
Songs of Syx is a fantasy city-builder with vast battles simulating thousands of citizens and soldiers. Start off as a small village and build, scheme, and fight your way towards a mighty empire. The mechanics are deep and true to life, where tiny events can spiral into the collapse of kingdoms.
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About
Songs of Syx is a low fantasy city-builder with vast real-time battles simulating tens of thousands of citizens and soldiers. Start off as an insignificant village and build, scheme, and fight your way towards a mighty city state and empire. The mechanics are deep and true to life, where small events can spiral into the collapse of kingdoms.


Full of different races, cultures, old and new gods and strange creatures - everything in Songs of Syx is connected. Night turns to day, climate and weather change, and migrations of animals and people flow. Droughts and pestilence, raiders, traders and bandits, and new discoveries will ensure kingdoms and empires come and go with or without your intervention. Everything you do generates new unique stories and worlds each time you play a new game.

Win the hearts of your subjects or whip them into submission. Have their number swell your insignificant village into a metropolis of your design. Watch tens of thousands of individually simulated citizens and slaves interact: each with their own life, religion, fears and desires.
Build each house, street and plaza with utmost care in order to keep the needs of your citizens, your state and your army balanced.
But be careful not to overreach: everything you build requires upkeep and a slight disruption to your production, or a dip in your standing, could quickly spiral out of control. Your people will not hesitate to turn against an incompetent ruler.

Recruit, train and equip citizens of your great city. Gather allies and vassals, conscript traveling mercenaries and local peasants to bolster your ranks with up to 50,000 individual units. Use tactics and skill to encircle your enemy in massive real-time battles, or let your reputation demoralize them before the fight.
Each soldier is simulated and will require supplies produced by the industrial might of your great state. The outcome of battle will dictate the rise and fall of empires.

