
Play as the Sovereign of a magical tower in this story-rich, Round Table management RPG. Recruit eccentric Knights, assign quests and balance egos whilst carving out your kingdom's destiny. If destiny doesn’t go your way, keep turning back time, uncover secrets and rewrite fate again and again.
Most likely between $1.1M and $3M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
Reviews
Themes across 1864 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
刚打完一周目的评测。 被美术风格吸引购买,玩了发现美术DEI倾向非常严重,大多数女性角色不看文本是辨认不出性别的,只能说不愧是法国游戏。 结局的路线划分非常粗糙,在满足数值要求后,帝国以我过于仁慈为理由拒绝和我交好,遂开战。打赢后获得征服胜利,放PPT说我是个暴君,善良倾向的骑士离我而去揭竿而起反对的暴政?我不是仁君吗?君主倾向仁慈最高,民众好感也是最高,开战就成暴君了?非得投降或者纳贡呗。 还有那个蛇骑士,披着共产主义皮的无政府主义者,提不出一点政治纲领、行政方案,就敢过来让我退位还政于民,说什么我退位了工人自己会想办法,给我看笑了。政体如何平稳转换、各地领主该如何处理是一点不提,放PPT还说什么不是这条线,法国也是革命老区了,是怎么写出这种东西来的。
总体来说是好玩的!养成系统很上头,前期剧情紧凑,人物美术和塑造各有特色,安洁完全是小狗妹每天都在期待左下角小剧场。策略养成要素比较简单,不容易炸线,但也伴随着资源过剩后期剧情空洞冗长的问题。如果能补充更多成长性的角色故事与骑士之间的关系内容,也许可以减少后期重复度高的问题
成瘾性很重的一款游戏了,美术优秀玩法有趣,包括很多人物塑造(特别是女性角色塑造)也是可圈可点极有人物弧光,缺点是玩到后期会有点腻吧,新鲜感过后刷刷刷就很无聊了。喜欢苏丹的游戏和风花雪月那种养成类(?)的还是可以玩玩打发时间的。
Played exclusively on steam deck with no issues so far. Incredible, beautiful choices matter game with interesting rewind mechanic that makes an already replaceable game even more so. Buy it!
game tells me I can accept or reject knight offers at my leisure said no to 1 out of 4 knights early this hard-locked me into failing main quest had to use rewind time mechanic to get the knight I initially rejected having to sit through same visual novel dialogue and same simple managerial puzzles was tedious why give player freedom to choose and then create hard fail if they choose incorrectly Kingdom management should be all about variable loss and gains over long periods, not win/lose on day 8. I love the idea that bad decisions are entirely possible, but forcing you to reload 2 hrs of playtime seems like awful game design. It would've been great if the failure instead had cascading negative effects on my kingdom.
从新品节玩到demo以后就一直期待这款游戏,体验过觉得极其失望。不得不说如果只看一周目前40天,玩法、美术、剧情确实可以称得上优秀,满分10分能打8分甚至9分。但结局和后日谈直接拉了坨大的。 没错,我和热评一样是仁慈线受害者。制作组能不能给我翻译翻译,什么叫做我建设国家结交盟友全靠“鸡毛蒜皮的小忙”?我帮完这个帮这个,骑士们冒着生命危险东奔西跑,不是赈灾救人就是处理纠纷。国库里那三瓜俩枣全拿去搞建设了。好不容易国家繁荣了百姓安居乐业了,各方支持率上来了邻国也都和平友好了,现在你告诉我因为我“软弱无能”所以只能要么投降要么被侵略?明明一个暴君选项没选过,就因为反抗侵略,我还成“暴君”了?突然骑士也叛变了人民也怨声载道了,就剩我一个人感觉鼻子红红的圆圆的,思考自己为了看结局熬到凌晨3点到底是图什么。 我不理解制作组为什么对仁慈线恶意这么大。明明“善有善报恶有恶报”是大部分人朴素的价值观,却非要写一个悬浮的”好君没好报“的结尾。如果你们是想体现一味的宽仁手段无法适应残酷的政治现实,这也不是不行。那就应该在前面的剧情里有相应的设计(比如过度的退让反而酿成更大的灾祸,对骑士的放纵反而带来了背叛等等),并且设置更丰富的数值判定结局。而不是前面一直你好我好大家好,结尾突然冒出来个人,高高在上地说教一通,直接把玩家积累的爽感和心血全部推翻。最后人物塑造也毁了,玩家也恶心。到底是图什么啊…… 目前很多角色的感情线也没有做完,后日谈的差分也很少。只能说如果制作组不修改的话,不推荐道德感强、对政治元素和剧情有期待的朋友入手。
I just finished this game, and I have to admit, it is absolutely amazing! At first, I hesitated to buy it after reading some negative reviews, but after trying it myself, I found those reviews to be unfounded. So, if you're still on the fence, I highly recommend giving it a try. So, what makes this game so great? First, the writing. As a narrative-focused game, Sovereign Tower demanded exceptional writing quality—and fortunately, they nailed it! The story is genuinely gripping; it kept me curious and eager to keep playing just to see how it all ends. And let's not forget the incredible cast of characters. Each one has distinct traits and a unique personality—never a dull moment! The dialogue feels natural and unforced—a rarity these days. This actually made choosing my Knights difficult, given the limited roster slots. Second, the art style is incredibly cool! Seriously, every character—even