Castle Story is a creative voxel-based strategy game in which you can build castles one brick at a time using an army of little characters called Bricktrons. Your goal will be to explore a vast landscape full of mysteries and dangers, and defend your castle against onslaughts of hostile creatures and possibly other players.
User reviews: Mixed (2,254 reviews)
Release Date: Sep 23, 2013

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

“Please be sure to read THIS DISCLAIMER before you buy the game, it will give you an insight on what is or isn't actually working!

Do you want to be involved into the evolution of our project?
Are you the type of gamers that don't mind having to deal with a broken version of a game?
Then Castle Story's early access is for you! Join us today and start sending us your bugs report and feedbacks.”
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Recommended By Curators

"3D Voxel Based Castle Building RTS. Control your Bricktrons to build castles to defend against the Corruptrons. Fun to play. Hard to master . 6/10"
Read the full review here.

Recent updates View all (62)

April 30

Release 0.4.1 Patch notes

Hi everyone,

We have a little update for you today! If you downloaded version 0.4 of Castle Story  you may have encountered problems when saving your game. Some players were unable to make a backup of their progress. This situation has now been resolved and you can now do it without encountering any difficulties.

Another small correction is also available with 0.4.1. You are now able to load your old save files and thus to continue your constructions and projects. The incompatibility between 0.3.7 version and the current version of the game is now solved (only for Sandbox mode).

We are also working to address the lag that you may  have noticed in 0.4. As you know, the optimization of Castle Story remains one of our top priorities. We know that most of the lag comes from lumber tasks, and some cases where there are no resources for construction tasks.


Again we appreciate your feedback, so feel free to talk to us, make suggestions and report bugs on our various platforms: Twitter, Facebook and our official forums on Steam.


Bugfixes
  • Fixed the “clean-up now” feature that wasn’t working properly on modified voxels.
  • Fixed the doors in the Tutorial.
  • Fix: Bricktrons weren’t able to pick-up a Logs/Bricks on the ground with the Pie Menu.
  • Fixed a corner case where Bricktrons were trying to build stockpiles with orange/blue crystals.
  • Fixed a corner casewhere Bricktrons weren’t able to drop their resources on the ground when stockpiles were full.
  • A fix where Bricktrons don’t have any animation when a voxel breaks under their feet.
  • Fixed that you weren’t able to key bind the scrolling wheel on your mouse.
  • Fixed the issue where Bricktrons were breaking voxels of rocks/crystals with one hit while mining.
  • Fixed a corner case when you were assigning a Bricktron to a task that needed a second click.
  • Fixed a corner case in which you weren’t able to save your game.
  • Fixed the scroll bar in the New Game menu.
  • Fixed that you weren’t able to switch mode in tunnel with Ctrl+Right-Click.
  • Fixed that if you changed the settings of a barrel, they weren’t getting saved.
  • Fixed that sometimes names of Bricktrons were appearing in the corner of your screen.
  • Fixed that archers were screaming every second while shooting at Corruptrons.
  • Swapped the default face of the Bricktrons to the default one instead of the grumpy one.
  • Fixed that sometimes after loading a game you were losing Bricktrons.
  • Added a feature that you will be able to update your saves from version 0.3.7 to 0.4.1

Enjoy!

