A godlike village simulator designed to bridge the gap between the complexities of village simulation with the simplicity of classic 1990s real-time strategy. Inspired by games like Towns, Gnomoria, Warcraft, Banished and Dwarf Fortress.
User reviews:
Recent:
Very Positive (26 reviews) - 92% of the 26 user reviews in the last 30 days are positive.
Overall:
Very Positive (266 reviews) - 86% of the 266 user reviews for this game are positive.
Release Date: Oct 27, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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:

Why Early Access?

“Because Retro-Pixel Castles is unique, but it's still extremely early in development. I thrive off your feedback. I not only want to make a great game I'd love, but I want you guys to love it too! I am a perfectionist, and I want my game to reflect a beautiful, streamlined and polished experience, a large part of that can't happen without the support from the fans.”

Approximately how long will this game be in Early Access?

“Honestly? I have no idea. But if I was forced to give you a date, I would probably guess until sometime in mid to late 2016. This game is a huge undertaking for a single developer. :)”

How is the full version planned to differ from the Early Access version?

“The final product will have tons of maps and tilesets, monsters, an unlock/awards system, random map generators, Steamworks support, user-created multilingual support and many other features that do not exist in the current version of the game. What you are getting now is not even a fraction of the content planned.”

What is the current state of the Early Access version?

The game is currently in the InDev/Tech development phase, it is not by any means a complete game. DO NOT BUY IT EXPECTING A FULLY FUNCTIONAL GAME. But I want you guys involved as soon as humanly possible, so if you like the idea of shaping a game's development, hop on board!”

Will the game be priced differently during and after Early Access?

“Early Access is discounted at $9.99, the final release will probably be $14.99.”

How are you planning on involving the Community in your development process?

“I tend to ask tons of questions and take in feedback constantly, I am the developer who actually listens to you. Of course I can't add every single feature everyone wants, but I promise I or my staff will read every single post, comments and reviews here on Steam or on http://retropixelcastles.com. Your feedback is not only valued, it's critical. I want this game to be the best it can be, and the key is having great feedback! :)”
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Recent updates View all (122)

June 21

InDev 20 - The Worker, Limbo and Optimizing Update - Released!

InDev 20 has been released! This update is a bit light on new content, but it more than makes up for it with a huge jump in game performance! I hope everyone enjoys the update. Let me know down in the comments how the game is running for you, and if it's a major improvement over InDev 19!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 20b *HOT FIX* Change Log

Bug Fixes
  • Grab spell will no longer cast the moment the spell icon is clicked on.

InDev 20 Change Log

Workforce System
  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.
  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.

Limbo
  • New Spell: Send to Limbo. This spell will send whatever you target to Limbo with a simple quick button click, no more tediously dropping things in Cullis Gates!
  • New Spell: Take From Limbo. This spell allows you to pull stuff directly from Limbo. a new indicator has been added to the cursor that will slowly rotate through the various creatures and resources in Limbo, allowing you to pick what you want to bring in.

AI Changes
  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.

Optimizations
  • Updated bundled Java JREs to 8u29.
  • Greatly improved the internal mob sorting system, improving the game's performance across the board.
  • Improved mob aggro performance when there's are no nearby hostile targets, but a large amount of friendly mobs.
  • Improved worker assignment detection performance in large villages.
  • Improved all path finding, searching, range map generation and light map generation algorithms slightly.
  • Tons of small micro-optimizations in the AI.
  • Optimized the resource damage methods, speeding up various aspects of the engine that "damage" terrain.
  • Optimized the range map generation code slightly,
  • Reduced memory footprint of the sound module.
  • Fixed minor memory leak in the sound module.
  • Decreased sound module load time.
  • Minor optimizations to the mob reach map generation system.

Bug Fixes
  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.
  • Fixed a floating resource bug when planting resources that were stored in a building.
  • Fixed a bug where the main menu time of day would sometimes load incorrectly.
  • You can no longer accidentally click on maps in the world map mode that are behind the GUI.
  • Fixed a bug where when reloading the world map, the wrong game mode was highlighted.
  • Fast moving missiles will no longer occasionally pass straight through a target without hitting them.

