
Build settlements, explore the Nine Realms, collect artifacts and upgrade your deck to reach the top of Yggdrasil in this post-Ragnarok roguelike city-builder! Can you survive the end of the world?
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Don't put reminders in your game to leave a review on Steam. I don't want Nutty the malevolent and poorly grammared chipmunk screaming at me every time I start a run to leave a review on Steam. This game not good. The tutorial takes exactly 2.1 hours, at which point you can no longer return it. It's a Slay-the-Spire rip off except with awful dialog and worse art. Do yourself a favor and just go play or replay slay the spire instead.
This game just didn't do it for me. I like all the things this game intended to do, but it kinda fell short. It's not worth full price, but maybe when it goes on sale, give it a shot. If you don't like it within the first hour, then return it, because it doesn't get any better.
There's no real steam option for "It's kind of mid but still a nice way to kill a couple of hours," so here we are. I've been working on unlocks and still can't get the damn Valkyire's achievements, so I guess I'm pretty softlocked out of the story-- which is mostly okay, because to be frank it's a vegetarian sandwich -- no meat to it. Which if you're into light fare, great! It's for you. The loops are mostly satisfying but grow repetitive quickly. You can get a sense of progression and I enjoyed optimizing every bit of space on the Holt for maximum bonus from my reward housing and buildings. But over all, it just seems like you hit a plateau and then there's... nothing new except grinding for specific achieves to progress the story. Which is boring. So, if it's on sale and you know it's flaws, totally buy it. Like I said, it's enjoyable when you have a couple of hours to kill, but don't get real deeply invested, there's not a lot of payout here.
[h1] TLDR [/h1] Multiple strategic layers create engaging, complex play in this Norse-themed, deck-based, roguelike building game. Overly-random rolls affect choices, decks, outcomes and ultimately the fun factor. [h1] Intro[/h1] Roots of Yggdrasil is an enchanting game. It draws you in with its charming graphics and art style, calming soundtrack, and multiple layers where players can execute their strategies. At its heart, it is a city building game, with roguelike elements. You play the leader of a flying vessel, attempting to rebuild, after Ragnarok (the Norse apocalypse). By successfully completing missions, you gain the resources to power your ships (with seeds) and gain the resources necessary to upgrade your companions and your base (the Holt). Your companions grant you bonuses, both at the base, and while you’re attempting missions. Your missions (called “loops”) are timed; there is a black void chasing your vessel on the exploration map (the world tree, Yggdrasil) and the success of your missions is largely determined by how good your deck is – you gain cards through various means; quests during the missions, NPCs you encounter, etc. The exploration map is where you pick your next location for the mission. Once you land, you have to focus on quickly achieving side quests (to maximize the resources you gain on completion) while primarily trying to achieve the main quest (get enough seeds to power your ship; the number varies from level to level). Placement of your buildings is critical; one mistake, and you can be hooped down the road. There is no saving allowed (you only save when you return to the Holt) and you basically sink or swim during each mission without being able to try new tactics or building placement. There’s also no ready way to destroy existing buildings. If you exceed the time allotted for that mission, you will be penalized by getting cards with negative attributes (you can remove them, but at great cost). Once you decide to return to the Holt, another strategic layer emerges: you have to decide which resources you wish to exploit first, and thus which areas to clear. You need resources to do everything; clearing rubble, creating new buildings, etc. And you gain these resources when you successfully complete loops. Ok, let’s get to the nitty gritty: [h1] Likes [/h1] [b] + The multiple strategic layers in the game makes for engaging gameplay [/b] [b] + The lovely soundtrack is calming and quite hypnotic, especially during missions [/b] [b] + There is a fair amount of strategic depth at the exploration, Holt, and mission levels [/b] [b] + Learning the intricacies of your deck, which cards to get, which to discard, offers even more depth [/b] [h1] Dislikes[/h1] [b] - While there is a tutorial, the game is not very intuitive; you’re left wondering what you should be doing next, which resources are more valuable, etc. And the learning curve can be steep [/b] [b] - At the Holt, the game is not timed; when exploring, the time needed to reach a location is important but during a mission, timing is everything. This mechanism is a little too rigid in my opinion, and detracts from the fun you can have during a mission. After having to mostly grind your way, it becomes a little annoying as the penalties of missing deadlines stack up [/b] [b] - There’s too much randomness in this game. To be fair, some randomness can make a game more challenging but too much of it affects everything and unfairly increases the game’s difficulty: the deck you get, the cards that are drawn each round, the negative events that occur during a mission, the limited choices available in the exploration map, etc. [/b] [b] - I think the randomness is overly high and