- The Sauropod Team

20 comments Read more

April 28

Update 0.4.0

Good evening folks,
Version 0.4 is now out in the wild, after lurking in the bleeding edge branch for a long time. This is a significant milestone in Castle Story’s development, building on the much-needed system updates in v0.3. The advantages that those core engine improvements have provided the dev team are huge, and this newfound agility ultimately shows in that we were able to accomplish much more this time than in previous releases.
We stated in the 0.3 release notes that the changes we’re going to be incremental. We’re happy to announce that we are done with the transition, and that Legacy systems will be phased out completely. The new and improved Bricktron 2.0 is now used by default in all game modes. Access to the old bricktron is disabled and older assets will be progressively phased out from now on. Ultimately, getting rid of all these old scripts and assets will further speed up the development as we will not need to support two versions of everything.
AI upgrades
By far the biggest change of all in this update is the complete transition to the new AI system. With version 0.3, we had started this incremental migration, but until we had reached feature parity, we had to confine the new Bricktron to a special and limited gameplay mode.
Now the new bricktron should behave much more responsively and reliably. Their thought process have been cleaned up and segmented in a way that enables us to pinpoint issues and fix them once and for all. Steps have even been taken to pave the way for network synchronization of behavior trees as well, making the upcoming task of adding multiplayer to the game much more streamlined.
In this update, you will see:
  • The new characters now support all tasks types. Cleanup, Mining, Tunnelling, Building and structure tasks.
  • Of the tasks that were supported previously, the AI now handles them more efficiently.
  • Thought bubbles: the thought process of the bricktron has been exposed allowing them to broadcast problems like missing resources or unreachable tasks.

  • Far-ranging knowledge network: the new bricktrons can now know the location of faraway objects, even in huge maps, with no performance hit.
Combat upgrade
The combat mechanics got a much needed enhancement. This is one of the newer projects in this release, and should get further attention in the 0.4.x releases. Combat event are now more accurately timed, with damage dealt in sync with the animation.
  • New enemy type: the big corruptron should spawn after wave 3 in survival mode. It has a lot of HP, very high damage output, but is very slow. It is recommended to stay far away from it and safely take it out from a distance with archers.

  • New attack type: standard corruptrons can now throw rocks to stun out-of-reach archers. This attack deals no damage, but should incapacitate your archers long enough to close the distance.
Graphics updates
Further updates to the new graphics introduced in version 0.3:
  • New facial expression shader: The bricktrons now have the potential for much more detailed facial expression. Events that trigger those expressions will be added progressively in further updates.

  • Finally transitioned the old door asset to a new and slightly different one. The new door is functionally different, so old saves will not be compatible, thus doors will be removed when upgrading a save game.

  • Many animation improvements to the current bricktron. All combat animations have been added, several climbing animations as well as a complete animation set for both corruptrons and the big corrupton.
  • a large variety of small visual improvements:
    • explosions now emit light.
    • rocks & crystals chunks on the ground now use the new visuals.
    • cracks on bricks should be higher fidelity and should appear on arch, stair and column blocks (they did not previously).

    • The archer’s bow, arrow & quiver have been re-done.
UI upgrade
Following the release of the new UI system in Unity 4.6, we immediately starter to consider the option of porting the UI to the new system. We were using NGUI, and ran into a large quantity of problems, most notably, not being able to use Unity’s prefab system and other visual issues.
The new system turned out to be quite good, and the port to the new system went quite smoothly. Here are the new features you might notice:
  • Main Menu upgrade: The main menu is 100% brand new and behaves much better. Text is displayed clearly, and adding new menus is now very easy.

  • In-game taskbar: The task groups have been put back in the game, and are ready to be upgraded with new features. You can use the taskbar to see in which group bricktrons are assigned, assign workers by clicking on the rectangle, and a few other functionalities.
  • Leaderboard: The survival mode menu on the top-left corner of the screen has received the LUA tratements and is now fully scriptable.
  • Overhead display: Though bubbles and container display is now using the new UI and will allow new user-friendly features to be added soon.
Gameplay upgrade
The following gameplay upgrades are being introduced:
  • Gamemodes have been ported to LUA, following our promise to open up the game to modders. For now, only certain events can be triggered, but since the dev team will be using LUA to scripts game events, it should become much more widespread in further 0.4.x releases.

  • A new survival map has been included that does not have the same issued as the original one, as well as more space to build on.
Also a ton of bugs have been squashed since the last patch.
Changes since v0.3
In case you haven’t kept up with the development of the game between version 0.3 and 0.4, here are the main features that were introduced during the 0.3.x schedule:
0.3.5
The introduction of a basic moddable key binding system scripted in LUA.
0.3.6
A new blueprint shader that is much cleaner visually.
The ability to drag blueprints in a line using ctrl-click
0.3.7
A new stone pillar block type.

