
Claim and defend the Tomb of Tyrants against greedy adventurers by matching tiles to build a deadly dungeon full of traps, minions, and more!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] Build your catacombs and protect yourself from incoming hordes of heroes. Game plays like your typical match 3 type. Gather resources and expand your crypt then place monsters inside to fend off enemies. Music is very melancholic and drowsy. Visual side basic. Definitely not for everyone. I don't know why but this one is not much enjoyable. [/h1]
I've tried to get into this multiple times, and have never had any success with it. It seems like something I would like, especially because it seems similar to 10,000,000 - but it's so confusing that I just couldn't grasp what was going on. Maybe I'm just bad at multitasking, but there are so many things to keep track of, all in real time, that it goes from being fun to frustrating.
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Languages: English**languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
fun tower defense/blockswapping game with a Dungeon Keeper-type theme and a roguellike mechanic where the more rituals you fulfill in a run the more floors are preserved when your tyrant inevitably succumbs in battle and you have to begin again with a new one. easy to learn, easy to get hooked. i haven't touched this game in years, reinstalled on a whim, and immediately lost an hour.
Very addicting, a lot of unlocks and somewhat complex
Good game, install the beta for full 4k resolution.
Wow, pretty underrated game that seems to go under a lot of people's radar. It LOOKS to me like the game was in a messy, hard to understand state for a long time but I've had a pretty easy time understanding the game in its current state... And I may or may not have skipped most of the tutorial. I picked up on a lot of things from the few tutorial hints I read and had to reset the tutorial eventually just to make sure I understood a mechanic or two (that wouldn't actually change my progress, I was just curious) So this game is a lot like Dungeon Keeper + Match 4 and roguelike mechiancs. You do the match 4 to gain resources to build floors to your dungeon that open up branching paths depending on the combinations of rooms you use. For example using goblins and wolves will open up wargs, if a goblin and a warg are in the same room, they combine into a Goblin Beastmaster, that's the most extreme example I have so far, normally its just a room and a new monster/trap. There is a reason to keep using the match 4 system when you've built all you can build. So matching meat/red will heal monsters, matching teal/armor tiles restores armor and so on. It starts feeling pretty simple. But eventually I picked up on some things. Different kinds of heroes show up depending on what you build. This can open up weaknesses or counter you depending on how you continue to build your dungeon. You can intentionally build something that brings a certain kind of hero and then focus on their counter. This game has something ELSE that I love. Randomly named monsters with a good bit of variations on their appearances and higher level ones look more powerful(or fancy) than others. Then methods you can use to keep some monsters between runs. This resulted in the grand saga of "Grum the Fashionable" a goblin ringleader. Who carried me through most of the early game allowing me to progress very far. Eventually he was defeated by a level 10 paladin, the first level 10 enemy I'd ever encountered. Now I have a Drow Spider Queen and Heretic combo that can practically hold down an entire floor by themselves due to them having insane damage and a great combination of abilities. They seem simply unbeatable and continuously stick around between runs. This is something I hold dear when a game does it. You build up these implied stories based on what happens when you have characters that stick around, have funny names, look cooler than the rest etc. Anyways, this game is cheap. I'd say this is worth more than the game costs when it's not on sale. So pick it up ESPECIALLY if it's on sale. At least if you know you're into these roguelike dungeon master games or just want to play some pretty good connect 4.
Fantastic game. Old, but great! Very addictive. Basically tactical match 4 :)
This German-engineered solo puzzle game is about the "thing within the thing"; it isn't good-looking and shallow, it's pixellated but deep. It evolves to adapt to your play-style as a result of hundreds, thousands of your choices. Warning: might be frustrating if prone to "analysis paralysis". Its many moving parts defy analysis, creating instead an engaging, addictive, hours-long session of non-stop active choices that, taken as a whole, begin to define the "thing within YOU" ! (your style, traits, character) There's no turning back, no return to zero, in this open-ended roguelite blend of synergy card games, Tetris puzzle, D&D dungeon-designer, and worker-placement. One-of-a-kind experience! Stick with it!
"After defeating 20 assaults by everyone and their mother, the 14th tyrant was suddenly defeated by the Fire Marshal's draconian fire laws." Maybe you think this game is hard but there's ♥♥♥♥ in it like this that is so ♥♥♥♥♥♥♥♥ ♥♥♥♥♥♥♥ mint.
I'm writing this review after reaching the 100hrs mark. I bought it long time ago (leaving at +90hrs though) and gave it a new shot lately for several hours more. I like the overall idea of matching tiles to get ressources, and also the quests to unlock new stuff. But I have to be honest with you guys : I never ever understood sh!t at what was happening in the dungeon itself. I just randomly moved available minions around when a room was blinking red, or if the game alerted me that enemies were 1 room away from my Tyrant. And all regardless of who I picked and what room I put it in. Same goes for purchasing rooms, just bought whatever stood at the top of the rooms pile. I know the minions have stats. I know the room have various effects. I guess that both positionning is important to optimize the dungeon defense. But I sincerely couldn't care much and would not put effort into planning things ahead. People purchasing match-3, are essentially match-3 die-hard players, not management freaks. So, from the bottom of my match 3 enthusiast heart, thanks to the developer for this lovely gem. But next time, don't bother doing something that "complex", it's really not necessary. I enjoyed the game with the randomness of it, and perhaps a more rng based approach would have sufficed. I think most people mistook this game like some puzzle quest in which you match tiles and something fun happens on its own in the dungeon. And I wish it was exactly that. You have something there, it just needs some rework in order to appeal a wider crowd.
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