
It's hard to be a god! Worshipper is a fast-paced strategy combined with collectible card game. Explore and conquer the land, face dreadful creatures, lead your people to glory! With every victory you will unlock new units, spells and buildings, use them to develop your own unique strategies!
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
Nice game. From the description seems similar to our game Thea:The Awakening, but game format soon after one start first playthrough is very different. It does reffer to slavic mithology though, so if this is what you are looking for then its interesting game. Game is divided into scenarios, you can do 9 scenarios before you have to do final scenario which results eiether in win or loose. Maps are very small (whole map almost fits on single screen) and single scenario is designed to roughly last 10-15 turns Things I like: - Slavic mithology, which is enforced by the rough painted artstyle and consistent across the game - ability to use synergy(combo) betwen characters and items - fair amount of the mechanics to master in game which seems a bit on the casual side Things I did not like: - There is to little time to have fun with the army you build when you finally have it as this is usally end of the scenario, and you lose all you had in previous scenario going to the new. - Some mechanics are far from obvious, and even when one understands them some important aspects are not described well enough. - Often feels very unbalanced Overall if you look for some interesting small game with slavic mithology and unconventional mechanics this is game worth few $.
TLDR: It is an okay game, just a few jumps shy of being good. Everything in the game just feels slightly off. It all feels executed by someone who had a good idea what they wanted the game to contain and do but not really the best idea of how to go about implementing it. My biggest complaint is not the RNG or difficulty or controls or UI which in all fairness do just feel off. It is the lack of forgiveness and I understand it is my fault but it is an unneccasary inclusion in a game that is already this difficult. If you click on a settlement to repair it, but you do not have 6 tools because of one reason or another but you are perfectly capable of getting 6 tools that turn. You can't. You wasted your move. There is no undo, there is no minimize to say "oops one sec let me get thouse tools". It is like this for shops as well, forgot to convert a card to gold before moving your dudes to town? Well too bad you wasted that move. Thats not to say I did not like the game for the short time I spent playing it, I just did not want to play it anymore.
Worshippers looks and feels like a 4x built around a CCG. An interesting and unique mix that while solid, does miss the mark on depth and freedom. Video: https://www.youtube.com/watch?v=wfRCATmk3o8 Text: Lets get the Early access bits out of the way first: Outside of a (severely) limited set of options the game runs smooth, stable and steady with (almost) no bugs, and no performance or other issues that I've encountered. For an Early Access title that is noteworthy in itself. From a visual perspective the artstyle is fairly unique, and while not "high fidelity" it still has enough detail and nuance between the tiles and cards not to bore to quickly. audio is unremarkable and only noteworthy in that it doesn't annoy, but neither does it enhance. The technical things thus aside, lets talk gameplay depth and some of the issues... because while i love the combination of a 4X-Lite and deck building to get cards you then play as buildings and units and build from there, which creates a layer of planing with a little bit of "luck" thrown in, the experience feels to directed and lacking in depth to often. You might get the idea that you have a lot of freedom, but the constraints of every mission require a "objective only" approach much like a tactics or puzzle game, and less like a 4X where the objective is a recommendation and the road you have to pave yourself. Here often the road is set and your choice is limited to how efficiently you want to build it, not if you might want to approach it from another direction or method. For me personally, that is the biggest flaw in the title: It looks like you have a lot of freedom to experiment, expand and "mess about" in terms of a 4X... but the reality is that you have to play it like a puzzle game with limited moves and that makes the rest of the experience a lot less fun for me. Note i less lot less fun, not boring. Because this is a solid title, that only requires more content, more depth and more freedom to the player. Which is where early access comes in. If you enjoy the review [url=http://store.steampowered.com/curator/11617580/]do follow my curator feed![/url]. Or check out the various other reviews on [url=https://youtube.com/c/guylogicgaming] YouTube[/url].
Fun idea but I feel it’s executed pretty poorly. For one there is numerous bugs with the UI failing to update and showing red numbers when in fact you have enough of the resource. Failed tooltips, apparently they’re programmer thought very high of himself so error handling displays like leet speak from a teenager. Many things feel very clunky like do I left click or right click sometimes maybe but oh no it was over a building so poof goes that action point. Everything broken up into regions so can’t really decide where to build settlements because everything was thought of for you, isn’t that nice? It’s not. Feel like I’m held hostage by the RNG. Decent game but not up to par in my opinion.
