Claim and defend the Tomb of Tyrants against greedy adventurers by matching tiles to build a deadly dungeon full of traps, minions, and more!
User reviews:
Very Positive (138 reviews) - 92% of the 138 user reviews for this game are positive.
Release Date: Jun 25, 2015

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Recent updates View all (90)

September 11

2016.09.11: Pitiless Pits

As with the last, this update makes a small change to the build tree to increase consistency by moving the Tartarean Taskmasters from sharing the Overlook to their own floor: the Pitiless Pits. This floor is similarly positioned in the tree (Lode + Portal), and some prophecies that previously relied upon the Overlook (the Pitchfork, for instance) now require the Pits instead. If you previously had the Overlook unlocked, the Pits should automatically unlock to avoid conflicts.

I have also removed all floor restrictions from non-starters. This means that the only floor "decisions" that you have to make are the five starter floors that you select. There were only a few other floors that had these restrictions, and they could feel like they were blocking off content, especially if they were fortified and routinely carried over to the next round.

There are some new audio cues for minion death, several fixes for reported bugs, and some small usability improvements. Thank you for all of your reports and suggestions over the last couple of weeks, as well as your patience with some of these fixes. Please keep them coming!

  • Pitiless Pits (Lode + Portal)--new home for the Taskmaster
  • Audio cues for doomed minions, as well as their countdown timer
  • Floor restrictions removed from all non-starters
  • Overlook has some new art
  • Final battle lighting has been increased
  • Optimized some lighting code to improve performance
  • Renamed Greater Grasp to Grasping Gauntlet (I was previously reserving "gauntlet" for later use, but I no longer think I'll need it, and it's more descriptive here)
  • Baths prophecy now only requires a 5x multiplier instead of 6x
  • When moved, floors make a similar sound to the elevator clacking
  • A little more ability info in character tooltips when dropping them on a slot
  • Taskmaster and Butcher have new heads and more color options
  • Lightened backgrounds slightly during combat
  • The Tyrant was not always participating in Sanctum fights (he will try to join the last-most unassigned slot, or kick out the last slot, if all slots are assigned)--this was causing a lot of "fire marshal" endings due to Sanctum capacity being reached
  • Previously discovered but incomplete prophecies were disappearing when closing the game, making it difficult to find them again in your next session
  • Ritual now explode more consistently when completed
  • Sometimes, only one hero would join a battle immediately, while their friends waited an extra round
  • Some ability damages were misreported when dragging characters over a slot (these tooltips also still do not take potential passives into account)
  • Projectile speeds should now be more consistent for different distances

8 comments Read more

August 27

2016.08.27: Vibrant Vein Redux

I am doing some floor restructuring in this update; I want to move toward all floors offering a single, unique type of minion or trap. There are only a few floors that break this rule, but changing them will also affect other floor requirements. So here's what's changed so far:

  • Alchemist now requires Cellar + Study and produces Mad Scientist
  • Laboratory now requires Alchemist + Catacombs and only produces Flesh Golem
  • Overlook now requires Lode + (Portal OR Dwelling); this will also change later, though (because it currently produces two different units depending upon other floors)
  • Vibrant Vein is no longer parallel or mutually exclusive to the Lode; it now requires Lode + Study and produces Stone Golems

If you had the Lode unlocked before, you will automatically have the now separate Vein prophecy unlocked. Many players have stated in the past that they hated having to choose between the Vein and the Lode, but mostly because the two were so similar and it was easy to choose the "wrong" one for their resource needs; I believe this change should help rectify this while also fulfilling my goal of giving every floor a unique minion (rather than both producing the Goblin Miner).

As some of you may know from the community forums, streams, or direct conversations with me, I am preparing for another big opt-in beta period to try out some major changes and additions. Before I dive into that, I want to make sure that the current standard release is in a good place. To that end, I am re-organizing some of the floor/prophecy tree for consistency, making some UI and usability improvements, and working on general stability. While I continue with these things, I am also trying out some mechanical changes that are less volatile or inter-dependent than the big stuff I have planned.

This update contains two such changes: traps can now trigger during combat and support abilities no longer take up a combat slot.

The trap change means that traps can now harm minions (although minions will not trigger the traps), and allows you to have battles on trapped floors without losing the effects of the trap. The best use of this would be to place minions who are immune to that trap (either due to damage resistances or due to defense type) on that floor. The only downside is that you may have to babysit these floors a little more than a typical floor, because new minions will not come in to supplement those who perish there.