Interface Changes
  • The background on tool tips are now darker.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.
  • Improved accuracy of the grab spell when grabbing mobs.
  • You can now sort the population tab by villagers, adults, children, golems or all.
  • Now when selecting harvest work, the corresponding resource highlights in-game to find it easier.

Miscellaneous Changes
  • Recall no longer can recall villagers to a work site.
  • Added two new maps, Coastbridge and Springland.
  • Added golems to the population tab and top GUI.
  • Added 2 new songs "Sun's Spirit" and "Stardust".
  • Added 2 variations to the Main Menu theme that play in the day or the night, depending on what time you launch the game.
  • The main menu theme now loops.
  • The initial warp in particles when starting a new game have been changed and the warp in speed slowed down slightly.
  • Added new mob naming system, using real world names and pop culture references.

12 comments Read more

June 18

Build InDev 20 Unstable 3 Released

Click here for help on accessing the Unstable branch!

InDev 20 Stable is just around the corner, this build should mostly be ready for a stable release. Aside from additional optimizing and some minor bug fixes, the big highlight of this build is the new Limbo system. Limbo has been redesigned, offering a new more efficient way to bring creatures and resources in and out of Limbo. I hope you guys like the new change!

I look forward to hearing your feedback on the new performance and Limbo changes. Let me know down in the comments what you think! :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 20 Unstable 3 Change Log

Limbo
  • New Spell: Send to Limbo. This spell will send whatever you target to Limbo with a simple quick button click, no more tediously dropping things in Cullis Gates!
  • New Spell: Take From Limbo. This spell allows you to pull stuff directly from Limbo. a new indicator has been added to the cursor that will slowly rotate through the various creatures and resources in Limbo, allowing you to pick what you want to bring in.

Optimization
  • Optimized the resource damage methods, speading up various aspects of the engine that "damage" terrain.
  • Optimized the range map generation code slightly,
  • Reduced memory footprint of the sound module.
  • Fixed minor memory leak in the sound module.
  • Decreased sound module load time.
  • Minor optimizations to the mob reach map generation system.

Bug Fixes
  • Fixed a floating resource bug when planting resources that were stored in a building.
  • Fixed a bug where the main menu time of day would sometimes load incorrectly.

Interface Changes
  • Improved accuracy of the grab spell when grabbing mobs.
  • You can now sort the population tab by villagers, adults, children, golems or all.
  • Desired workers interface now colors red or green depending on if the total workers exceeds available villagers.
  • Now when selecting harvest work, the corresponding resource highlights in-game to find it easier.

Miscellaneous Changes
  • Added two new maps, Coastbridge and Springland.
  • Added golems to the population tab and top GUI.
  • Added new song "Blooming".
  • Added 2 variations to the Main Menu theme that play in the day or the night, depending on what time you launch the game.
  • The main menu theme now loops.
  • The initial warp in particles when starting a new game have been changed and the warp in speed slowed down slightly.

InDev 20 Unstable 2 Change Log

Optimization
  • Greatly improved the internal mob sorting system, improving the game's performance across the board.
  • Improved mob aggro performance when there's are no nearby hostile targets, but a large amount of friendly mobs.
  • Improved worker assignment detection performance in large villages.
  • Improved all path finding, searching, range map generation and light map generation algorithms slightly.
  • Tons of small micro-optimizations in the AI.

InDev 20 Unstable 1 Change Log

Workforce System
  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.

Bug Fixes
  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.

AI Changes
  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.

Miscellaneous Changes
  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.
  • Recall no longer can recall villagers to a work site.
  • The background on tool tips are now darker.
  • Updated bundled Java JREs to 8u29.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.

Known Issues that will be resolved before the stable build
  • The in-game tip and loading screen messages have not been updated, and will reference tips from the old work system.

4 comments Read more
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About This Game

Get Involved in Development

Follow @RaymondDoerr on Twitter

Game Concept

Retro-Pixel Castles is at heart a godlike village simulator, but it also throws in plenty of familiar game play mechanics from classic 90s era real-time strategy games like Warcraft, along with some tower defense and survival elements in an attempt to create a new kind of village simulator. The goal is to try to bridge the gap between the depth and complexity of traditional village simulators, the fun of godlikes and the simplicity of real-time strategy.