This is a great game. I'm about 15 hours in and I am finding it rich, fun, and challenging. * Each faction has a very different flavor, and you have to be thoughtful about your "research" choices (card tree). * Resources are tight and you will be constantly deciding between exploration, economic development, and military buildup. * There is a smart blend of an ongoing campaign feel and a quick-scenario (15-45 minutes) feel. * Graphics are good. * You will find yourself really caring about each of your units/cards. * The game is mature, well coded and bug-free. This game combines many of the best features of deckbuilding games such as Lucadian Chronicles and Thea the Awakening with classic games like Civ, Age of Wonders, and an RPG. It's posslbe that the game is a little too hard at the start. It's also got a few grammatical and spelling mistakes. It's not beautiful by big-budget standards. But it's hella fun if you like smart, crafted, balanced, satisfying strategy games.
This game reminds me a bit of Thea, though there are quite a few differences. There is no save feature, which I am not a fan of, but I understand why they don't have it in this game. Expect to start over a lot as you learn the ins and outs. There are six levels of difficulty that you choose and progress through. You choose a star (difficulty 1 through 5) and that pulls up a world for you to conqueor. You gain some random cards at the end and points to purchase additional cards to add to your hand. I haven't tried past difficulty 3 stars yet, but I am still learning a lot of the combinations that give you an edge in combat. I've enjoyed learning some of the combinations that the enemy uses on me and then either employing them or a counter tactic. I haven't experienced any crashing or bugs yet. In my opinion, for under $10, this game is great. I can't wait to see how this game continues to develop, though it is fully playable as is. I wouldn't mind seeing either another game mode or a mod that would make this play more like a strategy at your own pace, rather than the limited time you have per world. Though I do enjoy the current model, as I can sit down and play a world and not waste away too much time (as long as I don't keep saying, "Just one more game..."
Что это? Это нечто. Близкие аналоги подобрать трудно. Очень отдаленно можно сравнить с "Thea 1-2" и с играми от Алексея Бокулева - "Эадор" и "Гоблины". Игрок должен последовательно захватить десяток небольших клочков земли ("осколков"), победив на каждом из них "проклятую армию" и выполнив пару побочных заданий. Все действия осуществляются реализацией имеющихся на руке карт. Это может быть призыв боевой единицы, заклинание, строение, которое можно возвести или артефакт, усиливающий воина. Употребление каждой карты имеет цену в ресурсах. Ресурсы вырабатываются освоенными землями, картами особого типа или жертвами обычных карт. В конце хода все набранные ресурсы обнуляются. Сама стратегическая система очень оригинальна. Каждое действие на карте (перемещение юнита, постройка здания, использование артефакта или заклинания, получение прибыли в деревни или строении) требует одно очко действия. Таким образом, руководителю племени приходится балансировать между боевыми действиями, добычей ресурсов и созданием инфраструктуры. Каждый ход превращается в мини-головоломку, решить которую - значит сделать ход максимально эффективным. При этом элемент случайности довольно велик. Например: на пути вашей армии рынок. Вы можете зайти в деревню (и истратить на это одно из очков действия) и забрать на выбор любую из трех сгенерировавшихся на этом ходу карт или один из четырех ресурсов (для покупки карты на рынке нужно золото). Но вы видите карту нужного строения или воина. Теперь остается гадать, удастся ли вам купить на рынке что-то достойное (и взять золото) или взять понравившуюся карту. Бои при этим никаких элементов случайности не имеют. Карта каждой локации несет на себе стоящие на месте враждебные отряды и генераторы монстров. Последние порождают мобильные подразделения, уничтожающие всё нажитое непосильным трудом. Игра крайне аддиктивна. Возможно, до героина ей далеко, но семечки она легко переплёвывает. Из минусов отмечу непривычный интерфейс и неприятную связку рандом+рогалик. На каждой карте игрок имеет возможность трижды откатить действия на начало хода, но события, произошедшие на ходе противника, фатальны. Если "играть, как задумано" не ваш конек, то знайте, что вирус рандомно-рогальной болезни, повально косящий инди-разработчиков лечится бэкапом сейвов, находящихся в \Users\%пользователь%\AppData\LocalLow\Brainwashing games
