
Roaming Fortress is a dynamic new mix of action, strategy, and defensive games that puts your fortress atop a massive Burdenbeast. Upgrade your fortress and crush the enemies that have defiled the Kingdom!
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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
Reviews
This game could be very good. But because some major issues it is really a pain. 1) upkeep (grind fest). your mobile base and "turrets" cost you some money. For example you need to pay 20% of your income for base and 15% for your "turrets". it means that the upkeep for a fight is at 35% and that means that if you get 1000 gold from map it will be reduced to 650. The further the game you are the bigger the upkeep is and the more expensice the ubgrades. so basically the furhter you are the more gold you need but you will be recieving less. Taht means that if you need some money you need to play a map you can beat with "low cost". so basically you will be farming one map lots of times to get your ubgrades. This is not fun at all. 2) Game Bug. When a mele mob is engaging your fortress, you stop moving. and sometimes your fortress dont start moving after you kill the one who stopped you. Everyone likes to restart map right? Because at this point there is nothing you can do. 3) Auto aim Some of your turrets are "automated". They work really good... well most of the time. Some mobs can run away from you (for example range mobs that are to close to you) when they run the auto targetting wot hit it. and if your turret locks on that mob it will be occupied by shooting behind a mob till the mob wont stop or die. 4) Progress game keeps your "record" in 3 categories: monster killed, gold looted and time needed to finish. That is theory. in practice game dont save your time stats (but luckly you can live without it so it;) 5) Medals you can get your new fortress plans and "turrets" from 2 sources. By completing maps and by collecting medals. That is really great but... at some maps there are fiever mobs on map that you need to kill ( for example you need to kill 120 but map offers only 100). The trick here is that some mobs are in huts. if you destroy that hut to fast you loose mob. So in some maps you need to wait as long as you can with the destruction of the huts to get more mobs. And here comes the bug. You wait monsters comes in mele game crashes. you dont wait mobs dont come out you dont have medal... 6)Info some "turrets" just lack the proper info. For example "spread shot" shoots 4 arrows and it deals x amount of damage. The question is that is combined damage of 4 arrows or damage of one arrow? The bottom line is This is a very good example of a very bad example. The game got great potential and it is wasted. If you plan only to simply "finish the game" it will be fun. If ou want to "complete the game" it will be a rebooting iritating grind fest.
I've witnessed my roaming fortress come to a complete halt and no longer move forward, but you can still get some money by retreating in the menu. It's not perfect but my enjoyment outweighs my disappointments.
Game is not balaced, has Bugs and is not supported by the developer at all
Despite the bugs in and overall jankiness of this game, it's charming and interesting enough that I just kept coming back to it until I finally completed all 4 maps. Took me 88 hours, and I'll probably need to sink in several more to get all the medals. [h1]What I dislike first, because some of these may be deal breakers[/h1] [olist] [*][u]Frozen beast bug:[/u] If your Burdenbeast is stopped in its tracks by an enemy soldier, there is a fair chance (20%?) that it will never take another step forward again, thereby forcing you to restart the mission. Especially early on, when you are less equipped to prevent melee enemies from getting in your face, this can be rather frustrating. [*][u]Impossible unlock bug:[/u] As far as I can tell, 1 fortress and 1 magic squad are bugged and cannot be unlocked. Neither is necessary to beat the game, but completionists take note. [*][u]Uneven difficulty:[/u] At points you may be happily sailing through the game at Hardcore difficulty and then suddenly hit a level you can't pass at Normal. Sometimes this just requires you to change up your strategy and pick a different Squad composition or Fortress, but other times you need to grind a few levels to get the Gold or Medals needed to upgrade or unlock specific options. [*][u]The grind:[/u] Because Gold is hard to earn until later in the game, this can be extremely time-consuming, especially if you keep chasing down the wrong options. [i]Hint: when you unlock Bounce Blade or, better yet, the Auto Bounce Blade, attack Hardcore level 13 on map 2 using the Dhorag Bover beast (+30% loot) with the Dowry fortress (medium fortress # 7). Load on just a maxed out Bounce Blade, Auto Crossbow, and Auto Spear Closest. In battle, place a point in each squad, then max out BB, then alternate between AC and ASC. This should very easily net you about 900 Gold every 4 minutes. [*][u]0 completion time bug:[/u] If you complete a level on Casual, your completion time record for that level may be set to 0 seconds. Since this is unbeatable (and impossible), you will always have that annoying 0 second win on the map. Not a big deal to some, but rage-inducing to others. [*][u]Control scheme:[/u] To enable or disable a squad section, you need to first click on the squad and then click on a specific section in that squad. It's obvious this was made for mobile, and playing with a mouse can be a bit of an annoying experience until you get used to the controls. The need to spam the left mouse click to attack is quite irritating too; I have a macro-enabled mouse so I just toggle auto-spam on and off with a button, but someone with a normal mouse will be setting themselves up for carpal tunnel. That said, I found myself directly controlling only slow-firing artillery once past the first few stages, so this isn't as big a problem as it may seem if you also gravitate towards artillery. [/olist] [h1]Why I still very much like this game despite all its flaws[/h1] [olist] [*][u]World design:[/u] The conceptualisers and artists did a laudable job here. From the fantastic Burdenbeasts with their gigantic Fortresses to the various distinctive enemy units to the evocative backgrounds, the game remains in your memory and stands out as something quite unique. [*][u]Base gameplay:[/u] This is sort of a tower defence game though with squad range and recharge considerations rather than tower positioning concerns. TD fans will probably enjoy it. There's an action element as well (you will typically directly control one squad), but it meshes rather well with the auto-squad element and doesn't require much in the way of twitch reflex or hand-eye coordination. [*][u]Tactical options:[/u] With so many different squads that act so differently, and so many different enemy types and behaviours to prepare for, this game will appeal also to the tactical planner. [*][u]Accumulation of ability:[/u] People who like levelling up will like the accumulation aspect of this game. Unlocking interesting new squads, beasts, and fortresses is great fun. [/olist] [h1]Conclusion[/h1] If you like planning and levelling up, and if you find great satisfaction in mowing down hordes of enemy units in an action-TD type game, Roaming Fortress should be your cup of tea. However, be aware that it has a number of bugs and design issues and isn't a smooth-as-silk triple-A experience.
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