The support change is even more significant: all support abilities are now in the "special" ability spot, and will always apply when a character is in combat, regardless of slot. Before, players had to make a trade-off between an extra attack or having a support role in their line-up, and I think the advantage of the support role wasn't always obvious compared to having an additional attack, somewhat discouraging this synergy. This is a non-trivial change, and I will need to gather more feedback on this, but I definitely think it will motivate players to build more effective bands of minions.

Because it has been over a month since the last release and there are some significant underlying changes, I am especially concerned with stability in this update; please let me know (here, in the forums, via personal message, etc.) if you experience any issues at all!

I know it's been a very slow summer for me and the game, but I am continuing to listen and work on improving it. I hope you'll all keep sharing your thoughts and suggestions on how things are going and where you'd like them to head. Thanks again for all of your support!

[Edit: I forgot to mention, originally, that the game is currently on sale for its deepest discount to date. If you have, by any chance, owned the game for less than a couple of weeks and put in less than two hours (I think these are the limits), but feel like you would still enjoy it, you can request a refund and re-purchase at the lower price. Due to some changes in my personal life, it is unlikely that future discounts will be quite this low, so now is the time to abuse the system! ]

  • Stone Golem (tough, worker construct with explosion weakness)
  • Separate Vein prophecy (this floor was previously tied to unlocking the Lode)
  • Traps now track and report kills
  • Removed support slot, moving these abilities into an always-on special slot
  • Traps can now trigger during battles
  • Traps can now harm minions
  • Floors provide more trap information in their tooltips (damage, cooldown, and kills)
  • Vibrant Vein now 4 tiles tall, requires Lode + Study
  • Alchemist now produces Mad Scientist, requires Study + Cellar
  • Laboratory now only produces Flesh Golem, requires Alchemist + Catacombs
  • Overlook now requires Lode + (Portal OR Dwelling)
  • Reduced leveling-oriented prophecy goals
  • Trap codex damage now uses verbose tooltips--like character abilities
  • Abilities that boost recovery rates now have their own verbose tooltip, rather than using the default format
  • Merged characters now retain the old character's slot assignment (or absorb that of the mergee, if the original was unassigned)
  • Clicking on the "Heroes are nearing your Sanctum" message will jump to the floor where this is occurring
  • Minor changes and edits for epilogue and codex text
  • Melee attackers are now always rendered in front of defenders (because this looks better)
  • On some systems, controller polling would cause a momentary stutter every 20-30 seconds
  • Crash involving specific actions during the tutorial
  • Crash associated with merging and replacing a character assigned to a slot
  • Epilogue kill count was including those killed by the destruction of the previous dungeon
  • Inconsistency with support abilities that reduced melee or ranged damage (by slot and not by damage type)
  • Abilities that buffed recovery rates were not always being used
  • Glitch with some melee animations that caused them to end and jump back very abruptly
  • A couple of trap icons were being misplaced in the Codex

9 comments Read more

About This Game

The Hook:

Claim and defend the titular Tomb against waves of greedy adventurers by matching tiles to construct and fill your deadly dungeon with traps, minions, and more! In an unorthodox blend of Tetris and Dungeon Keeper, clearing tiles rewards you with resources and space for vertical expansion, putting distance and dangers between invading hero-types and your squishy Tyrant.

The Rundown:

  • A unique blend of tower-defense strategy, simulation, RPG, and puzzling!
  • Slick, simple, and frenetic matching mechanics, where reflexes and planning are both rewarded!
  • Lovingly pixeled characters, settings, and items!
  • Single-sitting sessions with long-term unlocks, gradually taking your game from newbie-friendly to deep and cerebral!
  • Tons of diverse floors, items, minions, heroes, and more, to discover and exploit--And more to come!
  • Tactically emergent gameplay, spawning new strategies and builds as your game evolves!
  • Frequent updates and direct responses to player feedback!

The Future:

Tomb of Tyrants is a mechanically refined and creatively flexible title with a lot of room for expansion. It may no longer be an Early Access title, but it remains in a very active development cycle, which has drastically improved mechanics and more than doubled the game's content since release! I, Jake Huhman, have been listening and responding to your posts, screenshots, reviews, and friend requests, because I want the community to continue to hold tremendous influence over the game's future! Thank you for all of your comments, suggestions, and support!

