
Unforgiving storytelling adventure with dice rolls and turn-based management. Make the right choices and roll the dice to rally the monarchs to your medieval kingdom by diplomacy, war or deception.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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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
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 97reviews | 66% | — | $25.5K |
| $11.99 | 27ratings | 78% | — | 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.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Do not buy. This game crashes every time right after turn one. I played one game after the tutorial, and now it refuses to not crash after my second game. Also, I lost my first and only game due to my council turning into cultists; didn't even get the option to turn into a cultist myself. Their support team replied to my email, and suggested I do a bunch of ridiculous things to fix it; still didn't work. Need my refund on this.
Cool Game!!!
Good idea but poor balance. You have five advisors and they are you most precious resource in the game. If you want to do anything you need dice, but these dice are not generated passively based on the skill of your advisor, no you need to spend you advisors entire turn to have chance at generating dice. You don't have enough dice for an action? No worries, just spend one advisors entire turn to exchange different dice with a bad rate for the ones you need. Oh, but don't forget that you still need your advisors to do anything in the game! One could argue that to this point it's still a nice resource managing game, but a lot of the actions or just even random events might cause you to loose your advisor forever. This throws you into a spiral of trying to getting your things back together but most of the time the game punishes you at the same time for not having that advisor anymore with, by gibing you a task you can only solve with this advisor and therefor steals you your other resources.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Intriguing premise at first, but the gameplay is ultimately too luck-based, while the UI/UX decisions make repeated playthroughs annoying. Allow me to explain. (Note thatI have many more hours on this game via GOG in addition to Steam). The gameplay is, as promised, punishing. You accumulate dice via your advisors, then spend those dice when you dispatch your advisors to resolve quests around the map. These range from attacking neighbouring cities, to exploring ruins, to hunting monsters. Every turn you will also be presented with a random event and a related choice to make. Many of these events are elaborate, and have branching story paths, and some even add new areas or quests to map. The problem with the core gameplay loop is that the quests are not particularly engaging intellectually. You just allocate the maximum amount of available dice to the challenge every time, since failure wastes all dice invested in the challenge, and there are additional penalties for failure in many cases, ranging from loss of advisor to losing the entire game. And the latter outcome is very frequent. Losing any battle challenge against your home city ends the game instantly. And if you ever go to war with a neighbouring city, let alone two of them, they can spawn a difficult army every turn. This rapidly depletes your dice pool, and since you need the war dice to defend, you can never actually attack the opposing city, resulting in a quick game over. Even if things are going well for you (always a temporary state of affairs), about half your turns consist of a single click to have all of your advisors generate and bank all available dice. Which you need to do constantly due to the difficulty and high stakes of the challenges. So half your turns consist of a single boring choice, implemented by a single click. On to the UI/UX side, the game contains a number of bad decisions for a roguelike. There is a 2-second unskippable turn animation that quickly becomes a frustration. When you click on quests or locations, there is another 1-second zoom effect that's totally unnecessary and again becomes quite annoying. And finally, the cardinal sin of a dice-based roguelike is that the dice take far too long to roll. The default setting is comically slow, and even the fast setting gets annoying when you will be rolling dice dozens of times in a single run, and hundreds of times if you play several runs back to back. Text from events you have seen before can sometimes be skipped, but not always, which is really annoying as you click through the recurring events to get to the decision. The devs did not respect the player's time when they made these decisions, which is bad enough in most games, but it's poison in a roguelike. And the game still showers you with tutorial pop-ups even after you completed the tutorial and are playing a regular game... why can't these be turned off? The events also limit replayability, because in virtually all cases there are clear right answers, and once you know them, you'll chose them every time. You'll also know to avoid the many hidden traps that are sprinkled throughout the event deck. In most cases, there are no logical clues in the event descriptions to allow you to figure out which one is which. So the whole "choice and consequence" approach in this game comes down to "trial and error until you get it right, followed by the same choice every time". This also hurts replayability. This game does have its strong sides of course: it has very good writing, a unique setting, decent art/sound, and an intriguing premise. But the core gameplay loop simply isn't there, and UI/UX is not set up for a roguelike experience. In a world with more good games than you can possibly play in a lifetime, this game just doesn't make the cut. One last picky point - sometimes there is French text instead of English in the UI/UX. This is a minor thing, but one of the places this happens is the "roll" button, which is the single most-clicked button in the game! Not sure how that one slipepd through!
难度挺高,看一下攻略多尝试,还是艰难通关了
Spoiler alert: if you allow the peaceful religion to flourish they all murder you and end the game. Terrible game design.
Small little game - easy to learn hard to win.
Eccessivamente punitivo, un gioco non deve necessariamente essere spinto sul difficile, ma può essere un qualcosa dove potersi anche rilassare
The concept is fun but the game is designed for you to fail and crashes at the end of every turn
Not a bad game but some design problem makes it very less enjoyable. You can make it to the end and still lose to a single roll. Sometimes bad events happens in a row and you plan just ruined and there is nothing you can do about it. This game is finished and not receiving any update which means it won't change therefore there is no hope of any of this be fixed in the future thus not recommended. Which is a shame cause the game itself it interesting but these which you can't control impacts too much.
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