Caverna vs Take That Hill
Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.
Caverna
Lead a dwarf tribe to expand their cavern home and cultivate the surrounding forest. Dig deeper for resources, furnish rooms to grow your tribe, and forge weapons for adventures. Cultivate fields, breed animals, and increase your wealth to become the strongest tribe leader.
- Dwarf tribe management
- Cavern expansion and furnishing
- Resource cultivation and mining
- Animal breeding and farming
- Weapon forging and adventures
- Worker action system
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Caverna by Uwe Rosenberg makes you the head of a dwarf tribe, living in a small cavern. You cultivate the forest in front of your cavern and dig deeper into the mountain throughout the game. By furnishing rooms in your caverns you make space to grow your tribe and and create new goods from your resources. Deeper into the mountain you will find fountains as well as ore and gem mines. It's on you to decide how much ore and gems you want to mine, giving you the opportunity to forge weapons and go on adventures; a new way to do things in the game instead of using actions with your workers. Outside your cavern you can clear the forest, cultivate fields, fence pastures and grow crops or breed animals. All this in order to increase your wealth and become the strongest and best tribe leader of them all!
Take That Hill
Command an infantry platoon in a hex-and-counter wargame. Your mission is to destroy an enemy position on a hill quickly. Features simple mechanics and advanced rules for tactical depth.
- Infantry platoon command
- Hex-and-counter wargame mechanics
- Fire and maneuver gameplay
- Advanced rules for fire support and defenses
- Scenario expansion with paratrooper raid
- Turn-based strategy
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You command an infantry platoon of three sections and a Pl HQ. Your mission is to destroy an enemy section hastily dug in on the hill 500 metres away, as quickly as possible. The ground in front of your position is open and offers no cover from view or fire. To do this you must fire and manoeuvre your platoon into an assault position adjacent to the hill while keeping the enemy suppressed. A WARGAME PRIMER Take That Hill is a hex-and-counter wargame primer: a short, focused introduction to the genre. It features a simple IGO-UGO turn structure that introduces the core mechanics used across the majority of commercial wargames: alternating sides, action economy, dice-driven fire, line of fire, suppression, morale and rally. LOW COMPLEXITY The base game strips wargaming down to its essentials. Four sections, one enemy, one hill. Sixteen turns to take it. Combined turns plus hits reach 16 and the attack collapses. Reach the hill inside the first ten turns and it's a clean victory; from turn eleven the best you can hope for is a draw. ADVANCED RULES Fire support: Rifle Platoon, GPMG section, 81mm High Explosive, 81mm Smoke. Each is a one-shot asset; spent at the right moment or wasted. Red defences: Hidden minefields, barbed wire, depth positions that may or may not be real, and 120mm mortars with a beaten zone that chains hex to hex. Hit markers and morale: Direct and indirect hits stack penalties on rally rolls. Take both and the penalties double. Low light: Pre-dawn attacks penalise fire and rally by -2 until illumination arrives. Blue pre-arranges a flare; Red can call their own. PARATROOPER RAID A full scenario expansion. You are dropped behind enemy lines on the eve of a major offensive, with one night to destroy the enemy's command-and-control node on a nearby hill. You come down in darkness with only your platoon commander on the board; the rest of the force is drawn from the drop zone over the turns that follow. Every turn you spend assembling is a turn the garrison grows stronger and dawn draws closer - at turn eleven first light flips on for good and the darkness you were counting on is gone. Get through the wire and the sentries, put your commander on the crest, and roll for the engineers' demolition - three attempts, each at better odds than the last. Then get out: the raid is not over when the node is, and turn sixteen does not end it. Every section has to make it back to the wood line.
Screenshots
Verdict
The clearest difference is rating: Caverna at 4.1 against Take That Hill's 2.0. Caverna also leads on ratings volume (12 vs 1) and chart position (#82 vs unranked). Take That Hill's advantage is price ($4.99 vs $11.99). On ads, in-app purchases, monetization model and device support there is nothing between them.
Scored on Price · Rating · Positive reviews · Number of ratings · Update frequency · Ads · In-app purchases · Monetization · Best chart rank · Devices · Requires iOS
Caverna costs $11.99 and Take That Hill $4.99 up front. Neither carries in-app purchases, so what you see is what you pay.
Caverna holds the better App Store score, 4.1 against 2.0. That said, the two scores are not equally well evidenced: Caverna has 12 ratings behind it against 1, so its average is the more settled of the two. Written reviews point the same way: 61% of Caverna's written reviews are positive against 50% of Take That Hill's.
| Parameter | Caverna | Take That Hill |
|---|---|---|
| Price | $11.99 | $4.99 — better |
| Rating | 4.1 (12 ratings) — better | 2.0 (1 ratings) |
| Positive reviews | 61.1% of reviews — better | 50.0% of reviews |
| Number of ratings | 12 — better | 1 |
| Update frequency | Every 6 days | — |
| Ads | No | No |
| In-app purchases | No | No |
| Monetization | Paid | Paid |
| Best chart rank | #82 — better | — |
| Devices | iPhone, iPad, iPod | iPhone, iPad, iPod, Mac — better |
| Requires iOS | 13.0 — better | 14.0 |
| Further details — not scored | ||
| Size | 450 MB | 108 MB |
| Age rating | 4+ | 12+ |
| Developer | DIGIDICED | Hunted Cow Studios Ltd. |
Customer experience
Caverna
Take That Hill
In-app purchases
Caverna
No in-app purchases
Take That Hill
No in-app purchases