Break the backs of slaves as they make your beds and swab your floors. Just throw them a bone from time to time to keep them from rising up in revolt. Appoint nobles, or import them from other kingdoms and have them manage different aspects of your kingdom to boost your production and standing, but be careful with whom to trust, and reward them accordingly as some might get the idea to usurp you or join your enemies.

As your capital grows, it must be sustained by the villages, towns, lumber camps, castles and ports that constitute your kingdom. But you are not alone. Other kingdoms and despots are either eager to forge an alliance or expand their borders, so tend to your relations. To grow your might, you must engage in diplomacy, trade and war.

Thanks to the fulfilment of our first Kickstarter stretchgoal the game will have a fully fledged soundtrack made by @jasinkamusic. We already have some tracks done which neatly fit into the playable prototype.
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 | $24.99 | 8.8Kreviews | 95% | — | $7M |
| $19.99−20% | 116ratings | 94% | — | 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.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Themes across 994 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Throughout EA, the dev has added more and more of these unhinged and deeply uncomfortable racism and slavery mechanics. It's gotten to the point where you're now forced to segregate your city or else lose half your population in race riots, and they added an event where a "[Fantasy Race] Lives Matter" movement can start in your kingdom, which is, not in good taste to say the least.
This issue might be unique to me, but i struggle getting into this game. Even after sooo many attempts. From the looks of it, this game seems to have every element I'd love and would be perfect for me. But the issue is the initial learning curve is so unappealing and tedious, with so much unnecessary text and information overload that I'm finding it demotivational. Of course, I don't mind there being a lot of elements to learn over time. It's more a matter of how the inital learning learning curve is executed and how i wish it was implemented better. Like in games where instead of giving you the entire UI all at once, they just gives you one step at a time as you naturally familiarize yourself with it. I'm keeping my hopes up for this no longer being an issue in the future.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Hours played at review time, across 994 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
