塞给我同等时长的垃圾时间,真的会把人搞疯掉。除此之外,13级殖民地的要求更是重量级,我从开局到全灭400邻居不过12年,为了拿一个13级殖民地我半挂机挂了五百多年,哪怕开了变速齿轮十倍速仍然挂了两三个小时。这点我不想多吐槽了,作者你高兴就好,看着办吧。 最后,则是游戏设计上的一些小问题。就桌面卡牌游戏而言,本游戏的操作还有很大的优化空间。火枪,大炮这类大量生产的装备,没必要设置成不可堆叠;缺乏一键自动合并的整理键;缺乏产物投入加工的自动化设计;数值设计不甚合理;进攻失败永久失去该部落奖励的设计虽并无大碍但影响观感……等等。 至于作者在公告里提及的优化替换AI美术,根本就不算个问题,或者说,至少不是多急切的问题。独立游戏,美术和音乐过得去就好,只有游戏性才是根本。玩家体验上,能朝三暮四就不要朝四暮三。我见过很多败坏观感,被玩家拉出来骂,但实际上并不影响平衡的设计。这种情况下,如果被骂了还坚持不改觉得自己很委屈,无一例外,非蠢即坏,否然又蠢又坏。
Game has a worse management system in the new update. Literally unplayable.
lol the early access version was better
Sadly Game turned into too hard Difficulty. You need a hundred Villager too cook to feed every Citizen. All starving to death. It was a good game but now its only Frustrating an no Fun anymore. Deleted
I played this game for a weekend going from start to, what I would call "endgame" in ~6.5 hours. As a early access medieval card management game, I highly recommend this game. With that being said these are my ratings of the games main systems and overall rating (1-5) with brief explanations. Overall: 3.9 / 5 TLDR; Very clean thematic art and music really fits the medieval vibe. The management aspect allows for automation and has the colony-sim energy that is needed. Combat allows for multiple classes and enemy variety but lacks strategy and needs a rework. Progression has three phases but ramps quick, then plateaus. Ambiance(Look): 5 Between the art, music choice and sleek design I love the look of this game. The characters and resource cards are not to complex and have hi definition images. The music and sound effects change to match the area of the play area or situation you find yourself to be in (Very immersive); scrolling down the play area of the kingdom fades between music you'll hear wood being chopped near the forest fading into tavern background noise when you pass your Inns. Management and Feel: 4.25 The Card & Grid based organizational system the game has a very responsive snappy feel to the cards. When the cards don't fit they bounce to a open space or overflow off the side of the board, which is a great alert to the player that they have misplaced or mis-automated some portion of the board. The game progresses through different stages of automation from manual placement to light and than semi-automation. On top of all of the automation there is a level system for specific building cards that slowly builds and has a very meaningful impact on your progression. I rated a 4.25 and not 5 because there is a feeling that the automation could go farther with room for improvement, but as it stands is thematically correct for a medieval game and still feels quite nice. Combat and Rewards: 2.5 The biggest critique of this game for me would be the combat and rewards. While moving through early - mid - late game you want to get ahead of your 'neighbors' to gain better weapons and gain the upper hand. In theory this works but a large portion of this game is RNG based and less strategic than would be desired. Along with this the rewards are either won or completely lost, thus later attempts at a previously lost fight result in no "physical reward" being won; you technically still progress the world map. These two aspects combined make me rate the combat the lowest out of all; mind you only 2.5/5 not a 0, the use of multiple classes (ranged, siege, melee) as well as the variety of enemies you face give combat a good baseline and feel. Progression: 3.75 (2.75) The progression is mainly shown through the buildings and weapons you unlock sequentially, that reflect the new era your kingdom has reached. With each new era you gain new troops, resources, buildings, and roles to develop your combat, automation and resource acquisition. Remember this game is in early-access and only 6 months old, and I fully expect the developer will add more, I'm thus rating it a point higher than it should be. My critism with the progression is how quick it is. You can probably complete the progression of the game in 5 hours or less (I did in 6.5 hours). To unlock the full achievement list I would estimate takes around 12-14 hours to complete(unless you have very good combat RNG). Difficulty: 2.5 (Not factored in overall) A middle of the road difficulty suits this game very well. The early game can be tough as you can be wiped out quick easily if you over extend or don't pick your battles carefully. The mid-game can be quite easy especially if you are rich with resources you will snowball to endgame very quickly.
In its current version the battles make this game extremely annoying to play.
I really like this game, but the combat is complete garbage and makes it unplayable. You can't reliably see when raids are going to occur and when. You can get attacked by two things at once and completely miss the second attack and have no chance to respond losing your entire town. Fix the combat and I will try again
While interesting concept, this is very bare boned and doesn't really have many choices. You just wait until you have enough resources to progress - there is only linear progression, and the only real gameplay is to optimize food consumption by unequipping and equipping gear and then some management related to a very boring "combat system". The content is very limited and the whole experience shallow.
Stacklands + temporian 的缝合作品,有简体中文,由于是卡牌类型的操作实际上并不太方便,虽然做了一定的快捷操作,初次体验个人觉得还是比较无聊。只是单纯没对上眼。
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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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