
Stack game-breaking synergies until your party can slay gods. Command a party of heroes, forge powerful synergies, and level them up across runs in this turn-based tactics roguelite. Battle the gods solo or in co-op, where defeat is just another beginning.
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About

Build powerful party synergies and fight through unforgiving battles as you explore and save a realm torn apart by divine war. When one run ends in death, resurrection begins the next.
Embrace scaling difficulties that add new layers of challenges, from random modifiers added to enemies to map-wide trials that affect the entire encounter. Each run and encounter will be fresh as you try out different party builds.

Victory depends on how you combine your heroes: chain their powers and create devastating synergies. With 150+ Items to build around and 200+ Abilities, each with its own upgrade path, the build options are limitless. Theorycraft your way to broken, game-breaking combos.

Lead your champions alone or rally up to three friends in fast-paced co-op play. With simultaneous turns for all players, battles remain fast and tactical, as you fight for the realm’s survival together.

Earn Ultimate Charge from every move, whether attacking, casting spells, or defending. Each hero wields a unique Ultimate Ability to turn the tide—breaking enemy ranks, empowering allies, or unleashing overwhelming force.

Upgrades don’t just raise stats; they evolve abilities, unlock new mechanics, and deepen hero playstyles. Assemble your party from 6 unique heroes, each with their own 3 distinct subclasses to that alter their playstyle.
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Reviews
Themes across 163 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A lovely little D&D style Tactical RPG that would've fit nicely back in 2005, and I mean that as a compliment. If you enjoyed BG3 and wished they'd get rid of all the talking and camp management, then hey, this is right up your alley. This is pure combat and build tweaking. The replayability is high, though you can finish the game in an evening. For 15 bucks that's pretty good. However, Forsworn still needs polish, and a decent amount of it. I wouldn't say it needs to be more detailed, but more stylized. The repeating textures could be hidden or changed to be less of an eyesore. Put a little more love into the characterization, maybe let you change the colors on the characters. I also enjoyed the faceless characters and wish they kept that motif for every character, which would make the whole package more unified.
Another game where the progression requires a lot of dying, losing, and frustration just so you can level up characters and skills to pass the dps/hp check. My tank only had 76 HP. Last boss on the first run had 150 HP but summoned 6 total 28 HP friends, 4 10 HP ghosts of himself, and then once I finally did get him to 1 HP, he magically splits into 3 mirrors of himself with 45 HP each and all buffs!! Wow... that is so fun, guess I should just... get gud and predict the future. I did 900+ dmg, 800+ shields, 200+ healing and lost to a 150 HP boss. And magically... sooommmeeehow... I only got 577/600 exp for that starting run... wow no way that is sooooo unfortunate what a coincidence, guess I better just start up another losing run to get their level from 1 to 2!(terrible mobile game currency gate there). and oh wow a new class was unlocked to try after you failed that first run! wow what a fun way to do things! Doesn't take more than a run to see how this game is going to disrespect my time. masochists and cucks apply here
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Languages: English*, French*, German*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Spanish - Latin America*, Swedish*, Traditional Chinese**languages with full audio support
Hours played at review time, across 163 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Like stolen realm but better. No seriously this game is awesome think stolen realm meets slay the spire Simultaneous turn based coop is awesome game design. can be brutally hard but oh so addicting.
So... No. Im ok with meta progression if its not too heavy handed. I also hate feeling like I RNG'd into a loss in Roguelikes. I DO like strategy games, but this has too much of the first 2 things i hate. Meta progression. Can be fun slowly powering up (I prefer something like town building but W/E) But here? It is required. Rest spots heal 40% of max life. Thats it. BUT if you spend meta progression you can get a (small) heal after every fight! Stronger shields or dmg! When you start the game dealing 5 dmg, +1 dmg from the start is way too huge, and thats only lvl 1 increase. Also gets More shields, max life and others. Good ol' RNG. Your characters can only get idk about 8 skills. To be fair its a good number. However, skills known dont feel weighted when you levelup. You levelup and get a selection of 3 (random) abilities. If you KNOW it already, its upgraded. The annoying thing is when your tank levels up and gets 3 different damage abilities. WOULD YOU LIKE TO GIVE UP A TANK SKILL FOR DAMAGE?? You can of course skip, and get 1 reroll token. Reroll tokens reroll 1 option, not all of them. Usually, when i use it I get something else I dont care about anyways. Enemies dont stay weaker because my levelups give me nothing good. This is especially bad when all skills are filled and it keeps giving 3 new skill options instead of any upgrades. This all gets worse with difficulty. First play I defeated act 1 boss. Then died in the first act 2 elite encounter. Enemies are about 3x stronger from act 1 to act 2. turn 2 in a combat encounter it spawned 2 adds (reinforcements) and 1 had 60 life the other 88. the 60 life dodges the first hit. NOW, my 1 ap shot hits for about 10 dmg. This isnt counting that some can heal all allies, shields, w/e. I am losing because I RNG'd into NOT leveling the skills I wanted (bad levelups) and not having grinded enough hours of metaprogression to be able to not care. IDK why the rogue has so many defensive skills. I hate leveling up early with them and seeing the options 'dodge hits', 'turn invisible', and 'block' ID LOVE FOR MY ROGUE TO HAVE MORE THAN 2 DAMAGE SKILLS. Anyways. You start with 1 skill reroll, which as I said rerolls 1 option. Of course, theres 3! types. You have active skill rerolll, personal passive reroll and other passive reroll. 