
Within a Dead City is a tiny RTS / autobattler inspired by Majesty. Hire autonomous heroes to search for gold and glory. Build shops where they can spend their hard-earned loot. Place bounties on monsters to influence their behavior. With skill and strategy, you will find riches in the fallen city.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
退款了,千万别玩。游戏内容20分钟之内就可以玩完, 根本都不能算得上游戏
This is a wonderful descendant of my favorite game of all time, Majesty. I'm extremely impressed with what the dev has already done and excited to see more!
Outstanding potential. Wants to be majesty. Needs a lot more content, update frequency is questionable but they seem large and life is hard. Totally worth $3 at this time. A solid proof of concept w/ modest 'tip' to support development. 100% satisfied. Critique: Plays very fast. Almost manic. A lot happens quickly and spirals from almost loss to near win to probable loss and back in one session. Game play is pretty much autopilot. Never needed the bounty mechanic and beat highest difficulty by simply keeping ahead of the tide once I learned the flow. Heroes do just fine left to their own devices when well supplied. Hopefully with more content and fine tuning the developer can steer (or provide options for) a slower burn and longer build up (longer game and investment) like original Majesty. Graphics are cool, concept is great. The foundation is there. Looking forward to see this one progress. Thank you for your work. Advice to Dev: This would be awesome to build with graphics mods in mind, drop in monsters/lairs/heroes etc. Hope to see flavor text, lore, descriptions, unique item loots etc in the future!! If this was 3D I wouldn't trust it, but with your graphical direction and lack of bugs I wish you all the best!!
Quick to pick up. Great art and music. The survival mode is a lot of fun.
RTSとして難しい攻めが大事なゲーム。情報の精査はしていないが、遊ぼうと思っている人向けに最低限抑えないと楽しくならなそうな情報をまとめておく。 このゲームはユニットを雇用し、育て、位置の判明していない敵陣に突撃させる、あるいはラッシュから本陣を守る事が主な内容となり、そのバックアップとして拠点の拡張を行っていくゲームである。 その為ユニットの優先順位を操作し、盤面をコントロールするのが最も大事な要素となってくる。 ユニットには種別の優先順位と、共通した優先順位があり、その優先順位は単純で攻略条件の達成を最短経路で追い求める傾向が強い。 まずユニット毎の傾向としては大まかに以下の感じである。 ・戦士タイプ(戦士、魔道士、僧侶、吟遊詩人?) 拠点→敵ユニット→視界・地点探索 ・斥候タイプ(斥候) 視界・地点探索→敵ユニット→拠点 ・商人タイプ(商人) 市場→拠点改造→破損した拠点 上記のユニット毎の優先順位とは別に敵拠点、敵ユニットに報奨金を出すことでユニットの行動をある程度コントロールすることが出来る、キャラクターがガンガン前に出るこのゲームで、進捗を管理する最も多用する重要な要素となっている。大体の感じは下記の通り。 +10.重要拠点(ゴブリンの巣や霊廟、オベリスクなどの攻略対象) +5.強敵 +1.報奨金10 0.敵ユニット、敵拠点 (ステージや状況によって2~3倍程度の補正が必要な事がある) 個人的にはカジュアルに楽しめる難易度高めな理不尽ゲーとして楽しめたが、正直ユニットがありえないレベルで前に出るので、戦術云々を求めてやるゲームではない、どちらかと言えば突撃しか指示が出せない中でどうリソースを割り振る事で状況をコントロールするか悩む、戦略のゲームだと感じた。 意識しなくても問題ない要素として、こちらの提示する報奨金は対象を討伐したユニットの懐に入り、稼いだユニットはその金を使い買い物をする、そうやって経済が回っていくのに気がついてから上記内容に気がついたので、コンセプトやその表現がかなり尖った良いゲームであり個人的には高評価。
Really interesting game. It's clearly inspired by Majesty: The Fantasy Kingdom Sim, which is one of my all-time favorite games. It's a more minimalist, simplified version of that game, but the niche of simulation-heavy RTS-like games with a focus on unit autonomy is so underfilled (even Majesty 2 didn't really qualify imo; your heroes couldn't really clear the map on their own in that one the way they could in the original) that there's certainly room for a small game like this. The low price reflects this simplicity; you probably won't get a ton of playtime out of this (at least not yet; more seems to be on the way), but it's worth the asking price in my opinion, and it's a fun and unique experience. I'm currently trying to beat the game on highest difficulty and map size using only one hero type (except that I allow myself a single Merchant), seeing for which ones that works and for which ones it does not, and that sort of self-imposed challenge extends replayability as well. The dev is very friendly and reactive to player input, and implemented several fixes that I suggested, literally on that same day.
