
Turn-based tactical strategy with a detailed combat system and interactive environment. Explore the open world, complete quests, search for rare artifacts. Lead the last army of the Order of the Gatekeepers and stop the coming chaos!
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About

Ancient wilds have awakened. Insane prophets predict a coming apocalypse. Blood cults openly perform sacrifices... You will lead the last army of the Order of the Gatekeepers and stop the coming chaos. Not just humans are ready to join your banners, but also tough dwarves, mysterious elvers and half-wild turans. But keep in mind that not everyone will be happy to fight side by side with other races.
Travel across an open world full of mysteries and dangers. Complete quests. Find rare artifacts and equip your soldiers with them. Improve unit stats, learn new active and passive skills.
Show your tactical genius in challenging turn-based battles. For each battle, choose the fighters who are most suited to take on specific opponents. Consider unit line of sight, facing, morale and accumulated fatigue. Change the battlefield: build barricades, dig ditches, freeze rivers, chop down trees. When fighting night creatures, make fire and light the battlefield. Crush your enemies with all the power of iron and magic!

Detailed combat system takes into account unit morale and fatigue, as well as facing and line of sight, level of illumination of each cell of the battlefield, weather effects and much more.
Interactive environment: almost every object on the battlefield can be interacted with.
Before the start of the battle, you can use one-time scrolls to make it rain, poison enemies or build a catapult.
Open world: despite the presence of a story campaign, you decide where to send your army.
Each playthrough is unique: quests, random battles, goods in cities and much more are all randomly generated.
Ability to adjust the game to your liking: choose the overall difficulty level plus adjust hit chance, the amount of HP, rewards received and much more.
Convenient unit and map editor. You can create your own missions and share them with other players.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 119 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you go in expecting Battle Brothers, just go play that game again. The unit / class customization is painfully simplistic, I could already tell I would never be able to make a super unit that can take on entire fights by themselves almost. You can't give your units different armor or weapons either, and you get these cookie cutter version of the same unit like they are chess pieces. This would all be fine if the game actually went down the build an army route where you had maybe 100 or so units to control somehow and had massive battles, but you have a much lower maximum, and can deploy even fewer. I am ignoring most of rough edges as well, it feels outdated and doesn't stack up to other games out there. If this game was released 15 years ago it would be great.
This is basically Warbanners 2. It has a much more varied roster, with necromancers, various races to pick from, and more classes. Also, it seems to have less trap units (like the previous knights from Warbanners), while retaining all things that made warbanners cool (dynamic props like siege engine on the battlefields, ...). It is also a bit more freeform, as your mercenary company can now travel freely, and look for contracts, or random wandering groups of monster, but it keeps its strong high fantrasy identity, and your party will retain its signature palaisn, priests and mages. Update: After a few hours of playing, I strongly recommend it if you are into the fantasy mercenary genre: - The missions are more varied than in the original, and you don't end up having to choose between a gamey arena, and the spiral of death of taking too many casualties in a mission to be in a good shape for the next. The free form nature of the game (and higher upkeep costs!) meants that you can find easier random missions to recover, and taking casualties will also lower your recurring expenses a lot. - The magic resources to retrieve, and more limited access to barricades makes your strategy less about camping a corner of the map and waiting for the enemy to come. - There seems to be more classes (as we have access to 4-5 races now), and less of them seem to be dead weight. You cannot easily combine most races, though, as many will have animosity towards another.
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Languages: English, Russian*, French, German, Simplified Chinese, Spanish - Spain, Japanese*, Ukrainian, Polish, Portuguese - Brazil, Turkish, Korean*languages with full audio support
Hours played at review time, across 120 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Balancing is insane. Could be fun but there is just way too much BS to contend with.
Nice game so far. Definitely has the Battle Brothers vibe which I like. Hopefully a ton more character models to reflect the gear the ppl are wearing other than generic pieces.
