
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.
Most likely between $4.2M and $11.9M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $24.99 | 94% | approximately $7M |
| GOG | $24.99 | 94% | #39 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $5.38 on GOG · Russia (−78%). Compare 30 prices in 15 markets →
Reviews
Themes across 1012 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
这是一个好游戏,而且目前还有很大的提升空间,未来可期。就是这个游戏非线性的发展需求让后期玩起来很费力。这个游戏发展的一切基础是人口,人口越多越好。人口是根据幸福度涨的,幸福度高移民噌噌往你的城市跑,幸福度不够这些刁民立马就跟你说拜拜。但这个游戏的幸福度度机制是人口的满足度除以期望值,而期望值是随着人口增加而增加的。初期村子里没几个人,随便挖点野菜吃就幸福感爆棚。后面几千人口的时候必须每个人都用几份大鱼大肉美酒伺候,身上要穿金带银,屋子得是豪宅摆满家具和珠宝,城市的配套设施也必须是高标准,包括食物储备能维持的天数等等等等,这样才勉强能让这些市民大人满意。而所有的东西都是消耗品,需要不断生产来维持。科技也不是解锁了就完事,需要始终保持相应的劳动力去维持科技点数,如果点数下降解锁过的科技会重新上锁,科技解锁的建筑也会无法维护最终报废。这些加在一起导致人口越多劳动力缺口反而越大,如果过程中哪个环节出问题了没及时处理,你就能体验一夜变回原始人的刺激。玩到后面属实是被这帮刁民气笑了。
Great game, very approachable and not too complicated up front but a lot of depth to the mechanics. Dev cares a lot and updates regularly (his update videos are the best part)
An interesting and rich game that is hamstrung by a hideous UI and a real lack of elegance.
I really enjoyed this game however the recent updates that focus difficulty and spreadsheet min/maxing are absurd. Maybe I will try it again in the future but as of now the game needs better tooltips, better UI, and ANOTHER overhaul on research. I don't want over a quarter of my population researching but that's what the dev wants I guess. Also apparently stockpiling food is just not possible anymore. The canals change has basically destroyed my latest city now so I will just give the game a break. Mods help but often aren't updated when the game is updated so best not to rely on them, plus this review is about the game itself. Very telling when the overall review score goes from a 94% down to 85% over the last two updates that the dev is taking this game in the wrong direction. I bought the game as a sandbox but am being forced to play a very specific way and I just don't enjoy it anymore. When you mention it to the community they just say ''user error, get gud'' meanwhile the tooltips to explain how to 'git gud' are non-existent.
极端恶劣的平衡 一言不合瞬间崩盘 数值严重问题 这个逆天的数值恶心了我整个晚上,彻底坏档无药可救 1300人里面300个1岁婴儿 劳动力无论如何必然跑光 跑完600人里面一半婴儿 科技掉光 死亡螺旋 归零了 最新的补充: 游戏逻辑很多地方是基于Happy Path的,非常脆弱,后期拆除建筑重建过程中随便操作两下就崩溃闪退了 而且还会出现优先级拉满路径可达 有着大量杂工 岗位上就是不来人的奇葩现象 税收的资源多到爆仓了,结果因为这个奇葩的问题导致宁愿闲着也不愿意把材料装车 一边爆仓一边缺原料 物流岗位空着然后三千多杂工都不来一个 最后恶性循环 生产崩盘 大地图军队崩盘 幸福度崩盘 这不是自相矛盾吗?