The game is very oddly satisfying, It has a charming art style. There are a lot of modifiers for the length and difficulty of the game that seem like they could keep you occupied for a while, and for 3 dollars, it's hard to go wrong. Also looks like more content is promised. It seems like a really solid platform that would be easy to add stuff to, so I'm excited to see what comes next. I'm also excited to try some modifiers on my next run.
[h1]游戏介绍[/h1] 《幽城之下》是一款由Moonroof Studios制作的带有自走棋玩法的策略类游戏。在这款游戏中我们将成为工会管理员,好好经营工会,带领大家在被诅咒的都城中找到属于自己的财富。 [h1]游戏的体验[/h1] 本作在操作上十分简单,因为你是工会管理员,所以基本上只做策略,想好后去对应选单点就行,然后相应的操作就会自动进行,这很像即时战略游戏中的升本操作,需要不断的研究开发,才能获得新的东西,以支持后续的发展。虽然本作也可以出英雄去探索周边或者抵抗敌人,但由于自走棋的性质,我们并不能对他们进行操作,这样的设计个人觉得会极大的减少游戏性,因为对于即时战略游戏来说,自己去指挥军队行动才是最有乐趣的,而本作在我看来只是一个很纯粹的决策的游戏,玩家能操作的东西实在太少,时间长的话还会很枯燥,希望后续能添加新的玩法,来丰富游戏的体验。最后画风上还是可以的,一些特效也做得比较到位,这点不错。 [h1]游戏的总结[/h1] 总的来说,本作还需要继续努力,现在看起来并不是很好,希望后续制作组可以继续加料,来丰富内容。 [quote]欢迎关注鉴赏家: [url=store.steampowered.com/curator/37196866/] 稻荷窝 [/url] 只写我们喜欢的游戏 欢迎加入Steam组: [url=https://steamcommunity.com/groups/1173481291] 稻荷的小窝 [/url] 来一起感受游戏的乐趣 喜欢这篇评论,也是可以顺手点个赞哟[/quote]
I haven't played a game like this before and went in not really knowing what to do. I was pleasantly surprised to find that it was intuitive to figure out. I won my first play through (with a fair amount of casualties) and did... less well moving onto the larger and more difficult maps. Still lots of researching/buildings/spells to figure out for me. The music for this game is awesome.
Absolutely stoked to see games with inspiration in Majesty. Really hopeful you continue with this genre!
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Sid Meier’s Civilization® VI | $580.3M | 376.5K | 86% | $59.99 |
| Hearts of Iron IV | $478.6M | 372.6K | 90% | $49.99 |
| 7 Days to Die | $425.3M | 403.6K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Stellaris | $277.8M | 196.1K | 86% | $49.99 |
| Arma 3 | $237.7M | 294.2K | 90% | $29.99 |
Related
| Firelight Fantasy: Resistance | $3.8K | 209 | 67% | $1.07 |
| The Office Void | $3.8K | 52 | 96% | $3.00 |
| World of Witchcraft | $3.8K | 101 | 62% | $1.09 |
| Cellar | $3.8K | 223 | 79% | $0.99 |
| Calturin | $3.8K | 56 | 89% | $3.99 |
| Neko Beach | $3.8K | 301 | 79% | $0.99 |