Great but off on a few things
Starting out is way to slow. No stamina bar is a plus but upgrades are minuscule, like 0.3%, and exponentially rise in cost right away but output stays the same. Than finding out these are the resettable buffs and you need the more expense upgrades with a finish timer. A lot of offense skills offered at the start aren’t reasonable to invest in and no “honeymoon” phase makes the game hard to get attached to.
Active gameplay is a little tedious. Players runs tend to use the same build over and over and while it’s fun to play around most of the time you will spam X points into one stat until a certain level than repeat for a second, third and fourth till you die. For as heavy as the game wants you to repeatedly run again and again, a light form of automation would greatly be appreciated.
A few little things. Rescuing a captured hero shouldn’t take a second quest slot. Keeping a slot open just in case or having two slots down as you wait for a return than wait for a rescue is a little much. Some explanations aren’t as clear as some forge buffs reset and some don’t or how a crucible buff says +5% but the results are a 0.2 points added to the temporary stat in battle level up.
Game is still getting updates and is a grindy fun so I’d definitely give it a try if this game type is up your alley.
Response from developer
This is all fair, and I appreciate the thoughtfulness on the things that need improving. Also appreciate your point about the game getting updates, as many of your quality-of-life points are being worked on as we go. Info, quests, rescue, and dungeons are all getting deeper, so I'd love your take once those get their second phases. (also, you found a bug on that crucible comment-- will fix!)
D&D for the C-Suite
It’s got an Iron hold on me!
Response from developer
Haha, true, can't imagine anyone DOESN'T like Quests. Much more on the Quest and Dungeon side coming, btw. Next couple updates to the game will be big.
So much great in one package!
Response from developer
Really appreciate that, and how you said it, cuz there’s more “nuggets”coming after this week as well as the Veilwatch system, where new ways to execute a siege will happen.
For idle and dungeon lovers
Candidly, I love a half-idle game where I can tune in every few minutes rather than once an hour - this game crushes it. The castle defense aspect scratches the itch of leveling and earning against a never ending hoard of goblins, dragons and orcs, but the cool part is capturing heroes.
While playing, heroes enter the field and you can capture different levels (common -> radiant) they can improve your tower defense in future rounds, but what I LOVE is that I can send them on quests at the beginning and end of my day.
This part is a completely idle way to earn which is way better than starting a tower defense before bed and waking up to losing at level 300 like I’ve done with games like The Tower.
To me this opens up a world of possibilities for grinding stones and gems and leveling up my heroes as well as my castle.
Would highly recommend this game and can’t wait to see it evolve the hero stories and side quests
Response from developer
Thanks so much, and the roster (character) system was the surprise feature I added before realizing it would be core to the whole game. And that will be a huge focus for the next few updates, with better feedback, branching quests, and an incremental system that flows out of the quests and dungeon. Also, dungeon bosses will matter very soon!