0620 - 0624 0 H -> 5.7H 比《Rimworld》更有《模拟城市》的感觉 上帝看小蚂蚁搬家的感觉更强 更不用太关心个体命运,更少的人类价值和人情味直接触发,更少的个体情感羁绊? 虽然游戏也允许你打开个体的面板看它数据看它想法看它心情,但从系统的设计和发展的需要上来看,好像暂时就没什么引导你需要特别关注他们个体的事情(除了有个体生病的时候引导挺明显的?) 过程中往往更像是一个会计师或者市政规划员的感觉呢——大多数时候都在统筹土地建设项目,批准移民引进,担心粮食的消耗与产出平衡问题,再偶尔思考对外贸易解决资源卡点.... 至少暂时玩了的这几个小时(算是还在很前期的阶段中)是这样的感觉 而且感觉这几小时获得的发展度和游戏内世界时间流逝感,好像都大概能对应《Rimworld》里大概十几乃至几十小时的发展量和铺展度了 虽然科技速度相比的话相当落后——所以是更中世纪的味道的,多少有点小时候玩法老王的那种感觉,风里都是沙子和土的感觉,仿佛玩了一会儿玩出一手泥一脸灰的感觉 而且是相对低压力的,周围没有强盗,有也看不上我(用游戏里的话叫作“没有油水”)(笑了) https://steamcommunity.com/sharedfiles/filedetails/?id=3754673357 游戏里可作为居民的个体有多种族构成,且种族差异看起来还挺大,不像Rimworld那种大部分还是人,但只是各有变异方向的变种人 这里面则是除了教程里用到的猪人,据说爱搞事且欺负猪人的人族,还有挺蜂巢感觉的虫子族,擅长水边生活捕鱼的龙人一样的种族,还有看起来像是混合了精灵和哥布林的擅长伐木的守林族 不同种族各有擅长的工种,现阶段也会给我一种借种族差异实现不同行业阶层的类似种姓制的味道 (比如有个种族像矮人似的喜欢山洞喜欢做手工;猪人则擅长种地;而虫族则生的快适合当军队耗材...) 游戏通过移民引进机制来实现其他种族人口的引入,而且这是在游戏一开始便可以进行的操作,虽然其他种族中有迁入意愿的移民相对还是比较少的 游戏里面还有多个既有的宗教,似乎不同种族的默认宗教的倾向权重是不同的(比如我的社区里猪人和龙人多,则那图标由两个环构成的宗教对应的人口占比有75%) 也不知道这样是不是也可以未来导向搞宗教战争之类的宣战借口啥的? 有点期待,也有点觉得如果这种多宗教又故意叠加了种姓式混居的话,搞不好会模拟出某种印度感...不过现阶段感觉大概还是主体民族外加匠人阶层人才引进的模式比较适合吧 V71版入坑,是新品节即将开始前在首页推荐位发现的游戏(被古壁画风格的封面和名字吸引?) 暂时Demo玩完了两个教程之后,便入了正,选了游戏提示上手相对简单且教程中接触过的猪人族开档了,挑个依山傍河有森林好地方扎了根 起初,基于其他游戏的游玩惯性,我本来是期望只搞纯主体民族社区的 然而,玩着玩着就发现这个猪人种族吃的食物多又实在是太不擅长搞手工了 现在依赖渔业且家具短缺的情况,反而适合考虑引入更擅长手工和渔业的种族来作为专职人员进行增产 于是在人口200左右的时候,我终于放开口子陆续地引入能强化我现有产业的种族了 暂时感觉还不错,虽然看到一次不同种族之间因为住的太近打起了架的情况hh 但好在食物产量终于支楞起来了 也刚进入可以建造练兵相关建筑的发展等级了 https://steamcommunity.com/sharedfiles/filedetails/?id=3754672822 玩之前地图生成阶段也挺有趣的 系统允许在世界中选落脚点的阶段重新生成周边的势力,于是就少了一些果敢和随性(这点不如rimworld,没你反悔的余地,也就自然“入乡随俗”了) 最初的配置是周围全是虫族(或许周边多山地的原因),看着实在是膈应,也是我决定第一次按下重新生成按钮的动力 也于是重新roll了一次就有第二次 期间有一次北边生成了一个人类根据地叫什么什么公国,那次印象最深,可惜还是因为某些原因又重roll了 结果后来感觉都没有太满意了的 直到现在这次,roll到东边一个叫阿莱斯的人类小国家(700人口)且是唯一接壤国家,终于感觉就这样吧 于是这个国家也成了这几个小时内(或许也包括未来几个小时内)我唯一需要关注的势力了 而现阶段教程根本没教过战斗 再考虑到我选的是相对均衡的游戏难度模式(君主模式?) 所以估计未来战争是不可避免的 这也大概是我对这个游戏一个相对远期的目标和期待引子吧 当下,就享受这种傍河而居逐步挖山一点点发展科技来增产的感觉也还不错 (这游戏的科技系统除了解锁项目这种功能,很多部分的功能还更接近那种4x游戏比如群星里的生产提效思路) 就是随着人口增加需要不断的进行房地产和食物的手动扩产和规划稍微麻烦一点 但整体在游戏内比较高的时间流逝速度下看着这个世界花开花落日升月移的流动着的感觉还是挺有趣挺放松也有点挺充实的 感觉前期阶段或许算是在一个有点吵闹的环境里也能不太有压力的玩下去的游戏吧 https://steamcommunity.com/sharedfiles/filedetails/?id=3754673469 接下来则要进一步的深入山体挖矿以及去河床上挖泥砖了,在获取更多科技点这件事上还有很多的兴趣和期望 总感觉战争或许还很远?就还是先享受扩产、生产、科技树的乐趣了 ---------- 0624-> 0703 5.7H- 13H 这游戏里面科技点系统设计的有特色 是多少人搞科研就只能拥有多少的点数,即点数直接等于当前最大科研能力 于是科技点变得有些金贵,应该用于解锁最有需要的东西,或者用于给最有规模的产业提升效率,但该系统妙就妙在学错了科技还可以日后退款,返还点数 而且有的科技是用于解锁建筑的,退掉之后已经造好的建筑并不受到影响,只是造不了新的了——这一点也很有趣,等于是可以需要某些建筑的时候临时研究一下,造好了再把点数退回去干别的用 比如一开始我寻思正好有山,搞搞蘑菇产业吧 后来才发现太费劲了,但由于以往的游戏惯性,一开始还有点不习惯退点数 但玩着玩着来发现点数确实太不好弄了,太珍贵了,于是终于迈出一步,退了点数,一下便舒服了,海阔天空了,反正不需要造新的蘑菇农场了,已有的蘑菇田照常种植不耽误 这个从【不科学用点 -->主动退点-->谨慎使用,灵活变更】的过程是一种比较令人有印象的体验,有点类似前年玩《黑神话:悟空》的时候面对强敌琢磨如何洗点重配,面对问题调整战术解决问题的感觉了 这段也终于陆续开始引入人类移民了,利用种族职业的技能特性来分配工作优先级,所以实验室都批量换人了,科技点的产量也提上来了 泥砖矿场也终于启动了,于是鱼人需求也更多了 现在就差虫族我还没引入了,暂时还没兴趣,也没太多需求 但中间看了几小段b站上的up的视频,感受到了一点虫族培育的过程,这育儿所挺令人有印象 也终于打上了第一场战斗了(村口械斗级的hh) 幸亏提前有所准备,没有忽略军事方面的投资,早早就开始了小幅度的练兵,也在打劫通告收到时立马从邻国购了些军用物资和其他必需品(甚至还涵盖了弓箭,盾牌),于是第一个突袭者来袭时5v18,已经全副武装,顺利拿下,俘虏+4 暂时已经开始蠢蠢欲动邻国的国土了,但兵力不可测(虽然国境驻军只有5人 笑死),但守军似乎不详? 