Known Issues
Here are known issues in this release, most of which are being investigated at the moment:
ALT+TAB can corrupt your game in some rare instances (playing in windowed mode or not Alt-tabbing will not cause any issues)
Resource exchange between Bricktrons is not working properly in certain instances.
Very annoying sound issues with the archers when they are attacking and falling after being knocked out.

That is all folks! Thanks for reading this MASSIVE release notes document. We sincerely hope you enjoy this latest patch, and can’t wait to show you the other stuff we’re working on. Let us know what you think in the comment’s section!

Cheers!

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Reviews

“Its promised blend of building and strategy looks great, the kind of thing to rekindle the very fondest of childhood memories...”
Kotaku

“... I’m having a nostalgia rush [...] Castle Story is the first new game that I shall be observing by means of a spyglass each morning throughout 2012.”
Rock Paper Shotgun

“Holy bags, Castle Story is looking amazing! I wish I had made it, haha. :D <3”
Notch

About This Game

Castle Story is a creative voxel-based strategy game in which you can build castles one brick at a time using an army of little characters called Bricktrons.

Your goal will be to explore a vast landscape full of mysteries and dangers, and defend your castle against onslaughts of hostile creatures and possibly other players.

The world of Castle Story takes place on flying islands, high above an infinite ocean. The islands are made of voxels, cubes made of various elements, which means you can dig, carve and build anything you can imagine in the landscape. Digging underground to gather resources, stacking bricks on top of each other to build a wall or even tunnelling through a mountain is all possible and even necessary to keep your Bricktrons safe.

Carefully designing your castle not only requires creativity and imagination, but thanks to pathfinding AI and physics simulations, Castle Story has layers of strategy and depth on top of an otherwise free-form sandbox experience.

Castle Story will be released for Windows & Mac (with possible Linux support once Unity4 is released).

Key Features


  • Build any structure you can imagine! Using 2x1 blocks, create structures that are not only good-looking, but also functional. Your Bricktrons need to be able to navigate your castle to build it and to keep the monsters out!
  • Physics! Watch a tower crumble to the ground realistically when its foundations can no longer support it. The entire world obeys to the laws of physics which means that you need to build cleverly so your castle can withstand attacks from projectiles and explosives.
  • Sandbox! Build a huge sprawling fortress, a single impenetrable bunker or a network of underground tunnels. The choice is yours. Castle Story rewards imagination and ingenuity.
  • Strategy! Command your Bricktrons as they build your castle brick by brick. Manage the way they work, what resources they gather, and the places they explore. Use your resources to build weapons and armor for your Bricktrons and all kinds of upgrades for your castle.
  • Combat! Using shields, swords, bows and lots more, your Bricktrons can defend themselves against the hostile creatures inhabiting the world of Castle Story. Lead your Bricktrons through tough fights, and use your wits to gain an advantage. You can even build catapults to rain destruction on your foes!
  • Magic! The world of Castle Story is permeated with all kinds of magic. Discover resources with magical auras and learn to mix them to create effects. Explore strange places and find mysterious artifacts left behind by unknown civilizations.
Helpful customer reviews
35 of 39 people (90%) found this review helpful
43.9 hrs on record
Posted: April 10
Early Access Review
Although in its current state it is a pretty interesting game, it will likely not change in the next few years. In two years, there has been two mentionable updates, both of which brought either tiny features, (such as pillars) game breaking bugs (such as the assumed memory leak in the unstable build which forces you to reload the level every ten minutes) or both.
I understand creating games is not easy, even through easy methods, such as game making or scripting programs, but this seriously makes me wonder if they are actually doing any development, or just making YouTube videos to say they are. I doubted Starbound, and they barely pulled through once, but this is far more problematic than slow development; this is avoidance.