First and foremost , the game is great, I'd give it a solid 8/10. I really look forward to the game's full release and if you like grand strategy/city builder games you should at least play the demo since it's never far behind the payed version. That being said, I have some gripes with the game. Let's start with the campaign map and how AI kingdoms interact with eachother outside the players influence. I have never seen an AI kingdom go to war with another AI kingdom, I presume this is because of the AI's reliance on trade? But I've never even seen large Kingdoms or Empires go to war with smaller ones, despite controlling what SHOULD be enough fiefs to not really need trade, due to all the tribute they're collecting. This could just be bad luck but I reckon it should happen more often. Secondly, troop reinforcements instantly teleport to the army you're reinforcing. It is very annoying to take out an AI's dedecated army only for their garrison to teleport across the entire region instantaneously to reinforce, they should be guarding the city, which leads to my next point: How does a city of 1.2k people have a garrison of 4k? Is the number on the map just the amount of non-combatants a city has or does the AI just spawn them in as a wierd "last-stand" mechanic? Very annoying having to train so many troops only for Aragorn to pull the Legion of the Damned out of his arse. "But mercenaries, lol" It just feels scummy to me, that I can spawn in a ♥♥♥♥ ton of mercs that suffer none of the drawbacks that a dedicated army suffers and all I have to do is fork over a pittance of coin. When I did use mercs, I felt bad about it because it felt undeserved, like I was putting in little effort and being given a massive army in return, so all you need you're own army for is the weak petty kings that spawn next to you at the start of the game so you can tax you're new regions to pay for mercs (of course the time investment for regions is pretty massive so you'd be better off just selling 10% of everything you produce, and just making sure you have really good production to offset the trade). I suppose I should talk about regions too. They're pretty slow to develop, which isn't bad, but there really isn't enough manpower which makes no sense at all, and a regions population should contribute to the amount of manpower it has, but it doesn't. Manpower is acquired from title boosts and from the townhall's tier, granted you can only increase a townhall's tier when you reach a specififc population threshold, which maxes out at 9200 pops. Why then does a metropolis of 21k people have the same workforce as one with only 9.2k? Because population is treated only as an arbritrary barrier to upgrading the townhall, as well some small boosts to certain production depending on how much of a certain race is living in the region, like better regional pastures from having a bunch of Tilapi living there. This just sucks, I fought hard and many of my men died, just for one maxxed out building and EVERYTHING else having to go towards keeping the region loyal. Titles. I like them, I guess? Some of them are nice like Lifegiver boosting health by like +0.12 (which is good enough, kinda?) but then Lord of Kings or whatever it's called, the hardest title to earn by a landslide, only gives like +0.08 happiness? Why? My incentive to overcome the hardest challenge in the game is the exact same reward as far easier challenges like the Despot (default difficulty) Challange? I'm just not even going to bother playing on the hardest difficulty then, because what should've been the main incentive to do so, just sucks. I think the combat is fine, I have only some small issues like spears being ♥♥♥♥ for cavalry. Do they not know how to crouch a spear on horseback? It was pretty ♥♥♥♥♥♥♥ effective at skewering people in real life, not sure why they don't do it in Syx. Maybe a lance will get added to the game? I think the city building itself is fine, dedicating like 2/3 of my population just to food production kind of sucks but I main humans so I just invest tech points into upgrading my farms and bakeries later on in the game. I will say that tech points can be pretty slow even with humans, but I've come to understand tech advancement is supposed to take years (in game) but I mainly play on custom difficulty so it can be tweaked until you get comfortable. All of the faction leades say pretty much the same stuff regardless of personality. Sure some words get changed depending on their race but it doesn't really make sense that a Pacifist leader talks all the same ♥♥♥♥ that a Warmongerer does. Pacifist: "I've had enough of you, worm. Submit to my demands and I may just spare you're pathetic life." Doesn't really sound like a pacifist does it? Cretonians just kind of...suck? They're good at refining and thats about all I would use them for IF I wanted to min max as much as possible. Humans are good at farming too, make for better soldiers and are the only people worth putting in administration/labs/libraries (arguably the most important buildings in the game), paired with dondorians who are great at crafting and mining, love living in the mountains where all the ore is and that's really all you need. If you really wanna min max add some Tilapi FAR away from the human and dondorian houses (murderous ♥♥♥♥♥ elves) to work pastures and wood production, maybe some Amevias to fish and shephard for eggs? But humans can basically make up for everything they lack in race bonuses by investing in tech bonuses at a much faster pace than everyone else. So yeah, #HumanSupremecy. Map generation could be better. I mean the tile that your city is on, not the map itself. I get why you don't have things generating in a convenient way, but I'm just gonna regen until it eventually does. Maybe I could challenge myself, but it's way more convenient logistically and production-wise if everything I need is close by. I think the noise made by production buildings should be something that people just kind of get used to over time. It might already be that way, I never really notice because people are usually just upset about not having enough torches or food servings but if that is how it works then just ignore this point. I'm sure there's some other stuff that could be improved but that's all the things off the top of my head, I'd have to get into another game and find annoying stuff if I wanted to write an even longer review. But again, I think the game is great and I look forward to playing more of it.
Советую игру людям кому хотелось от градостроя больше экономики и больше песочницы. Впрочем графика весьма понятный минус, но лично меня увлекло и так, механики, как по мне, куда важнее
Nach 70 Stunden in der Demo (die phänomenal ist, lade es dir runter) habe ich endlich mal im Sale die Vollversion geschnappt. Hauptsächlich damit man modden kann, aber auch als Unterstützung des Entwicklers ;) Wenn du Rimworld liebst, hunderte Stunden darin verbracht hast aber immer im Hinterkopf dachtest "Boah, ich würde ja schon auf einer größeren Skala spielen, so eine richtige Stadt mit Hunderten Einwohnern" dann ist deine Suche hiermit abgeschlossen! Ich denke mal die anderen Rezensionen überzeugen genug ;)
There seems to be beautiful potential if you can get past how unfriendly and unwelcoming it is designed to play, but I could not. It almost seems anti-player in how convoluted the interfaces function. There simply has to be a better way.
I've never played a game with a less rewarding and more frustrating method of handling technology and research.