
Fight solo or up to 4-player co-op to reclaim your island alongside your Scottish battalion. On each campaign, gain new powerful upgrades, rally your forces, and stop the invader as they carve into the Mother Stone to harvest its power.
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About
Fight solo or up to 4-player co-op to reclaim your island alongside your Scottish battalion. On each campaign, gain new powerful Emblem synergies, rally your forces, and stop the invaders as they carve into the Mother Dragon Stone to harvest its power.
Carve through hordes of enemies on vast battlefields, by yourself or with your friends. Difficult challenges await at every turn. Fight your way across the island and wield unique combinations of mighty powers on every attempt. Rally more Scottish troops and grant them permanent upgrades as they acquire experience and grow stronger.
The Dragon Stone Meteor event brought swarms of occupiers to your doors, and along with it, mysterious and dangerous powers. Inscribe your name in legends, and lead your troops in a campaign to reclaim your home.
Obtain powerful upgrades and combine them with over a hundred artifacts to create distinctive and devastating builds. Choose from multiple unique playable heroes and unleash increasingly explosive and lethal attacks directly from the frontlines. As the action unfolds, prepare to face the ominous power mined from the Dragon Stone.
Your soldiers gain permanent skills between campaigns. Recruit, upgrade and fight alongside them as they become essential assets in your upcoming battles.
Expand your settlement between campaigns to gain access to new shops and buy permanent upgrades or even unlock difficult challenges for greater rewards.
Complete special objectives to discover new artifacts, playable characters, cosmetics, upgrades and combos. Unearth plenty of secrets as you traverse the war-torn battlefields.

Reconquer your island with your friends or by yourself through over 45 handcrafted environments with endless opportunities for unique scenarios and objectives. Invite friends to join your campaign and share the glories of victory!
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1030 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Early Access review: This game feels like it does everything right in terms of the musou genre. The characters feel simple to play but individually different, the music absolutely rocks, the way each weapon plays differently instead of one being strictly better than the others and I could keep going. Most importantly, it gets the one thing right that makes a good musou game great. The objectives! There are plenty of objectives to do, and you are often required to move mid objective to clear another one, keeping that great tension of paying attention to what is on the minimap as important as what is currently in front of you. Game has some performance issues in the end areas on the steamdeck, though I am honestly amazed the devs got something like this running so well in the first place. Bugfixes are quick, I submitted a bug and it got patched within a day. However, a big problem here is the roguelite aspects. Do not get me wrong, what is here is already a pretty solid base. Unfortunately several of the game's systems currently feel lacking. First are the emblems (the boons of this game or whathever you want to call it). While they initially felt great, overtime you realize you are funelled into only a handful of builds. The builds certaintly have identity and that is great, but they lack impact. Anything my boon choices do ultimately feel like they just power me up slightly. I wish there was more variety within an emblem tree. If i take the poison trail dash, it would be cool if later upgrades let me choose to make that trail bigger, or let me combo with the vortex emblem to create vortexes inside the path. Imstead, all poison emblem paths just lead to stacking more combust, which by itself also feels lackluster as the damage even fully funneling into that single emblem feels negligable. Let us get more broken and crazy, and leave the balancing aspects to the postgame difficulty tiers! A similiar problem I have with itemization, though frankly this is more of a personal issue with this style of itemization in general. The game takes after Risk of Rain in the sense that you get money for killing things, but only some things like captains. Each level has chests you can open with said currency, but its a completely random item. This means that you dont get to dictate what item types you are stacking. I wish the game had a system where I could reroll chest items once for a cheap cost, or if it at least let me see what item was in that chest. Risk of rain also has mitigations for full randomness, such as item duplication or a mode that eliminates the random reward entirely. All in all, the game is very solid right now and is basically a genre matchup of my dreams. The roguelite parts are a bit shaky but the musou core is so briliantly executed that it only makes me wish for more content. Try the demo and see if you like it, and if you do, its pretty much more of the same.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Korean, Russian, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil, Spanish - Spain
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I really wish I could give this game a half thumbs up, there's some things that I really enjoy with this game and a lot of design decisions that I find very strange, that if fixed could be a recommend from me. Now some of these things will probably get changed / adjusted as we go through early access, but after playing through the game for a few hours these are the things that really stuck out to me, and hurt my enjoyment of wanting to do repeated playthroughs. Pros: - Atmosphere is top notch, running through a horde of enemies and cleaving them all with one big swing feels really satisfying. - Combat feels really satisfying, with enemies being launched all around as you as you clear stages. - Visuals are relativley solid for a indie title, with a unique art-style. Things that need to be improved / Cons: - While combat feels great, you'll quickly begin to spam the same combos over and over again, which ends up making the game feel super repetitive. I wish you could unlock more combos, or find items that grant you additional weapon combos / abilites. As it is right now, I find myself getting pretty bored of the 3 playable characters. - While there are numerous upgrades and unlockables, they rarely impact how you go about playing the game and are pretty much (do 10% more damage with strikes, or heavy attacks), which don't really add that much. - Collision on the assets placed throughout the level are inconsistent, with some assets having massive insible walls that will block you / get you stuck during boss fights / combat. It can get pretty frustrating taking hits from an enemy because you got stuck on an invisible collision that's placed 5 meters away from a bush. - During the heat of combat, it's hard to determine when to block as you have numerous captains and enemies all attacking you at the same time. Having more visual clarity would help reduce some of those frustrating moments as missing a block or dodge can sometimes take away a huge portion of your health, espcially during later stages. - The amount of materials needed to level up other characters is too high, I feel like I have to play the same character over and over again so I can continue progressing, as playing a character that's underleveled significantly makes your run a lot harder. Upgrades for your skills / characters are essential, as they give you massive health and damage bonuses. Having to repeat runs over and over again just so I can get materials to match a previous character is tiresome. - Bosses don't change per stage, meaning you'll fight the same boss over and over again during the first, second and third stages. This also got pretty repetitive, as i'm wailing on the same enemies, with the same combos, against the same bosses over and over again. Some more boss variety, or modifiers would be nice interms of changing up the pace. I really wish I could give this game a thumbs up as it's close to being a solid third person rogue like, but there are just too many design decisions that make it a no for me, perhaps in a year or so a lot of these complaints wil be changed / addressed, but as it is right now I'd recommend waiting a bit longer before hopping into this one.