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP or Later
    • Memory: 1 GB RAM
    • Graphics: Pixel Shader 2.0
    • Storage: 200 MB available space
    • Additional Notes: Java 1.6
    • OS: Windows XP or Later
    • Memory: 1 GB RAM
    • Graphics: Pixel Shader 2.0
    • Storage: 200 MB available space
    • Additional Notes: Java 1.6
    • OS: 10.7 or Later
    • Memory: 1 GB RAM
    • Graphics: Pixel Shader 2.0
    • Storage: 200 MB available space
    • Additional Notes: Java 1.6
    • OS: 10.7 or Later
    • Memory: 1 GB RAM
    • Graphics: Pixel Shader 2.0
    • Storage: 200 MB available space
    • Additional Notes: Java 1.6
    • OS: Ubuntu 12.04 or Later
    • Memory: 1 GB RAM
    • Graphics: Pixel Shader 2.0
    • Storage: 200 MB available space
    • Additional Notes: Java 1.6
    • OS: Ubuntu 12.04 or Later
    • Memory: 1 GB RAM
    • Graphics: Pixel Shader 2.0
    • Storage: 200 MB available space
    • Additional Notes: Java 1.6
Customer reviews
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Very Positive (138 reviews)
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117 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
40.6 hrs on record
Posted: October 5
You could play this game as a casual match three, enjoying a relaxing game as you gather steadily from the horde...
OR you could arrange your troops into strategic forces, collect rare artifacts and enhance their power, build a deepening stronghold worthy of a true overlord, gather resources in sync with the battles above to allow your minions to serve you ever more faithfully as they grow stronger until all heroes the world over tremble at the mention of your name! MUHAHAHAHAH!!!
If you can't tell, I highly recommend this game. I've enjoyed it a great deal, and continue to enjoy it.
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1 of 1 people (100%) found this review helpful
6.8 hrs on record
Posted: October 14
Much like One Finger Death Punch, this game is great in shorts bursts. Filling in time between projects and something to do while listening to podcasts and the like.
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Most Helpful Reviews  Overall
33 of 36 people (92%) found this review helpful
3 people found this review funny
12.1 hrs on record
Posted: February 8
Key supplied by developer for review.
Tomb of Tyrants
(Read on for the full review!)

An indie gem lost in a sea of titles; Tomb of Tyrants is an excellently constructed match 4 game that will appeal to casual matchers as well as the more hardcore strategist type. With a solid developer and enough unlocks to keep you busy for hours on end, Tomb of Tyrants is worth every penny of its regular asking price.


+ Developer: Updates regularly, appreciates feedback, communicates very well.
+ Download: Very small and easy download, but not light on content.
+ Graphics: Great pixel art style, with lively animation. Good color palette, too.
+ Tiles: You can RGB their colors. Color customization is a personal joy of mine.
+ UI: Easy to navigate, convenience features abound, blends into gameworld.
+ UI(v2): The regular vs. strikethrough text is clever and genuinely cool.
+ Audio: The bone crunching sound alone is possibly the best thing ever.
+ Depth: Your tomb gets deeper and deeper. So do the mechanics of this game.
+ Choice: There are a multitude of floors and goals to prioritize.

- Resolution: Minor gripe, initializes at a set resolution.
- Patrols: Makes it hard to learn what monsters work well together.
- "Oh...": There needs to be a more obvious death indicator.
- "Wait!": Your hoard can fill so fast that you can't watch the floors.
- Sound: There's a couple of minor issues like an infinite sound loop when paused at the right(wrong) time or some sounds playing incessantly at later stages.
- Pause: This could already be the case, but I'd like it if there was a dedicated pause button, vs esc/main menu, since I tend to alt-tab frequently. Game already pulls up main menu if you click outside the window. This way I could keep my multiplier without the advantage of pausing.

± Tomb: Or crypt. Cryptic. Avoid if you like having all the information.
± Time: "Just one more run!"...x10. It's pretty addicting.


Hello and welcome to my review of Tomb of Tyrants! This nifty match-4 game will have you lining up resources in your hoard to add dangerous floors to your toom, so you can continue being a Tyrant for longer. Good luck!