disadvantageous because they want you to fail, and keep trying. It’s this inherent structure of roguelikes that I generally dislike; I don’t like having to learn basic game mechanics by continuously failing and repeating [/b] [b] - Optimal placement of your structures is CRITICAL in this game (as it affects mission success). Unfortunately, you only learn this by making mistakes and realizing after; or failing, and trying again. I find this kind of “replay value” tiresome [/b] [h1] Verdict [/h1] The above QoL issues may not bother some players, but they bother me. I think having a mission clock should be used sparingly; if every mission is timed, it becomes a drudge. What’s the rush? Ragnarok is already over, right? Yes, it is a roguelike, so it can be argued that the game “should” be this way. But I think it would appeal to a wider audience if these elements can be refined somewhat and balanced better. In sum, Roots of Yggdrasil can be fun and could be even more so, if not for how roguelike features like timed missions and a high degree of randomness can drastically affect play-balancing and as such, the enjoyment of the game. 6.5/10.0
[h1]Are there any deck-builder city-builders with meta progression that aren't janky as hell?[/h1] I played a lot of different deck-builders of all kinds and shapes, and I came to the understanding that it's this exact combination I want. A combination that only this and Dawnmaker really match. Both are from French teams and both were released almost two years ago. And... both are janky as hell. [list] [*]Characters are a bunch of obnoxious crybabies I grew to outright hate [*]Gameplay is very repetitive, with too much RNG and too much useless stuff [*]Base upgrading is onerous and undercooked [*]Writing is trash. Visuals are ok - but nothing to write home about [*]Egregious interface bugs, like some screens being softlocked. At least there are no crashes [/list] IDK. I might play a little just to try scratching that itch a bit more. But no, I don't recommend this game to anybody, even on 30-50% sale
概念超神:诸神黄昏余烬中母系首领收集各种男女老少人外伙伴在世界树残枝上轮回基建探索真相 浅浅留评助力早日出简中,key大概三十块,但不知道制作组的数据评估看的是不是直购(
Ok so a pretty straight forward rts / 4x like with a Norse twist. Great. Ok so get to home base, check, improve home base on your way to the end destination, check. Get there. check. GET TOLD TO GO DO IT AGAIN (but with penalties)... ok irritated, but maybe this is the end game? Set all penalites to max, 32/1 if you played before... finish an island. Ok now what? oh same thing. DONE NO LAME 4/10 at a discount because the first playthrough was pretty fun for about 4-5 hours. Therefore try and get it for like $4USD (I think I got it in a pick n mix bundle for less than that). Unless you like hamster wheels because this is that after the first pass... :\
I enjoyed the combination of deck building, city management (which is really a puzzle game in disguise because you have limited open space to place buildings near specific resources), and rogue-like. You can usually change your strategy slightly based on what requirements are necessary to advance to the next level.
very slow to get into. i played most deck builders out there. this just isn't a deck builder it's a city buider, but instead of the buildigs, you're drawing cards that have the buildigs oon them. eery run feels the same, need housing, then barracks, then working camps etc. theres no optimization of combos. just requirements. regret buying it. im a sucker for rogue and deckbuilders. dont let the very postive review fool you. it only has 284 reviews total
I went back and forth on this one. I had a poor first impression, because the mechanics weren't clear to me. I warmed to it as I understood it better, but after running 4 expeditions ("loops") I got bored because each game seemed pretty much like the last one. Not enough changes between games, either in the kinds of maps you see or the upgrades you get from the meta-progression. It's a tile laying game with deck building mechanics. You build villages on floating islands, with the goal of blooming 2-3 trees on each one and then getting off before the creeping darkness kills you. You're mostly doing two things, building up your Supply income and increasing your Might. Almost all cards cost Supply to play, and to expand your village, you need to spend Might to unlock new zones on the island. Every game plays pretty much the same. You start with in a cramped area, play a bunch of houses, and then play a couple of Barracks to gain one-time Might awards from those houses so you can unlock new zones. Once you've got some room, you place mines and logging camps to increase your Supply income. As your population grows, you draft more cards. Some of these are better mines and logging camps, some are cards that give you actual Might income instead of one-time awards, and some give you Supply income from housing but have various prerequisites. As you expand across the island, you encounter magic trees that you need to bloom. Each has specific requirements, like place so many houses nearby, or so many Might or support buildings. It's interesting enough the first few times, but it gets really repetitive. Despite every map being randomly generated, they end up feeling much the same. There are 3-4 different kinds of islands, and you tend to see them in the same order in every game. There's some meta-progression where you unlock rewards that improve each run, but the rewards are so small and trivial they feel like they don't matter at all.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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