这种一点点规划,国民逐渐增加,同时随着人口上升需要不断研究【怎么喂饱大家】同时尽量让大家有点生活质量,然后也因为人口增加而【提升发展等级】,进而【解锁新东西获得更多科技点奖励】的过程还是挺有意思的,收获感扎实,也是越玩也有点渐入佳境的感觉了 至此,也终于开始要挖入矿山深处接触更多的采矿业了 [spoiler](不过当前人口临近650,已经面临新一轮食物储备不足的问题了,或许应该先踩一下刹车,让人心稳住的同时,先使经济系统和食物储备更具有稳定性后再考虑向前?)[/spoiler] 使者暂时似乎还没派上用场,或许可以研究研究了? 我还需要更多科技,更多的农田(沿河地区的沃土已经开采近半),养活更的人,获得更高的发展等级[spoiler](等级提高赠送的几十点科技点还是很有诱惑力的,这也正好依托了游戏中科技点获取难度高带来的对比意义了)[/spoiler] 看看什么时候我也可以拥有更多的国土面积,走向更宽广的希克斯世界... --- 0709 游戏居然内置了延时摄影截图功能(右上角的相机小按钮) 实在是巧思,可惜玩了快十小时逛艺术作品区时才想起来这茬,是去讨论组提问,经网友提醒才发现的(起初还在找MOD,真没想到人家直接做进游戏了) https://steamcommunity.com/app/1162750/discussions/0/562535204979442439/ 也是感叹终于有作者将这个功能标准件化了啊,不过想来FrostPunk当年也算是做了,但可惜彩蛋化了,没有开放给用户——这边则是工具化内置,虽然还需要用户自己拿截图合成一下,但已经天地良心了 --- 0703 -> 0720 14.2H->24H 第二批贵族带来的增长也是恰到好处的,但也是更难以取舍的(这么多产业选哪个好呢!?) 也是这会儿才看明白它的原理,给50个该行业的工人提效 所以大的产业完全需要更多的贵族支持 而选择上则倾向于选择接近50人的产业才能效果最大 最近终于开始造水泵了,为了在河附近建造大型产蛋农场而努力!刚有了两个水泵 还是没有发动战争,但是开始缓慢的构建以水龙人为主的新兵团了 因为水龙人主要负责渔业和泥砖开采,职能非常专项化,可用房屋很多,移民意愿也一直很强 哦对了,新开展的产蛋农场也主要靠他们派上用场! 绿皮森林人的满意度总是上不太去,移民增加缓慢,时不时还走掉一两个 但刚刚开始用上圆润感修饰房屋的边角了 现在总体来说绿皮人在北部森林区负责砍伐狩猎和原牛牧场 水龙人沿河而居 城镇中心是主体民族猪人 南部大山里开凿了很多房间格子,邓多里安人主要住这边,现在向南挖掘,终于开始采集西西隆矿石了 城镇中心和山的北边之间的区域穿插着人类的房屋,他们主要负责文书类和科研类工作 最近在见缝插针地以5-10人一组引入少数民族移民,重点是森林人,其次是人类和邓多里安 虫人完全没有,但考虑到大山缓慢的挖掘速度和不够高效的采矿能力,时常会有引入些许虫族在山以南落脚的念头泛起,但暂时对于远距离开辟分支聚落带来的物流挑战还有点没信心。 大地图外交方面和邻近的国家成为伙伴后(外交使者立功),商贸路线和视野豁然打开,终于可以和更多临近国家建立交流了,于是西边的虫人国度也成了贸易伙伴,北边的水龙大国(2000+人口)花了300K+的巨款才建立了商贸关系。大国的制成品好便宜,终于可以用更低的价格采购工具和纸张等货品了... 也因此贸易部分比之前只能和一个国家交往的时候更有趣了一点了 下一步计划是什么呢?大概还是慢慢的满足人民生活需求和扩展产业链吧 刚刚发现自己之前当作城墙去造的防御设施原来只是楼梯!笑死 终于用上装饰物了,原来人民一直提到的火炬藏在这里。我因为柱子图标而忽略这个选项很久 长椅,火炬,安排,穿插安排! 现在科技点还是非常非常不够用的 图书馆升级需要的宝石的获取也算是一个当下一个自然的近期目标,主要阻力是挖山好慢,还没探到附近 市中心的空间的逼仄化也带来了空间扩展的需求,但仍然非常克制,这也是最近每次偶尔打开玩一小会儿的时候都会去慢慢去改进的部分,也算是一个游玩层面的品尝点吧 旅游业欣欣向荣带来额外收入感觉挺好,于是第二座旅馆刚落成了 泥砖/粘土开始明显产能不足了,南部的第二个矿产却距离太远,所以考虑慢慢向南铺设居民区来将它激活吧 盗贼怎么还不来打我啊!? 暂时只遇到了两次事件,一次是抬升之地自然灾害带来的移民潮,第二次是出现了某种肉食鸟带来的健康值变化,但可以选择捕猎它。 暂时森林人的满意度刚有回升,或许是北部聚落的服务设施增强改进带来的改善吧 暂时打算放缓人口增长速度,把服务设施再强化强化 最近偶然看到一个up出了这个游戏的视频,以最全心全意为人民服务模拟器来形容它 虽有整活之意,但也不得不说点出了精髓 现在我玩起来感觉照顾人民群众,以及把资源进行回馈人民的分配,提供公共服务这些,确实都是很有这种味道的玩点——喜欢在游戏世界里照顾和善待小人(刁民)的玩家应该还是能在这些地方享受到的(大概吧) ---- 24H->40H 0720->0722 第二次的土匪袭击,三队钢甲弓箭手(100人?),利用人数优势(170人)逐队包围才有胜机 战后:我也有钢甲咯! 