No one has rated this review as helpful yet
Recommended
29.0 hrs last two weeks / 221.3 hrs on record (49.4 hrs at review time)
Posted: 15 Mar @ 10:44am
Product received for free

First a disclaimer:
- This review is made when the game was still only a demo (v 0.13).
- It will only cover one game mode which is survival, as the campaign mode is not available.
- You can subtract about 10 hours of AFK time (from 50) while sitting on the menu.
- There is only one hero playable from 4.

This game scratch a very neat niche, it is a resource management, sim city builder type of RTS while also having hero thrown into the mix. The uniqueness of it is that it's easy to learn & pickup with systems to help lower the attention you'd need to spend in managing the resources at your base. The hero play is core to it's gameplay, on the start you would run into problems with resources while getting you base starting, the game gives you tools to deal with them & all decisions made feeling rewarding, you could be running low on food which means you'd need your hero to explore & find wild life to kill for food, or berries to collects, you might be running on wood or stone which means chopping or cutting to get what you are lacking.

The game start laxed & would offer one or two problems for you to solve the way you see fit, you feel that you are engaged at all times be it early on with your hero, or latter on with the sim city & resource management, or your army, while not pushing you or requiring to have (insert a 4 digit number) APM to execute your plan or strategy. The map being procedural generated (which means there are high lows at times) with the other systems such as the hero, offers good level of replayability, you hero can enhance the efficiency of your workers while near them, or selecting from 5 active abilities, passives that range from combat oriented, supporting workers, to resource collecting.

While the game while having many resources they are easily manageable as you are given a tool to get you building to produce resources & maintain a certain threshold that you set, I like how resources are basic in concept & effective in application such as mana orbs, a resource that push the player into exploring the map & engage in combat with hostile entities, again I find myself repeating that the game throws problems & give you the tools & the freedom to do which every you want.

While some systems such as buildings upgrades are still experimented with, this system is used instead of permanent research of technology, this is another system the player have to throw into the mix managing his resources at the latter stages of the game, certain types of buildings share similar upgrades in function while there are some specific upgrades to certain buildings, making them work faster or be more efficient & so on, which loops into the exploration part of the game as some resources needed for these upgrades are found further & deeper from the starting location or are covered by hostiles.

To put it simply try and imgane a sim city resource management with some sort of WarCraft III hero play, remember that it's an indie studio which means handling is fine and works but not as sharp & too high level as WarCraft III.
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