When you first start ToT, you're going to be simaltaneously playing the game and a tutorial while you start. This is pretty neat, but I found having such a small continue button to be a bit annoying when combined with unexpected tutorial boxes. Still, it's very pleasant having features organically explained as you discover them! As stated in the introduction, you match up 4 or more of a specific resource type so you can accumulate the right type and quantity of materials required to build floors. These floors will give you monsters, resources, and traps to help deal with the pesky heroes trying to meddle with your evil affairs. These floors are also built on top of your hoard, so you have to clear room at the top to be able to construct them, thankfully you can queue construction.

Building floors or certain combinations of floors can give you access to other floors, which you unlock by completing prophecies. Prophecies are goals you have to complete while they are active, such as recruit 10 skeletons and accumulate 50 bone, but progress on them is persistent. Plots can also reward you with items and banners and such. There are also similar goals, that are time sensitive, called plots. Plots will award you with the fortification of a floor if you complete them in time, which allows it to stick around for another playthrough. Completing prophecies and plots feels really gratifying, and the sound effect for completing plots is especially pleasing. It's even better when you are completing them without knowing it, like hitting the jackpot on a slot machine after turning your head to talk to a buddy. There are also rituals: specific block shapes you can match to increase the maximum cap of the matched resource. Your monsters can even stick around for another run, too, if they beat a champion hero, becoming a champion themselves.

So, generally your gameplay is going to consist of picking a floor to build, clearing space while acquiring resources, and then continuing to clear space for more floors and to complete objectives. At times you may have to manually drop some monsters onto different floors, or use an item, but aside from planning in advance, the active part of the game will be had with matching. As of the latest update, this has been made more dynamic and challenging by dirt and arrowhead blocks. Dirt is destroyed by falling, and arrowheads by making a match next to them, where they will act like a wildcard.

"But just how fun is it, and how is it as a matching game?" you may ask.

It's very fun, and a great spin on matching game with good execution.

The pixel art is well done, and the animations are lively. It is definitely worth mentioning that said pixel art scales very well with resolution. There are multiple options that can be used to change the look of the art, though, from dithering options to an aesthetic change such as hard or soft pixel scaling. There is a good choice of colors, and many different graphics for floors and monsters. A lot of your time will be spent with your hoard, so it is very good news that you may customize the colors of the resources that appear there. It will even change the colors of the resources everywhere else they appear in the game, too. All in all, if you like pixel art games, you'll like ToT.

The music and sounds present in ToT are actually surprisingly well done. From the sounds of monsters and heroes dying, to various satisfying sounds played when you make different quantities of matches. You may not notice the music too much over all the other sounds that will happen as your tomb gets deeper, which may be a good thing, as the game could use another track or two, depending on who you ask. What is there, is satisfying and fun, though!

Tomb of Tyrants is a great game, and an amazing match-4 game. It seems to be criminally underappreciated. At $8.00, you can very easily get enough time in that haven't even paid a dollar an hour. I recommend Tomb of Tyrants at:

Full price.

This endorsement approved by The Reviewers' Union,
providing better standards for reviews and reviewers.
Was this review helpful? Yes No Funny
30 of 35 people (86%) found this review helpful
2.3 hrs on record
Posted: August 3, 2015
What do a match 4 game and Dungeon Keeper have in common? Let me introduce you to Tomb of Tyrants. This gem of an indie game puts you in control of your own lair. Your goal is simple, survive the horde of angry heroes that want nothing more then to cut you up into pieces. To survive you must gather resources and build a huge underground fortress made up of monsters, traps and hot fresh death. What surprised me is that Tomb of Tyrants isn't necessarily about frantic fast paced matching, quite the contrary. Trying to combine key resources to get higher multipliers is key to certain quests. Planning out your moves delicately is rewarded. As you play Tomb of Tyrants you realize the game is far more complicated then it seems and it rewards you as you get deeper into its mechanics and features. Completing more quests grants you more rooms, items, resistances, champions, banners and more. Suddenly this game begins to resemble more of a strategy/RPG/TD game with a match 4 mini-game. This caught me off guard but I enjoyed it quite a bit. With adorable pixel graphics, easy to use UI and plenty of replay value, you should be checking out Tomb of Tyrants because its a blast!