My suggestion is to put it on your wishlist, wait about five years, and check again. By that time you will maybe know its fate.

I apologise for my straightforwardness.
Was this review helpful? Yes No Funny
22 of 30 people (73%) found this review helpful
1 person found this review funny
4.1 hrs on record
Posted: April 14
Early Access Review
The gaming equivalent of throwing money in a fire.
Was this review helpful? Yes No Funny
14 of 17 people (82%) found this review helpful
1 person found this review funny
0.8 hrs on record
Posted: May 1
Early Access Review
I cant believe I wasted my money on this game. Its so far from finished and development is so slow I have no idea what I was thinking.
Was this review helpful? Yes No Funny
8 of 12 people (67%) found this review helpful
32.3 hrs on record
Posted: April 26
Early Access Review
The concept is great but the developing of the game such as bug-fixing and gameplay features has been way too slow.
Was this review helpful? Yes No Funny
9 of 15 people (60%) found this review helpful
0.3 hrs on record
Posted: April 27
Early Access Review
Might as well buy $20 worth of lard. Why you ask? Because even lard has a use, not like this space-taking money-wasting venture.
Was this review helpful? Yes No Funny
9 of 15 people (60%) found this review helpful
21.7 hrs on record
Posted: April 24
Early Access Review
2 years ago I buy this game what changes ? anything !
Was this review helpful? Yes No Funny
9 of 15 people (60%) found this review helpful
10.4 hrs on record
Posted: April 26
Early Access Review
Bought this game couple of years ago... it was ♥♥♥♥.

Went back a few months ago to see if it had changed... it was ♥♥♥♥.

The game is still in beta and has been for about 3 years now. ♥♥♥♥ing devs wont upload and still expcet praise for this piece opf ♥♥♥♥... dont buy this... you could buy csgo instead :)
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6 of 10 people (60%) found this review helpful
24.8 hrs on record
Posted: April 25
Early Access Review
Is the game fun? Yeah its ok, ive sunk alot of hours into this game. It's got mediocre everything and the only reason i dont like it is because its too expesive. This is more like $5-$3 not $20. if it goes on a large sale it might be ok for a time waster but if its $20 don't even give it a second chance 20 is way to high for this game.
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2 of 3 people (67%) found this review helpful
0.3 hrs on record
Posted: May 2
Early Access Review
I'm sorry but I am severely disappointed in the development team. There has been nothing that is worth mentioning in the changes. I will be quite honest, I bought this game to support it's growth so it can be the game it should be but to no avail. Do not purchase this game.
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6 of 11 people (55%) found this review helpful
7.4 hrs on record
Posted: April 26
Early Access Review
Been years now, no changes what so ever, just another early access game trying to milk people of their money.
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515 of 614 people (84%) found this review helpful
1 person found this review funny
28.2 hrs on record
Posted: November 28, 2014
Early Access Review
STAY AWAY FROM THIS GAME, i cant warn people enough, just dont even BOTHER thinking about buying this game, it will be a waste of your money, the game looks fun in all the stuff they promised. but its nothing more than a load of lies. there are NO updates. the game has had no content update since 2012. the devs dont even want to answer questions related to content updates. they are just there to milk you dry. please upvote this review so people wont make the mistake like i did. i sincerely beg you not to support this team of "devs"
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212 of 237 people (89%) found this review helpful
1 person found this review funny
322.1 hrs on record
Posted: January 3
Early Access Review
I bought this game about 18 months ago.
It was a great concept, and a really fun game to play with knowing that much more content was promised and on the way.
I was dissapointed to find out shortly after obtaining the game that they were essentially suspending any new features pending a 'refactoring' in the Unity game engine. The good news was that once this was done, they were to start pumping out feature and content updates much more quickly, since they were including an improved asset pipeline.
That took much more time than their community liason had let on. The community (other investors in the game) were getting pretty restless.
Finally that refactoring was completed. A patch was released! Unfortunately, it had little to no impact on the gameplay. There were some minor stability improvements but no real new features or content. We were okay with that because of the promise of much more coming more quickly...
We were then informed that we were being too impatient, and that no new features or content could be done until they finished working on their internal tools (factories).
We were then informed that there would continue to be a suspension of any new features or content while they rewrite the AI engine and the Pathfinding. No new content could be provided since "Why would we give you new content if the AI cant figure out what to do with that content"...
Of course most users abandoned hope that this would ever be completed. It had been month after month after month of broken promises. They eventually ended their relationship with the community liason, citing that he never really spoke for the company, and his promises were unfounded.
Now, FINALLY.. version 0.3 has been released!! (coincidentally timed with a Steam promotion) With the new AI, the new Pathfinding, new lighting effects, a bigger island to work with.
Unfortunately, there is still no new content, no new features. Leading up to a sale on Steam, they put together a nice little video of the new features .. New AI (Which is worse than the original).. New Lighting (Which is of zero impact on the gameplay).. a bigger island (which is probably among the bottom 2% of necessary changes)..
They then 'cleaned' out the user forums of most negative feedback..
Unfortunately even after these years of waiting, the new 'version' was even more buggy and had less (YES LESS) features than the original. The great new AI that was promised could only be 'tested' in a seperate environment, where the feature set was limited, and even that was far worse than the original, very buggy, AI.
They started releasing (Very minor) bug fixes almost daily, appeasing many, even though they really only addressed things like difficulty in loading the game, or glitchy graphic artifacts, etc .. These fixes and patches (0.3.1, 0.3.2, 0.3.3, 0.3.4) started giving some of us the impression that this past couple of years of unfulfilled and broken promises was at an end and the momentum would finally change. Unfortunately, although those changes were welcome if only to see that there was actually some level of activity going on.. They were short lived. 4 patches in 5 days. Then nothing.. again.
This game has great potential as a concept. But if you are considering it.. You would be very well advised to wait until you can read the reviews of the finished game.
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110 of 128 people (86%) found this review helpful
1 person found this review funny
11.8 hrs on record
Posted: February 27
Early Access Review
**** DO NOT BUY, DEVELOPMENT IS SO SLOW THAT IS GOING BACKWARDS ****