Key Features

You can't win!
The problem nearly all village simulators tend to face is you seem to eventually reach a point where you can't lose the game. You become so skilled at knowing exactly what to do and in exactly what order, the game loses all of it's appeal and you eventually run off to play something else. That's not the case with Retro-Pixel Castles, it aims to make a game you can't win. Every game day, the game gets progressively harder. In RPC you will eventually lose. The goal isn't to win, that's not possible, the goal is to see how long you can survive!

Build a village, and die trying!
A major part of the game is village management, and trying to discover new and creative ways to use the tools at your disposal to keep yourself alive as long as possible.

Several Game Modes
Currently, the game offers two main game modes. Survival and Peaceful, Survival is the game the way it was meant to be played, as a brutal survival style village sim. Peaceful on the other hand has nearly no monsters, and plays out much like a traditional village simulator with some godlike and RTS elements sprinkled on top. More game modes are planned like the upcoming Sandbox mode where you basically are given unlimited resources and access to play around with the engine.

Godlike Elements
Not only can you manage your village, but you also have many godlike abilities at your disposal. You can alter the terrain, blast enemies from afar, heal your villagers and speed up resource growth.

Unlock Content Through Gameplay (Coming soon!)
In RPC, you will find yourself in a harsh and unforgiving environment, constantly trying to find new ways to keep your little villagers alive for just a few more days. As you play, you'll unlock more content, like additional buildings, items and units you can use in your next attempt to see if you can survive even longer than the last!

Even though you can't beat this game, you most certainly can make progress in it! Every round you play you'll gain experience, unlocks, and other interesting goodies that will expand the game.

Tons of map set themes!
Every set of maps will follow a certain theme (Forest, Desert, Underground, etc). Most of the current screenshots only feature a few of these map sets. But many, many more are planned.

The Soundtrack!
A full original soundtrack, made by Bibiki Garcia that blends orchestral instruments in a way fans of old 1990s era PC gaming will love and remember!

DRM-FREE

SixtyGig Games is a DRM free independent game developer! Retro-Pixel Castles will not now or ever in the future have any sort of DRM! Piracy protection only hurts you guys, the loyal paying players. So you rest assured knowing that once you buy yourself a copy of Retro-Pixel Castles you'll never again have to concern yourself with nagging questions about if you can continue playing the game down the road due to something like always-online logins, lost registration codes or because you bought a new computer and you're only licensed to put the game on one. All I ask from you is to be reasonable and responsible, you can buy the game and play it as much as you like, wherever you like. Just tell your friends to support my DRM-Free philosophy and buy their own copy! Free Content Patches, no paid-DLC

100% FREE CONTENT PATCHES/DLC!

I don't believe in paying for Downloaded Content. If you buy Retro-Pixel Castles you will have access to the entire game and all the content I'll ever create for this it, forever! I believe DLC is greedy, and you deserve to have the full gaming experience from day 1, right out of the (figurative) box!

Have a say!

Your feedback is extremely important. You can reply here or head on over to the Official Website and help shape the direction of development! :)

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP
    • Processor: Core i3, i5, i7 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4400 or equivalent, 1280x720 resolution or higher.
    • Storage: 512 MB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Recommended:
    • OS: Windows 7
    • Processor: Core i5, i7 or equivalent
    • Memory: 8 GB RAM
    • Graphics: Most Dedicated GPUs, 1G+ VRAM / OpenGL 1.3+
    • Storage: 1 GB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Minimum:
    • OS: Os X 10.7 or later
    • Processor: Core i3, i5, i7 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4400 or equivalent, 1280x720 resolution or higher.
    • Storage: 512 MB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Recommended:
    • OS: Os X 10.7 or later
    • Processor: Core i5, i7 or equivalent
    • Memory: 8 GB RAM
    • Graphics: Most Dedicated GPUs, 1G+ VRAM / OpenGL 1.3+
    • Storage: 1 GB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Minimum:
    • OS: Most Linux Distros (Must support Java)
    • Processor: Core 2 Duo or equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4400 or equivalent, 1280x720 resolution or higher.
    • Storage: 512 MB available space
    • Additional Notes: OcacleJDK or OpenJDK 8 Required
    Recommended:
    • OS: Most Linux Distros (Must support Java)
    • Processor: Core i3, i5, i7 or equivalent
    • Memory: 8 GB RAM
    • Graphics: Most Dedicated GPUs, 1G+ VRAM / OpenGL 1.3+
    • Storage: 1 GB available space
    • Additional Notes: OcacleJDK or OpenJDK 8 Required
Customer reviews
Customer Review system updated! Learn more
Recent:
Very Positive (26 reviews)
Overall:
Very Positive (266 reviews)
Recently Posted
mscisme84
( 87.6 hrs on record )
Early Access Review
Posted: June 20
This is a great game, simple yet elegant in a way that the old school RTS games embodied before everything was a competition for better graphics, higher command rates and one dimensional UGC instead of a serious challenge from the game.