多次疾病蔓延,从黑死病到沼肺痨,患者一度达到过400人高峰 也发现这种明确的挑战也有效拉动了我对医疗建筑的投入,更多医院,更强力的治疗科技 带来的益处也是实打实的 以及也有意识地修建了更多的托儿所,似乎可以解放更多家长的生产力? 而敌袭似乎偏偏就喜欢挑疾病肆虐的时间点同时来呢,两次都是 其实这一段一共有两次来袭,第一次在黑死病肆虐的时候 我直接迎击 第二次我试着选择了让邻国阿莱斯提供军事援助 结果就是阿莱斯直接被打成自由领土了...顿时失去了阿莱斯的路权共享,与其他国家瞬间失去道路连通...好啊你 挖山也终于挖到中心,终于开采到宝石了(选择+10%的高品质矿源,而不是更靠近的-10%低品质矿源) 终于重修了几个封闭性不足的实验室和图书馆,结果没有先建设好新的,导致很多人类暂时失业,进而直接迁居出走,险些带来负面连锁 创新点数一度陷入负值,引发科技退产带来的螺旋效果 索性后来成功升级图书馆以及及时购买钢材 第一座豪宅落成,一些不合适的早期工业区拆迁,引入山中,山里更加繁荣了,成为独立的社区。 虫族想了想还是不引入了,感觉跟大家差异性还是太多 宗教带来的满足度变化部分则还是有点不打看得懂 蜥蜴族成为了第二人口大族(400+) 人数抵达2.2K+ 陶瓶和布料危机早已解除,充分还资于民,家中配给拉满 同样的还有绿色石 更多的水渠和更多被滋养的超大原牛牧场,蛋龙牧场 然而皮毛依旧稀缺... 战兽牧场则仍未着急染指 终于决定要出兵外国了 170人的部队补给筹备用了好久,武器其实并不充足,临时让工坊改变项目进行补产 一路向东,“收复”阿莱斯自由领,命名“新阿莱斯” 继续向东,占领另外两座自由领 暂时近处只剩下北边的一处自由领 西边的虫族国家要打吗?有点犹豫,想留下一个用来做生意的伙伴国 终于体会到了大地图治理 正好一个贵族适合转职为总督(治理点数20点+) 矿石在地图右下角的上里,王座和主城区在左上角,距离太远 也缺石矿,石头全靠地图零散扫荡自由石块 这下好了直接在新阿莱斯建设相关矿场收进贡了(老早就总看网友提到的经验,终于得到实践) 结果人口下降很快,无力负担当前三级市政,城市停摆 降了一级市政建筑才正常 于是思路改为还是先治理稳定性好了,上贡慢慢来 至此一个阶段性的满足感获得了,财政也更丰富了,都是几百K了(旅游业太好了) 更进一步可以做的事情似乎更少了也更单一了 或许就是解决全产业链的阻碍,以及加强军备发展,准备和更多国家交锋了 但这会儿也有点疲了,感觉也算暂时到一个阶段了? 这游戏对战死者的统计和军队的管理部分感觉还有发展空间 比如烈士陵园,军队葬礼,军衔制度(我要封有战功的人当大将军!) 战斗带来的某些额外增益?
I've put quite a few hours into this game so that I could experience most of what it had to offer before leaving a review. Overall the structure of the game has REALLY good bones but in its current state I can't recommend purchasing. Unfortunately, with the way research, and war, and really all of the systems are designed, you are required to dedicate MASS amounts of your workforce to just keeping the status quo which prohibits you from producing goods or advancing throughout the game. Many of the issues I see with the game are actually new for the current versions. Although I don't have personal experience with older versions, people seem to not have the same types of bottlenecks with research specifically. The developer has also intentionally designed the game to out-scale you so even if you optimize ratios of all your goods and services, its ultimately not going to matter going into the late game. You will not be able to field half of what a like sized AI opponent can. End of the day, the dev can make their game however they want but as someone that loves Rimworld-like games and sees a lot of potential here, this one is a pass at the moment.
Лучшая игра. Развивался до 500 человек 7 часов. Пока решал проблему с едой половина моего население ушла из-за чего остатки не успели достроить пекарни и умерли от голода. Мое очко так никогда не болело 10/10.