I've bought this game beginning of 2014, since then i was already seeing of a lot of people saying the development was extremely slow, i waited for one entire year, and here is what i've got:

New Textures = New textures, oh my god, now the game is more beautiful but still buggy.
New Shaders = Another huge gigantic interstellar ♥♥♥♥♥♥♥♥ to make game look more 'cute'.
New Animations = Makes a couple of animations, games is almost the same ♥♥♥♥.
New AI System = True, new AI System with new bugs and not polished, fantastic job!
New Skybox = Sauropod receives complaints about game being buggy, makes a new skybox, LOL.
HDR Lighting = Another visual ♥♥♥♥♥♥♥♥
Bigger Islands Up to one square KM = Game has issues with saving and bugs over the mechanics. makes the islands bigger!

Overall:

In one entire year, i saw 10% gameplay development and 90% visual, 1 year ago visuals and animations was pretty good, nobody would complain about the graphics, and instead of working on the mechanics and focusing on what is really important, throws new graphics in a new update, Sauropod, you are a joke.

0/10.
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130 of 157 people (83%) found this review helpful
113.6 hrs on record
Posted: November 25, 2014
Early Access Review
This game cost me $20 USD or so, and gave me 113 hours of enjoyment. That's over five hours of play per dollar -- certainly more than I've gotten out of some AAA titles that cost me three times that much. It was a fun little game.

So why the thumbs down? Well, because despite being a somewhat *fun* game, it's not a *complete* game. And at this point it is not clear to me that the game will EVER be complete.

The devs posted this disclaimer long ago: http://www.sauropodstudio.com/steam-early-access-disclaimer/ stating the features that work and those that are planned. The disclaimer is pretty accurate, it doesn't lie about what's working and what's not. The problem is that the "what's working" list has not grown by a single item since I bought the game -- litterally the ONLY feature of any note that has been added was a pause function -- which would have been greatly appreciated if I hadn't worn out the gameplay many months ago -- but they haven't made any visible progress towards that complete feature set they said they were planning.