3 different kinds to farm in meta progression, for whatever they are worth. Anyways so I die and I look at my stats and have no other thing I could have done come to mind. This wasnt a 'next time dont kick open the monster zoo door' it was 'hope I get better levelups' (or just general RNG). Id keep trying to test new skill combos, but my highest person is level 4 and defeating act 1 boss and half of A2 wasnt enough EXP to go from lvl 4 ->5 and level 6 i finally get a new spec for them... im not grinding 3ish more hours to see whats next. To close, idk feels like the difficulty hike from A1 to A2 is big enough that more than strategy you need either RNG or hours of meta progression to keep going. I cant outplay dealing 10 dmg to something with 80+ life and NOT keep taking chip dmg.
Do you wish Stolen Realm wasn't a buggy dumpster fire? This is it. Scratches an itch.
Amazing game - even better in multiplayer! Must have; More encounters Longer runs (1-2 extra maps) or Endless mode after final boss 1-6 player mode - scaling with less/more players. Great future ahead for this game!
If you like roguelites, you should give the Demo a try and see for yourself, if this game is for you. It gives a fairly good impression and the progress carries over to the full version should you decide to buy it. Definitely worth the price.
Cool turnbased co-op roguelike for up to 3 players from a solo developer. The visuals are fairly mediocre, but the game offers surprising depth and a palpable love for detail. If you have two friends, like games such as Inkbound or Hellcard, and don’t mind simple graphics give it a shot! Definitely a thumbs up from me and from my two friends as well!
This game has so much potential but unfortunately it's a miss for me. There is a definite need for a title like this in the roguelite/tactical space - and I hope this title grows into that with future updates. Right now, it's not there yet. I've only played a few hours and haven't even beaten first bandit boss yet, but my thoughts on this one are stronger than most games where I don't leave a review at all, even if I enjoyed it or hated it. TLDR: enormous potential but falls critically short Pros: The basic gameplay and mechanics are compelling enough; it takes the essence of Baldur's Gate combat and adds Roguelite elements to good effect. Run progression feels OK, even though the overall pacing is slower than most roguelites or tacticals these days. Good rate of unlocks and character progression within the runs themselves. Classes feel distinct and the option for sub-class build outs is cool. Cons: The game has very little personality and the art style is rather bland. No faces on characters, no lore, no fresh take. It relies heavily on classic D&D/RPG tropes and settings and doesn't really try anything new. It's just very straightforward. Not much explanation of the Soul Shard system and WOW does it appear to be quite a grind to get that meta progression. This should definitely have a quicker pace of upgrading for how long the average run takes. The enemy intention system isn't really clearly explained with the different colored lines and what they mean. I never really understood who was gonna be able to reach me with an attack or who was just moving in my direction. Status effects on enemies kinda buried in a couple levels of interface. Key status effects should be more "at a glance." For example - I didn't realize the bandit end boss was immune to attacks while his reflections were out. Definitely woulda taken a different approach had I been aware. An extension of this complaint - it took me some digging to find out why the rogue doesn't go stealth when you activate his ability. Then I saw you need to KILL someone first (wasn't very clear). Ahhh.. OK see I wouldn't have marked the boss for death had I known that; I basically ruined the whole point of that ability. I don't get much of a sense of strategy in any given combat scenario. The general move seems to be to rush the enemies and spam em with whatever you got on deck that isn't on cooldown. Maybe have your wizard do a defensive spell. The environment serves ZERO function other than scenery. In that way it's NOTHING like Baldur's Gate. Environment should be blocking line of sight, providing cover bonuses, destructible, providing boons and hazards alike. Running from enemies just feels pointless and hiding behind cover not a thing. Baffling lack of healing aids on maps. I thought we were following D&D tropes? NOTES FOR IMPROVEMENT: 1) Make environments part of the gameplay. You know what to do, I don't need to list it all out. 2) Better lighting FX would go a long way. 3) Better status effect indicators on the enemies and heroes alike. 4) Healing aids and other combat buffs/scrolls in maps 5) More fun synergy between classes (besides the obvious shields/buffs/debuffs). This could really be a way to set the game apart and do something fresh. Could be cool to see spell-specific combos between classes that can only be done if each class has a specific spell. Just one more fun thing to consider when building out your characters on runs. I wish the developer the best of luck taking this game where it needs to go and I look forward to changing my review based on that!
it cost 15 dollar but plays like 25 dollars
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