TL;DR: Old school machoistic turn-based TCG, a game that is as fun as it is frustrating, and occasionally more of the latter than the former. The best game I have deleted from my hard drive out of frustration in recent memory. It has a great variety of options and obstacles to contend with that will suit the most fastidious micromanaging card collector enthusiast. I recommend this game but worry about how well it will fare in overall ratings and sales due to its high frustration factor. I love the high difficulty games where you go into a play session expecting to die at some point, but this one has gotten too much even for my own tastes due to the blatantly unfair (verging on AI cheating) stacked hands of the AI. A game that poses high difficulty levels is exactly what I want, but one wants to be able to feel they can overcome the unfavorable odds by putting together a clever machine (by "machine" I mean card cycling synergy) and executing your strategy flawlessly, but unfortunately eventually one is going to run into a boss fight where the AI machine has an overwhelming advantage and the entire play session feels wasted. Part of the problem in my experience is while the victory point threshold for winning a given scenario decreases with decreasing difficulty level, I do not believe the difficulty of the final boss fight does, and while one can argue that a victory may be achieved without ever having to face the final boss fight, those fights represent the climax and so I know I want to beat it as opposed to avoid it. The problem is with the creation of challenging AI, which like some of my favorite indie TCG's in the past (Astral Masters for instance) is heavy-handedly created by giving the AI a near-perfect hand and scripted play order, but believe me, it is no fun to go 1st, place a single unit out, and then have the AI's machine cycle through cards and eliminate your units without a chance to recover. People mistakenly refer to the frustration arising from RNG, but it is more of the opposite in this case where the AI RNG is reduced to a near-perfect hand with little leeway to exploit potential unfortunate RNG on their part. There are other problems such as having an unexpected unit shoot out from the fog of war early on and destroy a settlement, because the cost of rebuilding it (6 tools) can be prohibitive prior to having built up your economy; a reasonable fix could be having a lower cost to rebuild that increases each time, and that way an unlucky random death spiral can be avoided for early losses (as opposed to just setting a fixed lower value that might foster players not prioritizing defense), so maybe 3>5>7>9 for instance? I was curious why an update for an "undo" function was important but believe me it is critical for this game due to the multiple layers of possible interactions between unit rank order, abilities, level, and items, which if it wasn't in place the frustration level would rapidly skyrocket to unenjoyable levels. So, I do worry about the success of this game, as if someone like myself who actively seeks out the hardest of TCG games (a niche demographic to start) finally calls it quits due to repeated feelings of unfairness, then I wonder where it's audience lies, and whether they will be sufficient to support the developer's efforts? I will follow this game because I loved playing it, but for the moment I end up playing for hours into the night with a sense of accomplishment, and then fall into a prescripted death trap which feels like there was little I could have done to prevent, which is the antithesis of fun and a sense of accomplishment.
A pleasant and fairly original deck building 4x game. You unlock cards during play and between games of a modest campaign structure, The combat, economy, and deckbuilding is all interesting and has pleasant tactics and strategy. This game needs a better tutorial or guide, but it isn't so complex I couldn't figure it out. It has some annoying interface issues - the worst for me being that you can easily accidentally generate resources you can't spend because you run out of actions, and you can't unwind your turn except but using one of your precious unwinds - which are more powerful than I want in general, since they unwind bad combats and such - but all I want is to be able to undo stupid counting errors, But still - if you have patience it is well worth it. ---------------- The amount I have played it warrants an update in review - it really is a lot of fun, with a nice learning curve. The number of crazy combos on the game is exhilerating. The variety in which an island plays out depending on its layout and what weird items or creatures you find is constantly engaging. You can win in many different ways and even significantly faster than the 10 games alotted to you for each campaign. I would be interested in any additional content the designer makes for this game - or any other products they work on.
[h1]The Good[/h1] [list] [*] It's cheap. [/list] [h1]The Bad[/h1] [list] [*] Clunky and buggy user interface that makes action selection frustrating. [*] Each turn you are highly limited by the number of actions you can take, the resources you have, and the cards in your hand. [*] Because actions get more expensive as you use them, it's possible to have entire turns where nothing happens. [*] Difficulty has no balance. Your game generally starts off with a few good rounds of explore and expand and then randomly ends with a OP stack of wandering enemies that ends your game early. [/list] [h1]Final Thoughts[/h1] Worshippers plays like a poorly designed board game where the entire concept revolves around limiting 4X gameplay mechanics. There are other 4x fantasy games that are far better designed, with more fulfilling gameplay.
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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