Some of this is understandable. It's a young studio, this is their first game and the developers are less experienced than those on a lot of other games. They made some early mistakes and had to refactor the code base, which took a long time. Normally, refactoring (while frustrating for end users because it consumes time with no new features) is useful because it reduces future bugs and makes implementing new features later much easier. But these things only matter if you RELEASE UPDATES after the refactoring.

As I said, this is the studio's first game, and as you can see it's not going super well. It's entirely possible that they are out of money and about to go bankrupt for all I know. So it's impossible to say when or even if this game will get another update, or if a hypothetical update would even contain any significant improvements.

So while it really boils down to the typical early access mantra of "Only pay for it if you are happy with the CURRENT state of the game", and while the current state of the game WAS worth the money I paid for it, I can't really recommend this game because I know that most people are less easy to please than I am, and want a finished product. This game may never be that.
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145 of 180 people (81%) found this review helpful
1 person found this review funny
183.8 hrs on record
Posted: December 25, 2014
Early Access Review
Buy Castle Story? No, but why not? A 2 year summary

I'm watching the development since almost two years and played over 160 hours. Only survival mode because there are no other challanges. Sandbox mode didn't really interested me after all, you know minecraft?

Following Bugs and missing game options bother me since the first time i played. There has been changes and improvments but nothing got really fixed to a point im happy with. I guess a lot of other people feel the same after reading reddit and other sources, pointing out there's no progress would be wrong, but the prioritisation is amiss. I understand the process of prototyping, alphas and early access. But there shut be a noticable progress in all directions after two years of development.

- building menu - Castle Story uses some kind of nice circular menu, it has a nice appeal in the first place. But really nerves after using it, because its inconvenient. You need to do the following steps to choose one of your main building materials; 1x1 stone bricks: hold down the right mousebutton, the main menu appears, move the mouse to submenu button, release the right mouse button, the main menu disapperas. Press the right mouse button again, the submenu apperas, move to the 1x1 stone, release right the mouse button, now you can place your bricks. You know what!? Let me use the left mouse button to select the submenu and the 1x1 brick, this would make the following steps redundant and the selection would be; hold right mouse button, left click submenu, left click desired option, DONE!?

- blue Crystals - the Ore you need to gather for spawning new npcs is now stuck on stockpiles by default (version 0.3.3). This would be one of the very few added game mechanics in two years that made me happy, if turned off by default OMG. Now you have to manually order your broken Worker AI to carry the blue crystals to the main crystal or deaktivate the option on every stockpile you build... really?

- demolishing - you can't demolish stockpiles, lamps, barrels,... If it does work and i didn't realise how, why doesn't it work the same way it does with stones and wood. By the way, if it works with stones and wood, does it take why more than 2 years to implement this feature?

- zooming - nice to be able to zoom with the mousewheel, but only to a certain and low point. If users complain about that, they are told to use the old method, the caps key and mousewheel, now the can zoom infinite. What every sence restricting the "mousewheel only zoom" and having two ways to zoom after all may have. Only one way to zoom, problem fixed.

- Workers - still get stuck in many different tasks. I know theres a new AI and it's not implemented in survival mode yet. Currently (version 0.3.3) the AI is a killjoy.

- Swordsmen - useless as long as not standing in front of a gate. Because Enemys are past over before the realize there existence. Currently (version 0.3.3) the AI is a killjoy.

