
Strategic idle game. Develop the kingdom, then abdicate and get gold! For gold, you can buy new tiles and expand the territory.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English, Russian
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
it took me five years to get 100% achievements in this game
oh noo... How long does it take to complete this game?
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game takes a lot of time))))))
一款打着“放置”名义,但却要无时无刻不停点击的游戏 也许后期游戏性会上去,但初期这个重复性的操作实在难受 真要盯着一个地方点就算了,还要你这里点几下,那里点几下,不停换地方,又没有足够的反馈进行激励,有这精力的话我觉得还是换一个其他类型的游戏玩玩吧
Я ничего не понял
So, this one's a mixed bag. The core concept of how territories are used to make buildings is good, it naturally opens the game up to complex interactions and buildcrafting to optimize solutions. Unfortunately the game gimps itself right off the bat by preventing you from playing around with those very builds (unless you use the premium currency) by preventing you from rebuilding the layout without a full reset. Funnily enough using a cheat engine to give yourself infinite currency makes the core gameplay more interesting, since you can fully play around with all the tools available to you, instead of being forced to arbitrarily build small and wait for resources just to save slots for later. The pacing of the game is highly questionable. It's an idler, but your automation never improves beyond having buttons to click every 5-15 minutes, sometimes even less. Yet individual runs are regularly expected to take hours to complete, with some of the divine trials taking several days of game time at minimum. The combat is, on the surface, built around giving you a large number of choices, but there's one or two objectively optimal builds that are your only real option, which trivially clear tens of thousands of consecutive floors, so it's entirely about figuring out the correct solution to the puzzle rather than picking what's situationally useful. What really kills the game though is how it never gets more complex than that. Going to a new island just gives you a simple money multiplier. No new perks, no new tools, no new currency to spend, just doing the same thing but marginally faster.
Не зацепило
Well... I dont even find words for this :'D Yes i play it, because i search for ways to beat this crap. Currently ive hirring time for monks, that is longer then the time the universe existed. Hiring time 11.28 *(10^42) seconds. In comparsion, the univerise should around 4,35*(10^17) seconds old That tells you a lot about the balance of the game. Basically it just used some straight math without using curves. You see that in prices & in time you need. Even getting new tiles is a pain that takes you sooner days to a week fpr one new tile. Maybe its easyer when you ahve like 20ish tiles, but... to get tehre you gridn weeks. The prices for all are just broken, you almsot get no CS currency, the 2 amber you get per archivment is a joke. The game system is not getting properly explained, you just start doing stuff and relaize soon "oh its not working like this, lets spend some of my amber to get a tile free)... Thats really bad game design. I still play it, because i hate it. Im looking for how to maximize the ♥♥♥♥ and get further, but its hard to balance and you need to restart a lot for each liek path you choose you restart once and let it run for days :'D just to get easyer forward soon.
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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