the minor ones—is beautifully designed. This is truly impressive, as developers often cut costs by using faceless silhouettes for minor characters. If you're a sucker for in-game romance, the minor characters' designs are so good that you might even wish you could romance them, too. Third, the game mechanics. Don't be misled by the "visual novel" tag on the Steam store page; this game offers so much more than that. While a large part of the gameplay involves reading text and making dialogue choices, there’s also a knight management system where you complete quests using your knights. I personally loved this aspect, especially the unexpected outcomes that occur when using specific knights. It’s quite similar to the super hero game Dispatch. There’s also a time-rewind mechanic, though I tried to avoid using it because the time demon involved seemed pretty suspicious! Basically, if you enjoy narrative-driven games (like Disco Elysium), visual novels, or RPGs and CRPGs, I think you’ll like this game. However, I do have a few notes. First, regarding the romance aspect: I appreciate that initiating a romance isn't as simple as just picking a romantic dialogue option; there are specific criteria that must be met for it to progress. Unfortunately, I feel the game world doesn't react enough to the romance we pursue. The only person who comments on it is Arlin, our advisor, who notes that while we're in the Tower, our leprosy won't be transmitted to our partner. Aside from that, none of the Knights comment on it. I find this a missed opportunity; the developers could have included small events where the knights react to the romance—like when we choose to date a rock (yes, a rock!). If things like that were included, the romance would feel much more tangible and alive. Also, the romance indicators aren't very clear. There should be some sort of visual cue on the knight's portrait (like a heart icon) when we're romancing them. As it stands, the only indicator is a Steam achievement, which you can only unlock once. Second, regarding the time-rewind mechanic: as mentioned in other reviews, it’s frustrating to rewind time and have to select every quest from scratch. Ideally, when time is rewound, previously completed quests would retain our last choices, allowing us to immediately select knights and equipment without starting over. This is actually one of the reasons I’m reluctant to rewind time—it’s just too much of a hassle. Third (and this is more of a personal preference), I wish there were a gallery to replay dialogue between knights, similar to the system in *Fire Emblem*. Being able to replay dialogue without starting a new game would let players see interactions they might have missed. I think that would be a great addition. Fourth, I really really hope that we can talk with Knights out of the dialogue event that sometimes happen at the start at the cycle. For example, I really wish that our knights comment on our decision for major quest, like in Baldur's Gate 3 when some event happening. It will make the games more alive. All in all, though, I don't think the game's flaws are significant. Sovereign Tower remains an extraordinary game.
It's quite simple... I cannot put this game down. I've played 20 hours in 3 days and I didn't even finish my first playthrough! Being bilingual, the mechanics of the game allow me to read it in both english and french and the writing is just excellent in both languages. Merci pour ce jeu magnifique!
推荐了苏丹的游戏
画风顶级,玩法常规,也配得上这个价钱了,再便宜点儿就完美了,30几块钱的质量