
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 1052 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dieses Spiel ist nach meiner Wahrnehmung etwas neues / frisches. Es macht unnormal viel Spaß, sich durch die einzelnen Etappen zu kämpfen und nach und nach Sachen freizuschalten für den Charakter, aber auch für die "Basis" und die mit laufenden Truppen. Meta-Progression halt. Man muss hier auch schauen, wie man spielt, denn "Einfach drauf und wird schon" wird einen nicht viel bringen. Man muss die Bonis nach jedem Run mit bedacht auswählen, auch mal ausweichen / parieren und wenn es nicht anders geht, zurück laufen und sich sammeln. Kann es nur jeden empfehlen und ja, es ist jeden einzelnen € wert.
So satisfying
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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, German, Japanese, Korean, Russian, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil, Spanish - Spain
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
why can't you morons make sure the multiplayer feature works before shipping the game. wasted 30 mins of my life trying to host a lobby with friends. i hate p2p connecting, it is ♥♥♥♥♥♥♥ and you should feel bad about having to use it in your game. i'm sure it's a good game but yeah... i might say a racial slur
It's a lot like cutting barley at harvest.
Such a fun game! 4 hours flew by! Excited to see how it progresses from here.
Çok güçlendiğimde ağızımın suyu akıyor. Çok zevkli tam sürümü iple çekiyorum :) Arkadaşınız varsa kesin bir şans verin bence.
Good Meat and Bones on a game that can be great. Lots to love here, and a few things that ought to be addressed. The combat, the sound design, the art, the music; absolutely beautiful. The campaign map lets you play a game of chance: do you assault the boss with the minimal time possible and strike them before they can up their resistance? Or do you collect all the power-ups and monster mash with captains, champions, and bosses? I usually go latter but you do you. There are quirky and shadowy side characters that are morally neutral and beneficial but also sus, vital to the folklore of cultures that lives with the land instead of flattening it out with industry. Oh, and if you get too cocky the game will put you down FAST. The following critique will feel wordy, but only because I want to get my point across clearly and not because I want the devs to feel bad. To the contrary, I'd love to see the devs complete their vision for this game while adopting perspective from the players that can only interact with the game from the outside: Hero and Squad Progression: -Heroes: I'd love to see the stats upgrades more accessible from early on in the game career. If the health, attack speed, damage, etc. were in a different tree and for cheaper costs, it'll let the player feel the heroes become snappier and tougher like the veterans of failed campaigns they are. I think that'll help me feel a little stronger each playthrough, help keep the game feeling fresh, and the dopamine flowing. -Likewise, if the high-skill upgrades like parrying and perfect dodges were in a separate and higher-cost skill tree then players whom built experience on the game or have a natural knack for a game like this can feel their badassery in a more prominent matter. -Companions and Allies: Similarly, the weight of NPC squad progression can probably shift a little bit. Ex: cheaper upgrades for Recruitment Drive, Call to Arms, and all damage training (can probably group all training into one thing) but more expensive upgrades for activation upgrades. It doesn't feel rewarding to spend statues on upgrades I can't feel the impact from directly (ex: ally damage), but if I upgrade something like "rescued commanders automatically activates their special attack" then the reward of seeing an ally commander clean up a half of a map will feel rewarding and fun, and turn a "chore" mechanic of saving allies into a prompt-to-reward mechanic... and keeps the dopamine flowing. -Mousing over Companions and Commander icons should automatically display their special traits too. Currently you have to select them, then mouse over the right side of the screen where the traits are listed and mouse over the specific sigil of the NPC, which feels dreadful when you have 12+ units and traits to keep track of just to play a campaign. Combat, UI, and Visuals: -Parry: I feel parry ought to be harder and more rewarding, or keep the parry-stuns as-is and make parry easier. Probably the former for the sake of progression and mastery's sake. At it's current state, parry is high-risk, low-reward with their short stun windows and the dodge builds with guard-breaking attacks feels far less frustrating and more fun. -Visibility: make trash mobs smaller. The chaos of a huge battle is great, but my old-man eyes keep missing the lancer heroes until one's shoulder-deep in my rear end. A slim outline, brighter colors, or an aura animation is also an option, but that may conflict with the current art style and architecture of the game so bigger important characters feel like the move for me... but changing player character size will mean changing the size of the maps and hitboxes of all the attacks, so making trash mobs smaller feels like the move here. -Attack warning markers from trash mobs: This is a tough one. Yes, trash mobs should still be there for a reason, and pose a threat because a sword held by the weakest 5-year old is still a sword. Perhaps make the warning markers from trash mobs smaller and/or different color from the captains? Reduced stagger from trash mobs, either in an update or through in-game upgrades, would be a welcome addition for the late-game. Or make them do pitifully low damage but keep the current stagger window so it feels like they too are setting you up for strikes by their captain. -Camera: if we can get the level of the lock-on camera a little higher, I can see the ground better and avoid hazards/arrow volleys TL;DR: great start to an EA game, I have thoughts, I look forward to the polish the devs will apply in the coming months.
:)
Satisfying musou combat in an unforgiving roguelite format. Relatively minimal content (most of my hours are idling to keep my campaign progression since you cant save between them yet) but fun to master. Pretty lightweight on system resources with a cool style. Definitely strong potential and worth a positive review, but i feel like if you're any good at third person action games at all you will probably unlock everything pretty quickly and theres little incentive to do the Hades-style difficulty tiers after the base game. Still happy I bought it.
This game reminds me of a game you might randomly find for the Xbox 360 in the best way. The gameplay is solid, seems there's a lot of content and more on the way, artstyle is peak and music is awesome. Highly recommend it for anyone who wants a decent hack and slash (I'd recommend you play it with a controller, if you have one)
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