I made a video review to show off some of the features and gameplay of this game!
I hope you enjoy!
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26 of 29 people (90%) found this review helpful
2 people found this review funny
15.4 hrs on record
Early Access Review
Posted: January 14, 2015
Great game. Nice mix of Puzzle and base management. Dev is continuing to work on and improve it and actively comunicates with the community.
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18 of 19 people (95%) found this review helpful
1 person found this review funny
22.5 hrs on record
Posted: May 29

This is a fantastic game, which looks deceptively simple at first, but hides an incredible amount of strategy and depth. You should definitely give it a go!

Its genre is a combination of match-4 and tower defense, with RPG rogue-like elements (unlocks and progressive upgrades of items and levels) and quite a bit of strategy involved.

The developer is very active, releasing frequent updates, and interacting with the players.

The learning curve can feel a little steep on first approach, but once you understand what you are doing you will find yourself playing this game again and again, and enjoying the hell out of it.


Gameplay Basics

I am including the basics here because I believe that some players get confused by some of the mechanics on first approach. This game is far deeper and more complex than it seems at first glance, though it allows for fairly casual gameplay.

Your main goal is to defend your Tyrant, who dwells in the bottom floor of your dungeon. You do so by building floors, which are populated by different creatures that will fight off the heroes trying to reach and kill your Tyrant.

To build the floors you need resources, which you gather by matching tiles (4 or more). If you create a match in one of the special shapes listed around the tile pool (rituals), your capacity for that specific resource will increase. The last update has added some special tiles (dirt and wildcards) which require special conditions to be eliminated, increasing the challenge. To be able to build the floors you also need a number of empty rows in your resource pool. You can queue floors to be built as soon as you have enough resources and space.

Occasionally, special items will appear in the resource pool. When you match them, they will transfer to your item pool. Some of these items provide passive bonuses, some others can be activated to various effects (e.g. healing your minions, or gathering a particular resource). If the item is already in your pool, it will level up.

Special tasks can be fulfilled to unlock new items, minions and floors (prophecies) or to upgrade existing floors (plots). These appear at the top of the screen, and can take many forms: from doing a certain number of matches, to not spending a particular resource for a set period of time, to killing a number of heroes, levelling up some of your minions...
Plots generally have a time limit, and are easier to fulfil than prophecies.

Floors are progressively unlocked. There is a first set of paired, mutually exclusive floors (building one prevents you from building the other), which adds great replayability value (you can play with different combinations in subsequent playthroughs), but the higher level floors are unlocked independently, through prophecies.

Special minions can be dropped at any dungeon floor (e.g. to protect your Tyrant), and after they reach a certain level they are also carried over to subsequent playthroughs.

At any point, you can right click on things to bring up the codex, which explains in detail what that floor/item/minion does (this is something I strongly encourage you to do!). There is also a brief tutorial, that explains action on the fly the first time you carry them out.



  • Developer - in a time when bad, unfinished products and perpetual early-access games are becoming the norm, it's so refreshing to find a developer who really cares about his game and its players! He regularly responds to comments, listens to feedback and releases regular, stable updates (the latest large update was released after a long opt-in beta period in which players provided direct feedback, resulting in several major improvements).

  • Replayability - individual games last from several minutes to 1-2 hours (once you get good at surviving!), allowing for fairly casual gameplay, but you will find yourself coming back to this game again and again, and it always feels like it has something new to offer, as there is a vast amount of content to unlock, and you can try several strategies. I have played the game for ~18 hours at this point, and I feel like only now I'm beginning to scratch the surface.

  • Art style - beautiful, colourful pixel art that is also intuitive.

  • Customization - you can change the colour palette, pixel style, UI border size... and don't forget to check out the banners, which are unlockable, and provide different bonuses.

  • Multi-platform - you can play on Windows, Linux and MacOS, and it even has controller support! It is also a very small download.


  • Learning curve - it can feel a little steep at the beginning. You might be deceived by the simple looks, skip the tutorial and then get overwhemed when you get a glimpse of the underlying complexity. If this happens don't give up: re-activate the tutorial, and look things up in the codex. You won't regret giving the game a second chance.

  • Resolution - the resolution options are currently a bit limited, but I believe that this will be tackled, eventually. --- *UPDATE* (08/06/2016) There is now an advanced options file (ToTAdvanced) that allows you to set a custom resolution - some common sense is advised!