It takes a while to properly master the resource chains and plan locations and manpower accordingly but the result is more than satisfying once you have mastered the secrets of proper balance.

It is hard to get used to workers having their own decision making processes but thet are always getting smarter and better thanks to awesome Dev support, and it is relaxing not to have to micromanage once you are adjusted.

If you are looking for a new DOTA keep moving, if you remember the RTS games from the 90's and early 2K's then this is for you.

Also, awesome Dev Support again.
Helpful? Yes No Funny
NoahWithArk
( 3.9 hrs on record )
Early Access Review
Posted: June 18
there is no doubt that the game is pretty good,however i dont think the game has much replay value,you may play once or twice but no more.
Helpful? Yes No Funny
K‹
( 1.1 hrs on record )
Early Access Review
Posted: June 17
Cute little game, a bit of lack of content, good looking. Feels a bit bland to me, it will probably turn out great in the future. I don't think it is worth the price (for me) yet.
Helpful? Yes No Funny
contrabag
( 5.6 hrs on record )
Early Access Review
Posted: June 15
My potato doesn't allow me to play this game much at all - even the newer, less CPU intensive unstable build is laggy as hell... But what I have played seems fantastic!
Helpful? Yes No Funny
gozaru
( 40.0 hrs on record )
Early Access Review
Posted: June 15
If you are a M when it comes to games then I highly recommend this to you.
If there is such a thing as a rogue like RTS then this is it.
Helpful? Yes No Funny
mastice
( 0.2 hrs on record )
Early Access Review
Posted: June 14
Thumbs up for concept and game direction. I wish I could play more but at this time I am unable unless the UI is addressed. (future update?) The UI icons, menus, text, and overall style is entirely too small to play long periods of time for people with moderate to poor vision. Perhaps if you sat with your nose to your computer screen it would be better or perhaps I just haven't found a workaround yet. But as it stands right now they are just too small on a 1920x1080 display screen.
Helpful? Yes No Funny
Adolf
( 3.8 hrs on record )
Early Access Review
Posted: June 12
It's pretty bad actually. I love games where you have to build something but this is pretty boring. Everything takes forever and there is no real feeling of progress or accomplishment. After some time you have finished your first settlement with stone walls all around and just a tiny gap for the monsters to come in (otherwise they will just attack some random wall). A lengthy path behind it for all your towers to shot at them while they try to get to your stuff. While you might have been perfectly fine the last night they are gonna storm in the next and steamroll everything and you are totally ♥♥♥♥ed and the game is over. That and making sure your villagers don't starve to death.

Pros:
- looks interesting

Cons:
- slow
- boring
Helpful? Yes No Funny
daniel_mic
( 11.5 hrs on record )
Early Access Review
Posted: June 9
*FYI - original question has been addressed quickly - changed form negative to positive review - thank you Mr. Dev!*

Alright, well first of all, RPC stands for Remote Procedure Call(from website), yet I cannot create my account, therefore can't figure out how to contact Mr. Dev,

With that out of the way, I love the game and have spend around 4 hours on it already, but it's a thumbs down(for now): Came back on Steam to get more info, and find out from description that the game cannot be won...

