
What is in the "Way of Gold and Steel" which makes it interesting? Main reason is the unusual gameplay style — combination of a real-time strategy (RTS) and a roguelike.
Modeled estimate, not a reported figure. How we estimate →
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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, Russian
Engagement
Hours played at review time, across 50 reviews with recorded playtime.
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Although the game looks interesting in the beginning, it's just too primitive and barebones to be considered enjoyable. And I am not talking about the graphics, graphics are actually adequate, as far as indie games like Dominions go. I am talking about the gameplay. Very simple chain of production, no flexibility in case something goes wrong (no space for shipyard?). You can't even decide whether to attack or parley with the other entities - they either sort of ignore each other, or start killing each other, without clearly defined or communicated reasons. The feedback about the ongoing events is lacking, the detail of the simulation is lacking, the ability of the game to create interesting emergent stories is also lacking. Dwarf fortress is fun because it creates characters with tons of details that seem unique and memorable. NPCs in this game just resemble ants - by behavior, appearance, and interactivity. Some may like the game, but I have found few reasons to play it.
Увлекательная стратегия непрямого управления с приятной пиксельной графикой и без надоедливых туториалов. Детский сад прошёл и вас не будут таскать за ручку по всем элементам игры - вас и вашу команду пиратов просто забросят на острова, где с вами захотят познакомиться любопытные и голодные аборигены, выдры убийцы и любопытные крокодилы, которые тоже голодные. И если вам жутко повезёт и вы добудете немного дерева, золотой руды, угля и чистую ровную землю, то возможно вы может и построите монетный двор, чтобы хоть как то расплатиться с вашей командой, которая уже смотрит на вас своими усталыми и любопытными глазами =)
Игра сначало покажется вам интересной. Но только сначало, а потом... .... Начнет раздражать что никаких объяснений сколько требуют платы рабочие и за какой срок, и за какой срок они поставять тот или иной ресурс, ресурсы валяются где попало, нет ни малейшего намека на здание - склад - но видать програмисту невдомек что даже пираты о нем подумают - могу только предположить что програмисту просто лень было это все делать, по типу -А пипл схватает. Далее - раздражает что карта маленькая - все острова мало того что маленькие так и из них попадаются какие то невразумительные кишки. Да вообще можно было много чего написать но время так же жалко тратить на обзор как и програмисту-разработчику было жалко время на написание нормальной программы. Вообщем если Вы мазохист можете купить эту игру- помучится, Но ИМХО игра не стоит даже тех денег сколько за нее просят.
[quote] [url=https://store.steampowered.com/curator/36579661-Setna/]Başlamadan önce diğer incelemelerimin olduğu küratör sayfamı takip edin.[/url] [/quote] Eğlencelik bir oyun olduğundan ve bazı değerlendirme kriterlerine sahip olmadığından ne başlıklara ayırarak anlatacağım ne de tablo yapacağım. Sadece rogue-like türün oyuncularının oynamasını tavsiye ederi, oyun hem rogue-like hem rts. Biraz karışık, öğrenmesi kolay, ustalaşması zor bir oyun. Mürettebatınızla birlikte bir kara parçasında başlıyorsunuz. Onlara emirler vererek çeşitli binaları bir süre sonra ise gemi inşa etmelerini sağlayıp diğer topraklara açılıyorsunuz. Adamlarınıza emir verdiğinizde çalışmak için sizden altın istiyorlar. Ne kadar çok altınınız varsa işlerinizi o kadar rahatça halledebilirsiniz. Tabi haritada yanlız başınıza değilsiniz. Diğer insan gruplarıyla da savaşıyorsunuz. Oyun rogue-like olarak ilerliyor yani öldüğünüzde kalıcı olarak ölüyorsunuz. Fakat oynanış zaten çok uzun sürmüyor genelde. Her rogue-like oyununda olduğu gibi her seferinde bir öncekinden biraz daha uzun süre dayanıyorsunuz. Ama baştan belirtiyim bu oyun zor, baya zor. Kaliteli bir deneyim alabilmeniz için uzunca bir süre oynayıp öğrenmeniz gerekiyor. Çok fazla kaybediceksiniz, hem de çok... 40SP
OK, I’m genuinely confused here. I bought this game because negative reviews made it look like the game is extremely underrated, but guess what? It isn’t. But I can’t say that the original idea is bad. And that’s why I’m confused. To understand what the [b]Way of Gold and Steel[/b] is, you should be old enough to remember how it was about computer games in the late [b]80s[/b] and early [b]90s[/b]. Those were crazy times, when just a bunch of people was able to make a cool game. Remember [b]King’s Bounty[/b]? The game, that started one of the biggest turn-based franchises ever made, [b]Heroes of Might & Magic[/b]? Remember how many people made it? Two programmers and three people, who worped on graphics. And that was it - the legend was born. Realistic graphics didn’t kill the gaming yet back then and people didn’t need expensive machines to make something that will look cool for everybody. Nowadays, there are cool-looking [b]AAA[/b] projects and those poor-looking indie ones. Back in the days it was possible for indie games to look cool too. Thanks to that there were also some interesting fan-made games back then that looked almost like their commercial counterparts. Like [b]Ukraininan[/b] guy [b]Sergey Prokofiev[/b] made an unofficial sequel to [b]King’s Bounty[/b]. It was left unfinished, but it was pretty cool for one-man project. Why am I telling you all that? Because that’s exactly what the [b]Way of Gold and Steel[/b] is - a one-man project. It’s made by a [b]Russian[/b] guy from [b]Moscow[/b], whose name is also [b]Sergey[/b], [b]Sergey Bobrov[/b]. It may sound very interesting for old school gamers, since one-man projects are often unique, but the problem here is - the game feels like it was made in early [b]90s[/b]. And it isn’t a good thing. I mean, yes, all of us can enjoy some retro. But the [b]Way of Gold and Steel[/b] is [i]not[/i] a