  • Red alert - when the heroes reach the levels above your Tyrant, an alarm starts playing (you can turn it off completely, but I don't recommend it) so you can take actions to help the Tyrant survive the assault. In the late game, when the Tyrant is constantly under threat, I find the constant blaring a little annoying. This is personal preference, though.



This is a veritable gem of a game, especially for the price. I am very surprised that it is not a best-seller. If you like any of the genres it covers, you should definitely give it a try!

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20 of 23 people (87%) found this review helpful
1 person found this review funny
17.0 hrs on record
Early Access Review
Posted: January 20, 2015
Strangely compelling blend of Dungeon Keeper and Puzzle Quest with rogue-lite style progression. You can play a pre-alpha demo which lacks many of the features of the current early access build here:
Was this review helpful? Yes No Funny
20 of 23 people (87%) found this review helpful
1 person found this review funny
60.9 hrs on record
Posted: November 10, 2015
I seriously don't know how to start this review. There's so much to say about this game. I think I should start by shouting huge cheerish THANK YOU! To Jake Huhman, the game's sole developer and publisher. Not only because he made an amazing game, but because he's a great friendly guy, really caring about his game and it's players. The amount of work he put into his game is astounding, fixing bugs, releasing frequent updates and inserting loads of references and little details and jokes anywhere where's some text. Look at Floor names. He hangs out around the forums a lot, and likes to chat about ideas. So once again, kudos to you!

Now finally to the game. Let's put a quick TL:DR intro here: At the first look the game looks like a simple tile matcher puzzle game, and it truly is one, but I guarantee it's the best one ever made. It builds upon the simple concept and expands it to a strategy genre. For matching tiles, you get resources. For resources, you recruit units or build floors. To build floors, you have to make room in your Hoard, the stockpile where Loot falls from dead enemy Heroes, defeated by your minions, and after building a floor. Loot which you match to get MOAR RESOURCES. All this in quick cartoonish package filled to the brim with humour.

Don't get deceived by it's cartoonish pixelart look, though the game graphics are very creative, detail and expertly crafted to finest pixelart, all staying in the cartoonish theme of the game. Nice element is you can customize colors of resources.

In the core, this game has a very complex systems built in which offer tens of hours of just explorating what Units can you build, going through Phropecies to "building" your own game style, possibly retaining it through multiple playthroughs using the Legacy system. This system allows you to keep hero minions, items, floors and resource capacity in exchange for completing time limited quests, which range a lot in variety and difficulty. You progress through the game not only on the level of a single "run", but also on scope of multiple ones, as you unlock new Floors through Phropecies, which for example require you to build several floors (sometimes ones which block each other), and recruit some amount of units. Each floor you unlock falls under a specific Tier, which form trees of possible combinations of units you can use to defend your dungeon. And as they are trees, to climb some branches you have to give up some units, because some floors block each other, as I mentioned before. Some floors work as traps, other allow you to recruit Mounts, which can your Biped minions use to roam the dungeon, offering considerable advantage.

Expecting your question "and what are they for?" I will explain. Your minions are defending you, because you are an extremely evil person and all righteous persons want to hang your head above their fireplaces. And they group at the dungeons ground floor, waiting for it to open, forming waves of trouble waiting at you periodically. All units travel around the vertical dungeon using elevators, and as heroes descend by one floor at a time, your minions can travel freely, patroling the dungeon in meantime.

Granted is, Heroes will sooner or later be caught by your minions, and when this happens, the combat happens. It is turn based and works on cycling heroes in party, each taking one attack and defense at a time. Both minions and heroes have great variance of attacks, abilities and perks, some working as buffers or poisoning enemies. Those perks don't serve only for combat. If you have a general "theme" in your floors and units, specific heroes come to defeat you, for example necromantinc dungeon resulting in holy heroes.

Expanding the system even more, sometimes you can find items in your hoard which upon collecting serve either as passive effects to the game, active items affecting Hoard with for example spreading a specific resource or shuffling the hoard, or even serve as Potions on a specific floor, taking some time to recharge after each use. Another hoard element is that you can build specific tetromino-and larger- shapes to raise capacity of a specific resource stockpile. And if you need some more to fiddle with the game. there's possibility to move floors, even with enemy heroes in them, for a little price. Needing specific resource and your hoard is almost empty? You can refill it for a price of a little chunk of each of your resources. Want another? You can unlock Banners, which give you specific bonuses to your game, for example granting more mouse slides per move. And if you still arent satisfied, don't worry, Jake improves the game at a regular pace.