Now, although the concept is kind of fun, I want to point out that if I would have seen this, it would have be a no sale for me, right off the bat. Suggestion: maybe two modes - 'Story'(or something else) and 'Endless' (Many games include those already). I'd definitely be a happy camper...I mean, not being able to beat a game is kind of fun, but seeing the map layout and the fact that you can transfer untis and what not to other locations does show a lot of potential - but I'm not willing to build for 20+ hours only to see it swarmed by a horde of mini-aombies...

...and, well, I don't know what RPC could ever mean, other than the programming term...frustrating! :)
Helpful? Yes No Funny
Crudux Cruo
( 9.0 hrs on record )
Early Access Review
Posted: June 8
Well, I had to rereview this after a year of waiting for the game to get out of SUPER EARLY ACCESS and now that it is, i can say this game is definitely worth 10 dollars. it wouldn't be worth 15 right now; but there are other features still down the pike; and to the best of my knowledge the 10 dollar price is here to stay. this is worth it.
Helpful? Yes No Funny
MaFooBar
( 12.3 hrs on record )
Early Access Review
Posted: June 4
Great
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
6 of 6 people (100%) found this review helpful
Recommended
1.5 hrs on record
Early Access Review
Posted: June 3
I will leave a simple and honest review. Ill let the Dev describe the specifics. I will keep playing.

Game: allot of fun. A very nice pace to it. replaced Civ5 as my going to sleep game. Very challenging. always enjoy loosing and trying again. The combination of things in Retro-Pixel-Castles......it is a bullseye. Just solidly enjoying the whole thing.

The Developer: Pritty much all over his project. Im fairly sure if i posted a issue here, he would still find and address it.
very accesable.

One man indie project. I believe he did his own music for the game also, which fits perfectly. very awesome.

over all, completely reccomend for anyone who loves city building/survival/godlike thing. or anyone in general.
GG.
Was this review helpful? Yes No Funny
9 of 12 people (75%) found this review helpful
11 people found this review funny
Recommended
2.7 hrs on record
Early Access Review
Posted: May 29
>Make a Village
>Build an amazing town
>Goes to eat
>Comes back
>WHOLE TOWN IS GETTING SLAUGHTERED BY ZOMBIES AND SLIME
>WHOLE TOWN IS COVERED IN BLOOD
>only a few guys survive
>we start to rebuild
>night comes
>SKELETONS COME OUT AND KILL EVERYONE
>F*CKING RIP

All joking aside this is a really fun game and I really like sandbox mode! I hope they add more content in the future because this is a cool game :) 9/11 Would get slaughtered again.
Was this review helpful? Yes No Funny
6 of 7 people (86%) found this review helpful
Recommended
18.8 hrs on record
Early Access Review
Posted: May 27
Excellent gameplay with great pixelated graphics. Only suffers from lack of a good tutorial on certain areas of the game. Have yet to run into any game destroying bugs yet. 9/10
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
Recommended
15.9 hrs on record
Early Access Review
Posted: May 27
Pixel Castles is a fun and interesting game. It offers a very useful video tutorial for first time players or you can go straight in. It's a little hard to get going but that makes it more of a challenge, right?

I am feeling puzzled however as the game was working fine until today when I tried to play it, it crashes on start up. I'm sure this is an issue that will be solved in future by the game developers and that's IF it is the game itself. I am not yet sure of the cause but if people do have the same issue it will be helpful to know :)

My overall thought- A brilliant game and the perfect boredom breaker, I highly recommend.
Was this review helpful? Yes No Funny
5 of 6 people (83%) found this review helpful
1 person found this review funny
Recommended
11.5 hrs on record
Early Access Review
Posted: May 26
It's a village management game where you're
doomed
to
lose
, what else can I say. It's pretty fun, especially if you acquire it at the price of 5$ like i did. It reminds me of banished in its' managment style, yet its' objective is (like i said before) to get you
killed
. Needless to say I have my fingers crossed for a
difficulty
setting or even an adaptive
dificulty
. Hopefully the DEV wILl see this as he seems pretty involved.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
Recommended
2.0 hrs on record
Early Access Review
Posted: May 29
I had some leftover money in my steam wallet and decided to take a risk and support an up and coming developer.
Retro-Pixel Castles is one of the best buys I made in a long time and it is defintely worth the money. The gameplay is still developing and although only in development the content matches some much more expensive games in the market today. Theres something reminiscent of Towns yet completely fresh that makes Retro-Pixel Castles a joy to play. A definite must pick up for anyone that loves this genre. Can't wait to watch the game expand and community grow!
Was this review helpful? Yes No Funny
4 of 5 people (80%) found this review helpful
Recommended
17.1 hrs on record
Early Access Review
Posted: May 28
simple and fun citybuilder
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
12.2 hrs on record
Early Access Review
Posted: May 27
This game is very well made. Even though it´s still in development, it looks very promising.