The tutorial only covers the absolute basics. Advanced mechanics—like managing racial tensions, administrative overhead, and complex supply chains—are left for the player to figure out via brutal trial and error. which i might add leads to New players often build advanced structures or over-leverage research too early, inadvertently triggering resource binds or "death spirals" (like sudden mass starvation or riots) before they even understand what they did wrong. Once you research a technology, you have to constantly dedicate a portion of your population to working in laboratories just to "maintain" that knowledge. I find it highly counterintuitive and tedious that their citizens will literally "forget" how to build simple structures or use tools if lab labor dips. In the mid-to-late game, You have to sacrifice 10% or more of my total workforce just to prevent my tech tree from decaying, which feels like a grind. Plus i must complain that diseases and pandemics feel overtuned and heavily punishing. A single outbreak can wipe out a third of a thriving city in a matter of minutes. Then Preventing pandemics requires a heavy investment into physicians and hospitals. i must note that healthcare feels like a strict "binary choice"—either you hyper-focus on it and rush the tech, or your entire playthrough gets completely destroyed by disease, leaving very little room for alternative playstyles. My last vent is Combat it relies incredibly heavily on a "morale break" mechanic rather than actual physical casualties It’s not uncommon to see a massive clash of 600 soldiers end with only 40 or 50 total deaths because one side completely lost morale and fled. A small, highly trained, or mercenary army can easily rout a massive defensive force simply by breaking their spirit, making auto-resolves and manual battles feel unpredictable and occasionally unrewarding. And then theres the Developer well this chap ensists Every update must or leads to significantly increase the game's difficulty. The developer's philosophy is that the reward for building a larger city should be an even steeper hill to climb (introducing massive debuffs like administrative overhead at higher populations). I feel frustrated that whenever i finally master a system, it gets reworked or nerfed to enforce a highly specific, hardcore vision. It's a Big Nope from me
Celui qui découvre par hasard Songs of Syx a toutes les chances d'être découragé d'emblée par l'enrobage graphique de ce jeu, très pixellisé et minimaliste, et par sa direction artistique très Old School qui rappelle des titres comme Civilization I ou Dwarf Fortress. Si on franchit une première heure d'acclimatation sur le jeu (les quelques tutoriels sont essentiels), on découvre un city-builder survivaliste parmi les plus profonds : chaque tranche d'une dizaine d'heures passées à agrandir tant bien que mal notre ville révèle une couche de gameplay nouvelle : on tente d'abord de survivre bon an mal an à la famine ; la croissance de la population et les premières récoltes prospères mènent aux premiers problèmes de santé publique ; la criminalité et les rixes racistes impliquent ensuite de repenser le découpage des quartiers résidentiels et de choisir sa façon d'appréhender la l'ordre publique, etc. La gestion de la recherche scientifique est assez déroutante au début, de même que celle de la noblesse, mais augmente encore la profondeur et la personnalisation du jeu. Et c'est sans compter sur l'aspect diplomatique et militaire de votre partie car, au fur et à mesure que votre cité grandit, elle finit par attirer l'attention de ses voisins, qui voudront commercer avec elle, ou en faire la cible de leurs conquêtes. Il est même possible de s'insérer dans les jeux politiques du continent jusqu'à devenir soi-même un empire. Bref, Songs of Syx est un jeu étonnement profond et complet, difficile à prendre en main à cause de ses couches d'informations par toujours facilement accessibles et à son enrobage graphique daté - mention spéciale cependant à sa bande-son très agréable. C'est certainement un des meilleurs titres dans son genre.
Поразительная игра, ощущение как будто сидишь в своем чахлом замке и смотришь на этих грязных крестьян которые чета копошатся у тебя под башнями, за стенами уже подходит вражеская армия, а на складах у тебя осталась последняя булка хлеба которую съел твой дворянин кретонец, ну разве не песня? Что еще надо для счастья
Finally, a game where being an autist and a racist makes you better at the game.
This game would be a lot better if there was an actual tutorial that taught you what you need to know. But the tutorial really only teaches you what to do in the early game, so after that point you're lost not knowing what to do at all. So many mechanics are left unexplained as well, like combat. My city was about to get raided at some point, and I had the choice to stop the attack by attacking the raiders first. This loaded me into a different map with all my divisions, which were split into a division of 1 guy, a division of 19, and of 49. And there were only 12 enemies. I sent my guys after them, and after killing all of them, it said I lost the battle somehow. Then the raiders reach my city, and it's only about 12 of them or so. I muster my army and send them to face off against the enemy, but they all just stand there. Both my army and the enemy just stands there, until one big enemy (who I also couldn't attack) went to my throne room and defeated me. And don't get me started on the other mechanics. Everything is so confusing and unintuitive, it takes so many menus and submenus to trade a single loaf of bread, and my city is constantly just about to run out of food, but never does, and just about to run out workers, which it never does. This is just really annoying. And it's sad because this game clearly has a lot of potential. Hopefully it gets better if it leaves early access. I know there's a good game under there, it just needs a LOT of polish.
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