My apologies for how long this review became. I kinda got carried away, as this game revived my belief in the inovation in genre of quick puzzle games, granting me tens of hours of intelligent, though-out and great fun, which I believe won't certainly end soon. To end the review, let's look at overal Pros and Cons:

  • Simple concept, deeply and well-thoughtly expanded, with ongoing development.
  • Very nice and detail pixelart graphics
  • Offers a lot to explore and needs a lot of time to explore everything. And it's worth it.
  • Nice music
  • Deep strategy system allowing for your own game style, with large variety of units and items to use as ingredients
  • The game feels very alive, with units battling at multiple floors and roaming the dungeon. Seeing heroes run into sawblade traps is very satisfying.
  • Puns everywhere
  • Found out Fungus traps are OP (already balanced out), built enough floors to have over two dozens of Fungus traps, heroes died even without being touched by minions. Played the run for three hours. Got a 1st place global highscore and had it for a few days. 11/10 would try to gain highscore again.
  • Terrible, addictive timesinker
  • Sometimes, the mouse control feels a little bit...ambivalent, but after adding the possibility to cancel your move on hoard with right click, these issues are not as anoying as before
  • Seriously, I don't know, this game is great and getting better with each update.

Thank you for reading, I hope I helped you deciding whether buy this game, treating yourself with an amazing logic game, and rewarding Jake for his work, as he truly deserves it.
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19 of 22 people (86%) found this review helpful
47.7 hrs on record
Early Access Review
Posted: March 21, 2015
An EXCELLENT game, wherein you are a tyrant. As this character you gather / produce resources and build / expand an underground dungeon as a classical dungeon master.

At first glance it looks a lot like those decades old pattern matching games like bejeweled in a fantasy setting, but with a twist. The blocks you gather are in fact resources, which you can use to construct the next layer in your dungeon, buy single use items or recruit new units, which you have to unlock with another layer of the dungeon.

Constructing one room of a certain dungeon room disables you to construct a different one from the same tier. As such, you really need to think about what kind of rooms you want and make effective combinations to defend your dungeon succesfully, as hero's will come in not only to loot your resources, but take your life / unlife as well.

So if you choose to focus on the undead (skeletons, zombies and necromancers) you'll have a tough time also maintaining an army of goblins, beasts, mercenaries or ritualistic dark elves with all the pro's and cons that come with each path. You can, but it won't be easy.

The graphics look very simplistic, but they complement the game itself remarkably, showing that graphics do not need high end rendering for game to be this great. The sound could use an upgrade, but isn't terrible. Online scoring system (if you're into that sort of thing) and very good integration with Steam.

All in all, highly addictive, very interesting and a challenge to form that specific combination of monsters that make your score go WOW!!!
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15 of 16 people (94%) found this review helpful
23.5 hrs on record
Posted: June 30, 2015
I adore this game.

I'm a sucker for good Match games and Tomb of Tyrants is definitely one of the most enjoyable ones I've ever played. It is in the medium/ high price range for Match games on Steam, but its unique gameplay and replayability (in addition to its leaderboards, cards, achievements, and active support) makes it worth its price.

It's a Match 4 game where you can drag blocks both horizontally and vertically in the same motion. There are persistent optional challenges in the form of matching to create certain shapes or undertaking particular actions which generate rewards.

In addition to matching blocks (which are actually resources), you'll be devoting some of your time toward stopping the heroes who would march through your tomb and kill your tyrant. That's right, technically you're the bad guy—but don't worry, being bad leads to good fun. Besides, you're just hanging out in your dungeon, minding your own business, when a bunch of heroes drop in and start making trouble in your neighborhood. If you ask me, THEY’RE the ones up to no good.

The more you play the game the more you'll appreciate its layers (please pardon the pun). You'll develop strategies unique to your playstyle and will probably do better each time you play. Although you can't save your game, you automatically carry over a lot of unlocks from game to game, in addition to certain things you can earn the ability to save.

Right now the game is still being tweaked a bit and is at about an 'A' in my mind. I suspect that in a few more patches it will rank as an "A+". The developer is very active in Steam discussions and even friended me to help me when I posted about an issue I had, so I have complete faith in the final product being even more fantastic that it already is now.

Tl;dr: It’s one of the best matching games on Steam* and it’s worth its price tag.