It´s a combination of a management game and a godgame, where you have to build, maintain and protect your own village(s). And those two genres have been merged together very well in this game.

I recently bought it as I saw it in the store and it caught my attention. It looked like a simple management game, indie style. I have played Banished before, and it looks a bit like it, but this game has it's own characteristics as well. You have an "influence bar", which acts as a mana bar. With this influence, you can cast godly spells to improve land, fireball land/enemies/enemy buildings and much more.

The game itself is very simple: You start with a global map with a couple of locations where you can start your first village. When you've chosen your location, you can start building! But you have to be fast. Just like other games, the night is very dangerous. The first night will remail calm, but the second night things go down... quickly.

The game has a season mechanic. You start in the spring, the easiest of all 4 seasons as food grows the quickest in this season. You have to stockpile food to make sure you can get through the summer, where food growth is significantly slower. The autumn is the second best season, where you can recover from the summer. Though not optimal, it's still good enough to re-establish your food stockpile, as the next season is the harshest: winter. Food growth is almost at a halt, so you better have some food stored. However, with your godly abilities you can grab food from over the map and drop it in the village, to make sure you'll get through winter... if you even get there.

Because when playing the regular game, survival mode, so-called "graveyards" and "slime spawns" spawn quite often, spawning many enemies. Eventually a lot of the map is covered with these graveyards and when the night comes, they can assault your village. If you haven't prepared your defences before that happens, it's pretty much over (RIP me :( ).

But if you want to take it easy, there is also a peaceful mode, where almost no enemies spawn. It's a good way to learn the mechanics, as it's way more forgiving if you are a bit slow. If you don't know how to play the game at first, at the main menu there's a button which redirects you to a youtube video, explaining some of the basic mechanics of the game. It's quite helpful. You'll get tips on how to make your defences as good as possible and how different defensive towers work.

It has some performence issues (at least for me) when autosaving, where your screen freezes for the duration. It isn't that bad, its usually for less than a second. There isn't however a way to decrease graphics so you have to play with a lot of particles all the time. And it's a lot, because there has been a lot of attention to details, which I absolutely love.

The soundtrack is cute and athmospheric. It makes this game even more cute than it already is. That, which the sometimes corky and sometimes sarcastic pop-ups when you lose a villager or at the splashart of the main menu, makes it a very cute product over all.

I'd give this an 8/10. It's very cute, it shows potential. However, it is a bit repetitive as you cannot develop a lot with for example a tech-tree or something. It's more like when you can process your wood and stone, you can basically build everything, which makes it somewhat less exciting rather quick. Yet it's a good game to kill some time with. You'll fall in love with the cuteness!
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
6.9 hrs on record
Early Access Review
Posted: May 31
Very actively updated, and just the level of simulation a casual gamer wants. HIGHLY recommend.
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2 of 2 people (100%) found this review helpful
Recommended
87.6 hrs on record
Early Access Review
Posted: June 20
This is a great game, simple yet elegant in a way that the old school RTS games embodied before everything was a competition for better graphics, higher command rates and one dimensional UGC instead of a serious challenge from the game.

It takes a while to properly master the resource chains and plan locations and manpower accordingly but the result is more than satisfying once you have mastered the secrets of proper balance.

It is hard to get used to workers having their own decision making processes but thet are always getting smarter and better thanks to awesome Dev support, and it is relaxing not to have to micromanage once you are adjusted.

If you are looking for a new DOTA keep moving, if you remember the RTS games from the 90's and early 2K's then this is for you.

Also, awesome Dev Support again.
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