- Archers - commit suicide by shoting there bows and killed other player npcs, this didn't happen anymore since version 0.3.0 and i played to wave 25. Thats a plus!

i'm ♥♥♥♥ed, somebody else complete the list... Don't buy the game until it's released! Die Entwickler bewegen sich seit zwei Jahren im Kreis, mit einer Effizienz, die sich schön in ihrem Menü wiederspiegelt.
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117 of 141 people (83%) found this review helpful
1.8 hrs on record
Posted: November 18, 2014
Early Access Review
Castle Story is a "choose your own adventure" with one possible outcome: The developer continues to offer excuses for years as to why they are incapable of finishing their damn game, your money is wasted and you feel a burning sense of shame come over you for funding yet another failed early access title, the end.
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103 of 125 people (82%) found this review helpful
1 person found this review funny
36.1 hrs on record
Posted: January 9
Early Access Review
I've been excited about this game for a long while. The concept was creative and nostalgic so I decided to support the game's early development. As all the other reviewers have indicated, there has been almost no significant progress in gameplay in a year and a half. To add insult to injury, the devs at Sauropod act as if the "early access" disclaimer forfeits any right by the gamers supporting them, to expect progress or a timetable for completion. Indeed, the devs censor and berate the gamers which have supported them financially, who are rightfully frustrated by the glacial rate of progress. Are we supposed to maintain our excitement and support when we get superficial/cosmetic updates every few months?

The devs frequently complain that the increasingly negative reviews are hindering sales, and therefore development. That's right Sauropod, blame your supporters for your own incompetence. DO NOT SPEND MONEY ON THIS GAME, at least until a complete version is released.
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75 of 84 people (89%) found this review helpful
1 person found this review funny
4.2 hrs on record
Posted: April 2
Early Access Review
I backed this ♥♥♥♥ in 2012

two thousand and twelve.


the game has not changed at all since and all the devs do is post passive agressive youtube videos about how they can update it when they want.


please dont buy this
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81 of 93 people (87%) found this review helpful
1 person found this review funny
10.3 hrs on record
Posted: February 5
Early Access Review
Great game, great concept.

But I've had the game nearly 2 years and there's nothing different. It feels like someone's hobby project.

I will give them credit, recently the patches have been cranking out. I will continue to play and test it out and hopefully change my review, but right now I can't recommend it.
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89 of 106 people (84%) found this review helpful
3 people found this review funny
42.5 hrs on record
Posted: January 25
Early Access Review
It's a great concept, really! But the developers seem to be incapable of getting the game running properly. Been following its development for years now, and while I'm aware I purchased an Early Access game, it's at the point now where I don't see this game ever being finished. It has the same bugs and lack of content it did a year ago, the units don't respond well (or sometimes not at all) to commands, there's still no solid multiplayer, and the game still lags tremendously after a certain amount of waves.. This game isn't going anywhere, sadly. Unplayable.

I strongly urge you not to buy this game.

Second review, 19-02-2015:

I stand by my statement that the game has not yet reached the point of "money's worth." However, it seems I was wrong about this game never going to be finished.

The latest patch still leaves a lot to be desired, but they did fix the general unit control. Units still "dumb down" every now and then, but at least this time around you get to give them new orders once you've moved them manually. Where I couldn't even get past wave 15 in the past, I am surprised to say the game managed to get me to wave 35 without any framedrop. I paused the game to have a little drinky and edit my review, games tend to take a while. It's actually quite fun without lagspikes. I've heard friends mention they've made it up to wave 50-or-so, and then it started lagging.

I still don't recommend this game as it is now, because multiplayer is still barely functional. If you want to play with a friend, get ready to search forums for a while, 'cause it doesn't come with complete instructions. But it is starting to look like we might see this game in a finished state after all.

What I would like to see before I start recommending this game:

- Playable framerate up to at least wave 100.
- An easier way of getting rid of rubble. Either by despawning it, or having the bricktrons clean up quicker, I've noticed the game now starts lagging due to the amount of rock chips lying around.
- An enjoyable multiplayer mode. Let's face it, this game can be summed up as tower defense meets lego. Don't get me wrong, it's fun! But we could use a co-op mode against the AI instead of a vague deathmatch where nobody is quite sure what to do and when to do it.
- Catapults to be useful for either blowing up terrain or killing the rockmen.
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