*if you look at my games played you’ll see I’ve tried most of them
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Recently Posted
13.9 hrs
Posted: October 3
Fun gameplay. Love the sound track. If you're into gem match games with a bit of base and minion management this game tickle your fancy.
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44.2 hrs
Posted: September 29
Massively under-rated.

Deceptively deep RTS game mixed with resource-gatheing matching game.
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Black Tea Recluse
6.7 hrs
Posted: September 27
It's like a cross between Tetris and Dungeon Keeper, and about as fun as it is frustrating - which is very. You match tiles in groups of 4 or more in order to gather resources needed to build your dungeon and keep it stocked with minions, and then hope those minions can defeat the heroes that come in to kill your tyrant. The soundtrack is amazing as well. I kind of wish I could put it on an MP3 player or something and listen to it while I'm out and about.
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4.7 hrs
Posted: September 21
Great game with a variety of very important choices to make. Not your mindless match gems game. This is a thinker's game.
Extremely fun and addicting.
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4.1 hrs
Posted: September 20
It's fun to play a game of this every once in a while.
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42.2 hrs
Posted: September 20
Played this for ages, gameplay has changed a little bit since the first version, largely you: match tiles, get resources, bbuild floors to summon minions such as werewolves, evil hobbits, succubi, giant spiders, fire shooting metal constructs.. and so forth, level them up, and keep out those fiendly good do gooders.

There are new minions, items, enemies, floors to unlock as you progress and the developer keeps adding new content.

This game is insanely cheap for all the hours of fun I have had. If I could clone myself then I'd buy another copy for my clone to play.
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17.4 hrs
Posted: September 12
It's a nice game with an interesting combination of mechanics. It's tagged as "casual", and I can see how you could play it casually, but it has a lot of depth and a lot of room for optimization. I've enjoyed playing the game so far, and I think it's worth the money, but I also think the game somehow lacks the feeling of achievement... Let me explain;

The game throws at you a growing number of heroes to fight against, and you have a limited capacity to grow in strength, so you definitely lose at some not so far point. It's OK, though, because you're not supposed to "beat" anything at your first game, since you carry things over to your next attempt, so you're significantly more powerful at each iteration. However, regardless of how powerful you get, you'll be overwhelmed regardless. The game doesn't have anything like a checkpoint either, so you don't really feel like you've achieved anything. Was I successful this run? Who knows? Sure, I've killed more heroes, but that's expected since I was expected to get stronger at each iteration...

Anyway, the game is stylistic and fun despite my complaint above.
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11.3 hrs
Posted: September 2
Great casual take on Dungeon Keeper-style games.

Actually fixes some of the issues Dungeon Keeper had - such as being able to repel all invasions by picking up every creature you had and dropping them on the invaders. By limiting space per room, a slightly more complex approach is required - bearing in mind this is still very much a casual game.

The writing is dead-on so far, albeit limited to flavour text. Really captures the spirit of the first DK games. Not too in-your-face, witty, and happily evil.

Pixel art does a lot with a little. Pretty impressive stuff.

Options are meaningful & useful, which is often overlooked in indie games.

Developer is responsive and active.

At sale price there is basically no reason not to buy this, it's an excellent game.

At full price, I would say it is fairly priced.

Maybe needs to be rebalanced to be a little bit more difficult - some items feel too powerful, and the winning tactic for me is simply to place two creatures on every available floor, each of which deals a different type of damage. In this way, a bunch of low-level dungeon denizens can easily defeat a larger clump of heroes.

I think the reason some items feel too powerful is that they cast indiscriminate spells, they affect literally every creature in the game - in a game where some creatures have 5 or 6 health at level 10, a spell that can deal 2 damage to all enemies and at the same time restore 2 health to all allies is a bit much.

It's also easy to resurrect units - having 2 different ways to resurrect units means that the only way they usually 'permadie' is if you're not paying any attention, which to be fair does happen a lot what with everything else that's going on.

edit: - also, I should mention that some things are difficult to understand, and the tutorial is a bit confusing. I put this down to the pixel art style, which makes some of the text difficult to work out. I still don't understand the corruption mechanic fully after ten hours with the game. You are left to experiment a bit, if that doesn't sound like your cup of tea, the game might not be for you.

None of these minor issues take away from the fact that this game is a pleasure to play, and the dev has done a great job.
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