このゲームの内容は大好きだが自分で難易度調整できるゲームは大嫌い プレイヤーと制作者とのキャッチボールがただの壁当てになるから 職業間のパワーバランスが変わってしまうのが難点 「温いゲームか偏ったゲームか」をプレイヤーに選ばせるんじゃなくて 制作者がベストと思える難易度を用意してくれ バランスも悪い 近接、防御、魔法使いは全部弱い 弓>馬、召喚>ヒーラーバッファー>>>それ以外 持久力もダメージも射程も弓のほうが強い 命中不安はあるが補強できる スケルトンだろうが強化した弓兵なら突破できる [b]弓の強いところ集[/b] 弓は脆い以外は全てが近接の上位互換である その中でもエルフの弓が最強 ①弓の射程が近接キャラの移動距離より長い (馬でさえ近づくだけで先制攻撃できない) このゲーム だいたいのキャラのAPが5 移動に1ずつ 攻撃に2~4消費するので 大きく移動すると攻撃できない 弓の射程は6~7&レア装備で+1 弓のAPは5 攻撃に4 大抵の近接はAP5 攻撃に3 バランスおかしい ②アーマーキャラの防御力が紙なので 壁キャラが前に出るとば四方八方から撃たれて死ぬ (さらに高レベルになると敵も味方も障害物を無視して射撃するスキルを持っている) ③エルフの弓キャラは2倍攻撃持ち&射程が1長い →大半の近接は2倍攻撃を持たない 弱点は火に弱いことだがそもそも攻撃を受けないので... ④スタミナの持ちがいい APとは別に攻撃にスタミナが必要でAPを余らせてターンエンドするとスタミナ回復量が増える 移動しない弓はAPを余らせやすく攻撃に避けるスタミナが多い ⑤攻撃力が近接と変わらない 攻撃タイプの概念はあるもののほぼ命中率が変わるだけなので 有利タイプの近接で数ターンかけて殴りに行くより 不利タイプでも弓で複数回 殴ったほうが早い なんなら耐久への経験値振りを減らせるので ステータス段階で火力も命中も高い ⑥コストが安い せいぜい中量級ユニットであり大量に並べてもコストが安い 総じて ・弓の射程減 威力減 命中減 戦場に散開する弓兵が1体の敵を同時に狙えることをおかしいと思え ・弓じゃ10%も削れないくらいの固さを防御系職業が手に入れる 弓ダメージ50%カットとかないと近接に未来はない ・近接のAPを上げる、無料の移動ポイントを持つ等する 機動力が弓と変わらんのおかしいだろ ・回復魔法をもっと上げられるように(高レベルになるほど回復力が足りない) 近接を入れるほど回復役が枠を圧迫する&バフしてる時間がない→全体の戦力が下がる ・攻撃魔法/デバフ魔法の威力をもっと上げる(最序盤に必中であること以外 メリット無し) 特にデバフはひどい「敵1体の攻撃-1 回避命中-5%」これにMP消費して4AP使う意味ある? バフは「攻撃+1 回避命中+5%」を射程2以内全員に配る ざっくり10倍は戦場に及ぼす効果量が違う ・ドワーフの超強化 APが4しかなく弓(銃だが)であっても弱い このあたりをやらないと永久に弓ゲーであろうと思われる 現状では陣形とか地形を利用とかそんなもんは存在しない
好玩!和战场兄弟很像,但是非常有滋有味
It's like Battle Brothers, only easier, more accessible and simplified, and slightly heavier on the fantasy aspect. You basically command a glorified mercenary company, taking odd requests that mostly revolve around murdering an absurd amount of things. During combat, you can field 3-6 units for small skirmishes, 4-8 for very marginally larger encounters, or 8-16 for most battles. There is a story that you follow, and the stylistic writing is more like a needlessly eloquent prose without substance, but it's thematic, I suppose. It is somewhat humorous that you can entirely ignore the story and only come back to it later, and they suddenly make it seem as if 3 Liches in one battle is a major deal, as if you weren't encountering 8 of them in a single encounter as a typical occurrence. There are a variety of races from which you can recruit, but honestly speaking, there is very little incentive to branch out from just taking human units with elf archers. Playing on the default hard difficulty tweaked with the maximum enemy unit count, a typical battle involves somewhere around 50 enemy combatants, and the battles themselves have some nuance in tactics, but I've never seen a problem that can't be solved by just a solid shield wall and 5 elf archers with 100% accuracy and 15 damage. For all the variety of units the game gives you, I wish there was both more and that each choice was more meaningful. Balance wise between individual units, I'd say it's okay. All the frontline melee tank units are generally comparable to one another, though I prefer the humans. What's really poorly balanced are the ranged options. Spellcasters benefit from 100% accuracy and are pretty much solid from the outset, but they don't scale well at all. Very quickly, you'll find that any ranged unit can easily reach 100% accuracy, regardless of circumstance, and they are both sturdier and more useful. Among the archers, the elf archers are just flat out the best by an insane margin. Highest range, can shoot through cover, a skill that lets them fire twice occasionally in a single action, etc. The dwarf archer can fire twice every turn with the right equipment, but they're penalized by a bunch of other modifiers that make them a hassle to use whereas the elf archer is just purpose built to annihilate anything that moves