Gameplay feels awkward in the beginning, gets hell of a lot better with progression and adjustments. a bit clunky, would benefit from some polish. It also has a very gorgeous artstyle that totally delivers if you want to see lots of cool designs for items and little things. Scratches the itch to see some cool trinkets. build variety is realised mostly through passives, can be quite interesting in some combinations, but even still the "make powerfull synergies" advice from tip menu feels a bit out of place. Most skills are parallel to each other, despite system seemingly drawing from Hades, there are no "duo boons" or meaningfull interactions between skills, but there is a system of status afflictions that can be synergised and exploited to some degree. It delivers, totally not the worst Early Access product i ever bought, mechanically competent, very pretty, and seemingly with great potential in the future. if you want to play with friends, be aware, at this point in multiplayer there are often big FPS drops, even on higher end PC's
timed obj spawning across the map gets old quick
开发组自己玩过游戏么,请问你们打到了试炼几呢?精英怪海,玩家没任何加强,静音怪们越来越肉,输出越来越高???唯一只感受到了制作组的恶意
i feel the easiest way to say how i feel is that i don't understand what tears of metal is going for. I'm only really acquainted with the musou genre through it's more recent output and crossover series (hyrule warriors fire emblem three hopes etc) so i bought tears of metal for myself and two friends and left confused it lacks the roster size aiming for seemingly five characters it's much harder than the usual having a dodge cooldown and parry with enemies that are far more active and faster than most of these games it's combos are less flashy and there are less of them every character and weapon they have is limited to 4 combos including a block attack string and dodge attack for wallace (the first character) so he ends up feeling like he has 2 combos so it's simultaneously more and less braindead than the usual musou and i end up wanting to stop comparing it to the musou genre as tbh it doesn't scratch the itch the musou game does of a large scale flashy battle it really feels like it has more stake being pitted with the roguelike genre but then it ends up having completely different issues biggest gripe for me is variety in most areas low amount of characters weapons don't change much of a characters playstyle the hades style boons only have 8 types and like (from what i can tell) 8 individual boons in each of these types items feel very copy pasted as most effects exist across all rarities for example there is a crit chance up item it exists in all rarities simply giving more per rarity so common is 5 rare is 20% there are 3 acts they don't have variants for each acts you will see the same stage layout often there are 3 bosses one per act they don't change (i haven't gotten to act 3's boss but i doubt that one suddenly has a number of variants) the only part that seems good is enemy variety there is a good roster of fodder and captains to fight the issues with the item pool and boons are particularly damning as i end up not caring about either of them i feel practically nothing when i get any of them (except the one that makes the heavy finisher a multi hit that ♥♥♥♥'s awesome) and so i end up having a hard time recommending this to anyone as i feel like either way i'm giving it to someone who won't like it i also have smaller issues with clarity it's very hard to tell what's happening when fighting several captains and since this game is meaner with things like health recovery that does end up frustrating me quite a bit so yeah my biggest gripe is variety runs feel so samey for ironically a variety of reasons until there is more variety in everything i can't recommend this game with that being said there is some cool stuff that i hope is conserved if they do fix variety mainly the combos themselves all feel usefull especially on wallace he has a light combo a heavy combo a shield breaker (his block attacks) and an aoe with his dodge attack it makes the whole set feel handy and i hope if they do expand the combo list they manage to find uses for all the combos an example would be having different types of aoe's on each a thin but long reaching one a circular one a cone maybe also add some charge attacks (aka hold inputs) as a way to have easy access to light finisher's without to long of a combo ie press X then hold X for a two hit light finisher
Please work on Save and Quit ASAP for the dad gamers out there and we have a hit. I love everything else!
Bro I cant even play the game when i move my cursor my game freezes and stutters yet it doesnt happen with a controller plugged in fix this please
The game is poorly optimized, terrible framerate, and delayed controls. Can't play more than a map or two in multiplayer before the game starts to stutter.
[b]Trash.[/b]
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