retro. It's [i]dated[/i]. Even though it was made not so long ago, it feels like an old game. Like its maker used to live in a bunker for many years. Retro is a one thing, but [b]Sergey[/b] just ignored everything that can be improved and made his game to feel dated instead of giving players a nice retro feeling. For example, all of us enjoy [b]Dune 2[/b], but nobody will want the genre to willingly jump back to the uncomfortable [b]UI[/b] after [b]Command & Conquer[/b] showed how cool things can be. Same thing here - interface is a pain in the neck with no proper reason. But enough about that, let’s talk about the game itself. The [b]Way of Gold and Steel[/b] is some sort of mix between strategy and roguelike. Remember the [b]German[/b] clone of the famous [b]Settlers[/b] called [b]Knights & Merchants[/b]? Check it out in [b]Steam[/b] if you don’t. It was an [b]RTS[/b] about the kingdom at war, where you were supposed to build yourself a village to support your army. You were supposed to build mines and vegetable gardens, plant trees and do other stuff to keep things going and produce the goods. Like you were supposed to plant the tree first and let it grow before your woodcutter was able to cut it and deliver it to the other villagers to produce some other stuff from it. Same thing here. You build the huts for various workers and make them producing things to keep your incomes going. Only all that is in roguelike-like mode now. Sounds pretty nice again and it somewhat is, but only before you understand how dull and repetitive the whole thing is. You build the lumberjack’s and forester’s huts to be able to cut and plant trees, you build some mines, you build the shipyard to be able to travel to the next island, you move and repeat the process. The end. The only goal of the game is to collect two special coins by killing everybody in the world. The whole game is just a single map. Imagine what would happen if [b]Sid Meier[/b] was seriously hit to his head before he started working on his famous [b]Civilization[/b] and that’ll be it. There are no researches, there are no quests, there are no special goals, or something like that. You just build stuff to get more resources and expand. There are enemies though, but even that feels wrong. First of all, the game is random. [i]Way too random.[/i] You may be invaded by a huge enemy fleet during the first few minutes. [i]or[/i] you may play for hours and see no enemies, while the battles themselves feel absolutely terrible, since enemies have no [b]AI[/b] and just keep running across the map. [b]UI[/b], as I’ve already said, is a royal pain in a neck too. Also, even though you’re playing as a captain of the pirates crew and supposed to give your guys the orders directly (you can’t even do that from far away, or they won’t be able to hear you), you can’t level up. No level ups, no skills, no even proper equipment screen. You can equip weapons and some basic armor, but you just add them to your inventory and select “equip”. There can’t be anything more dull. There are some dungeons, but you’ll die from boredom long before you’ll even get to them and those are nothing in comparison with proper roguelikes. Finally, the game looks pretty poor. You may think that it’s some sort of cool retro style, judging by screenshots, but no, it’s just a poor graphics (the whole game is only [b]8mb[/b], by the way). Also, no music, no sound (no even [b]PC speaker[/b], lol), no customization at all (which is must for any roguelike), nothing. It’s just that - a single map with some enemies on it and you, who’re supposed to build things and get resources. Just to be able to build even more things. Imagine [b]Civilization[/b] without researches and city management. Imagine [b]Pirates![/b] without being able to interact with the cities and without interesting sea battles. Imagine [b]King’s Bounty[/b] without quests and hidden treasures… That’s exactly what we have here. An extremely uncomfortable routine without anything special in it. The game feels unfinished. Like [b]King’s Bounty 2[/b]. With some more time in development, it’ll have a small chance. As is, it gives me a strange feeling that I traveled back in time and played some poor game from late [b]80s[/b] / early [b]90s[/b]. In other words, if you want some old school, buy yourself some true classics. Like [b]Pirates![/b]. But don’t pay for this, because it’s literally not worth your time. It may be OK for somebody’s school project, but why should we pay for it - that’s the question.
I wasn't expecting much from this game. That's why I was surprised how addicting and deep it appeared to be. This game made me feel back in 1999 when I was playing Settlers for the last time. Game lacks any tutorials or explanations and that's what I like in it! It's very interesting to figure everything by yourself. Overall it's a neat oldschool mix of Settlers and roguelike games. PS: some atmospheric music would be a nice addition to this gem.
unfinished and hard to use please dont waste your money
if you have a coupon its good but otherwise overpriced
Really hard and competetive game. Dark Souls of strategies.
Way of Gold and Steel is a city building simulation game where you live on an island and manage your people to get them to build structures and harvest resources. There's quite a few problems here. While the concept is workable (we know this because there are 5 Tropico games), the implementation dies hard. Amongst the game breaking issues: Lazy pixel graphics, incoherent controls, lack of support for modern resolutions, fullscreen mode doesn't work, confusing and unclear gameplay (it's 2018, if you spend more time working out how to play the game than actually playing it, it's time to stop developing games). It's unfortunate because there's some potential with the concept, but the way this was implemented makes it impossible to recommend. $9 is far too much for this. Tropico is cheaper and better in all respects.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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