within 8 spaces. Enemy AI is generally... kind of bad. About half the enemy will try and circumvent your frontline to prioritize your backline, even if that opens them up to being attacked for free. They also love using consumables, which sometimes works out for them, but a lot of the time they just chug a potion and end their turn in potshot range. Spellcasters will waffle around using worthless status spells or chugging mana potions when in almost every circumstance they'd be more effective just blasting me with a basic magic attack. Basically, they're smart, versatile, and reactionary, only always at the wrong time and place. On the highest unit setting, you're typically outnumbered 3 to 1, and you still end 95% of battles without a single casualty. All things told, I enjoy the game quite a lot. Yeah, the AI is kind of dumb, but it feels pretty great to just obliterate the entire population of a small village every week. There are many choices, most inconsequential, but at least they're there, and they help flesh out the game. It's not as deep or refined as Battle Brothers, but it doesn't need to be, and I don't think it would be as good of a product if they were.
I'm kind of stopping playing a bit early. I did not get anywhere close to the end of the game. In fact most of my playtime is just AFK or starting over and trying different things. I really wanted to like this game. The main character looks stupid. I'm sorry, it does. I don't mean to offend if this is a self-insert, but ♥♥♥♥♥♥♥, we need some options. The combat isn't interesting enough for the lack of build diversity. Maybe there's more elsewhere in the game, but the training options for each class available to the main character are incredibly lack luster. You're going to get more build diversity from the randomized mercenaries you hire. EXP being the currency for both physical attributes, traits, and skills feels bad. Maybe have a physical EXP and a mental EXP. Don't limit the learnable skills to 5. These skills aren't even interesting enough to do that. Cool... I learned how to breathe/meditate... for one of my 5 skills. This should be an option on all characters. Make it like a 1AP action to recovery a small amount of stamina or mana. The daily cost of mercenaries (literally triggering every step you take on the map) are debilitating and discourage exploration, but also you can arbitrarily change the amount in game options at any time which is stupid to me. Don't let people change this whenever they want, just balance it on each difficulty to not feel like ♥♥♥♥♥♥♥.
Since you didn’t get the point, I’ll rephrase it. The developers should set the difficulty levels in stone. If it’s “Normal,” I want the parameters fixed at the appropriate “Normal” levels. If it’s “Hard,” then “Hard.” Games where users can tweak settings endlessly afterward are boring. They offer no sense of accomplishment. Plus, you end up losing track of which settings you’ve changed. I want a “Reset Parameters” option. I've played all kinds of games. “Those Who Rule” and “Symphony of War.” Those were the best games ever. You can't change the difficulty level once you're in the middle of the game. It's fine to change it, but I wish they'd include a button to reset it to the default setting. That's all. It does look like a fun game, though. Translated with DeepL.com (free version)
Fun and tactically interesting. I would like the various mercenaries to be more diverse—not just in terms of stats, but visually too (even if it’s just a variation in their portraits); otherwise, no real... "bond" is formed.
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