
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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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
The game feels quite different from its early access version. Unfortunately, not for the better. Gameplay & Combat: While the combat and reward systems have improved and does not lock you out of progress, the upgrade system for certain land types is now looped on the same combat sequence, where you finish one ladder and to upgrade for example Forest to next level you go through the same ladder again with the same enemies. The combat balance issues also remain. Even a few hunters can wipe out cavalry or upgraded soldiers, and enemy units sometimes attack between your units’ turns, which feels off given their stats. Lack of tooltips also does not help. Some building cards have an option to use mulitple villagers, while others not. UI & Aesthetics: The new UI has stripped away much of the original game’s charm. While the "original" combined with the controversial AI-style graphics, it currently feels less immersive than before. Micromanagement & Resource Handling: I played up to the sea fishing stage but dropped the game due to excessive micromanagement. Repairing losses after each battle is tedious. Resource handling is also confusing. For instance, animals are automatically sent to huts for butchering even when a butcher is available, forcing manual adjustments to prevent meal shortages. It does not even help to drag the building cards away as somehow the core resources still ends up misplaced. Verdict: Despite some improvements, the new version sacrifices the charm and balance that made early access enjoyable. I only hoped for more content and reforged combat system, but got a game that feels completely different, yet the core is the same. This simply still feels like Early Access v2. Initial discovery stage is fine, but later on one finds himself micromanaging everything.
Very good Stacklands variant. I honestly prefer this one. Excited to see more updates!
Интересная концепция игры Если вы хорошо проработаете и расширите поздние стадии, в расчете чтобы все исследования открывались часов за 500 игры (может парой платных аддонов), то игра будет сравнима с ведущими представителями жанра. Минималистический дизайн сейчас опять в моде, интересное оформление игрового поля, хочется конечно событий случайных побольше, линейку развития намного подлиннее, но надеюсь это все еще впереди. Личные две просьбы к разработчикам: Первая - сделайте дебагинг игры. Например, сейчас сохраненная игра может вообще не загружаться, даже не выдавая ошибку, а зависая, а карточка с ресурсом может перестать отображаться, хотя при этом видно его наличие по складу. Понятно, конечно, что игра еще в стадии разработки, но хотелось бы фиксов. И вторая: управление точки выхода ресурса. Простой пример: у тебя есть поле "Лес". Хотелось бы чтобы можно было настроить так чтобы половина веток отправлялась в хижину №1, вторая в хижину №2, а скажем зайцы в хижину №3 на разделку мяса, мясо дальше делилось между домом №1 и домом №2, в обоих готовилась еда и отправлялась в одну точку, ну скажем сундук... в общем, какие нибудь управляемые настройки потоков хотелось бы увидеть в будущем. Приятно видеть, что на рынке все же появляются песочницы в градостоительно-выживательном стиле, спасибо Вам за старания!
ゲームの導入は説明不足だが、基本的な操作を理解できて以降は気軽に楽しめる。 しかし進行にあたって不利に働く問題に遭遇し、それの回避ができなかったためおすすめができない。 問題の内容: 襲撃者による攻撃が発生した際、敵防衛線に木の柵が予備員として配置される。 予備員として配置されることにより、戦闘の際に木の柵が攻撃不可能な敵として残り続け、撤退する以外に戦闘を終了することができない(撤退は手持ちの資源が激減する)。 この問題は初襲撃、2回目の襲撃の両方で確認されたが同様の問題への言及が見つからなかったため、最近のバージョンで起きるようになったか、あるいはプレイ環境による可能性もある。
great game for those who like incremental style management games, im excited to see where they go with it as it is in beta it seems, a solid 5 hours of game play and while there are a few bugs such as cards randomly jumping around and the bear bug that others ran into it, there easy to get around and would definitely suggest playing, well worth the money and well worth the effort!
I've had a great time with Paper Kingdom so far! I've found that there are a variety of ways to build our your village to effectively provide enough resources and defenses, and I enjoyed that you can choose to be more passive or aggressive with your neighbors (At the cost of leveling resources more slowly if you choose to be more passive) I did run into an issue that prevented me from loading saved games, but the developer was extremely helpful. I was able to reach them by email for assistance, where they quickly responded and diligently worked on the issue over a few days to make sure everything was working properly. I sincerely appreciated the help and level of communication! Great to see developers that are that committed to maintaining their games and working out any bugs
The foundation is quite nice, but for now I would say it is not worth the asking prices. Got to end of the game "Empire" rank in 2 hours. Some of the card popping and twisting is bit annoying but that can be fixed, maybe would like to have some kind of areas that I can have a box like "City" and inside that box I can have other cards and it gets expanded or closed as I need and the box it self can be moved as well so can move multiple card stacks around. Like taverns are done with 1 manger + citizen , I don't see all the need 4 of the stacks. on the main board. Would love the see some graphs and stats, Like Maybe ones a year or every month Like how much food did I make eat and what is the delta etc. Gold seems to be quite hard to get related to how much army and ships require, Combat + rng is bit weird with the limited battlefield length, and the combat gets quite repetition as the length of the battlefield dictates how many units you can have against the enemy. The higher tier units do not seem to be that much better? Maybe add experience system so your troops can train? As now my whole army was just fishing always when not at barracks healing. That also something to include , General or some other unit should pull all the wounded units to barracks or just make Hospital building etc. Then I would love much more the combat be that I could be proactive too, Give a danger rating for bandits or natives and then I could send my army there to work to reduce the combat chance. Or I would reduce the chance all to Gehrig and every action that you do increases the attack bar (I think already does something like that ? or the chance for bandits etc does seem to change ) Then when it research 100 attack comes or you can trigger it early with your army, Generally I would also like that I can beat some of the enemies permanently.
An enjoyable game. At this point can be completed in 4 hours and is not that well balanced (in current patch waiting for ages to accumulate enough cloth for sails). However, it is enjoyable and I will definitely revisit it once the author finishes it.
Paper Kingdom brings together ALL of the genres I enjoy. First and foremost, it’s a card-based simulator,, but it’s also a survivalcraft game, where you start out as a nomad trying to survive in the wilderness, starting a tribe and evolving towards a more organised industry with a higher survival rate. It does the “get stick, make axe, chop wood” loop very well! It also offers some light reading, featuring immersive storytelling whenever you discover a new area or unlock something bigger. The demo is sadly quite limited, weapons are not a thing so as soon as you get your first raid, you’re done. It’s extended enough to show you the gameplay and, in my case, convince me I needed to buy the game. Bought the game, and I am having SO much fun! Still figuring out how to optimally organise my playing table, but at least I have a bow and an axe to survive raids now. Survivalcraft, exploration and city building in a card-based simulator!
There's a lot to like about this. The ideas are solid. Really enjoy the automation side of things too. But ultimately the UX is overly clunky, the whole UI could do with some major polish, and the fact it's only Ironman mode is frustrating when things can easily go wrong in the automation queue and it's easy to miss. With a bit more work it could be a lot better. And it seems the dev is working hard on it. So I will give it a thumbs up to counter the Mixed.
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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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