
In this world, it’s all about the gold! Use it to build up a fantasy town, recruit heroes, give quests, raise a Godbeast, cast powerful spells, and expand your influence—all one gold coin at a time.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Aug 20 → 10.57/day in the week after.
About

Build up a fantasy city and fill it with hand-drawn characters, each with their own unique personalities and skills. Send them on quests to expand your influence and clear out nearby monster dens that threaten your city. Help them grow and evolve, all in the pursuit of gold!

Create a thriving city around monster-filled dungeons. Bring in wealth from exploring and dungeon delving, then use it to shape the town to your wishes. Add markets, taverns, gambling halls, and guilds to attract even more heroes to fight for your cause!
Gold-thirsty adventurers will come from all corners of the world. Humans, beasts, mothmen, the undead, and more may join your cause. Recruit them all, or only your favourites!
These adventurers won’t work for free, their loyalty lies with gold! You’ll have to recruit them with promises of gold and glory, then send them on quests to kill, defend, explore, and more.
Your pet may be filled with divine power, but it still needs guidance. Pet, brush, and discipline it so it can grow, evolve, and learn powerful spells!
Being near dungeons provides easy access to loot—but it also puts your kingdom at risk of monster attacks. Cast spells to help your heroes defend their home, level up, and unlock powerful new gear and abilities as your city continues to grow!
Genres
Engagement
Reviews
Themes across 230 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I was sold on the idea of a Majesty clone, or at least in the same genre, I grew up with that game and have played it over multiple times, even spent a good amount of time in its sequel and always wanted more of the genre type. So this cartoony vibrant artstyle game drew me in. However I really did not enjoy playing which saddens me. Tutorial I breezed through and hopped right into a adventure since I wanted to learn more about the game and there is a lot of unique ideas going on here with the buildings being placed next to each other to unlock different bonuses and researches. The good; - Stylized and artsy, love the look of the game and the characters some having quite diverse models compared to each other but some seemingly having lackluster upgrades for being a 'elite' unit - Decent difficulty curve at the start of the game, I played on hard but outscaled the early game way to quick and the 'mid game' was taking too long to really get to and I get that adventure mode is suppose to last longer than a conquest campaign - Hotkeys were intuitive at the very least - The rogue lite card reward system was cool but after a while when youre spamming through 10-15-20-25 keys from a build up excess the choices get really bland and often times you're left with ones you really dont want because its more of a debuff than an actual buff The bad; - Camera angle can't be adjusted and the small amount of rotation you do get adds nothing, why is rotation even a thing if its just to get a little peak around a corner that doent matter anyways because I can just look through a building or object? - Camera controls are bad, the zoom out is so small you fill your screen with roughly 5 buildings and cant see ♥♥♥♥ anywhere else. And I get they dont want you to zoom really far out because of the 'eyes' mechanic but you can set a range limit on that based on camera, stop being lazy let us zoom out. - The mini map click feature doesnt accurately go to where your cursor is so you over shoot - Map scroll speed even on highest is relatively slow and trying to use fast panning doesnt really help - The larger the map expands the more the game start to chug, there is a serious memory leak somewhere I got my 32gb of RAM just eaten through very quickly and the only reason I stopped when I did was because my whole system locked up from it - The tiles for buildings are either too large or disjointed especially given how the map terrain works - Buildings can either add or delete map terrain but it seems willy ♥♥♥♥♥♥♥ nilly on when it does or where - Walls are exceptionally useless as trying to block off choke points - There lacked a point to trying to do the dungeons after a while, heroes just never got that much XP from doing quests or fighting and I actually counted out having a level 25 hero for a solid 30 minutes even when forcibly assigning them to get xp in the dungeon. So I dont know if there is a level cap on heros because it was never explained and the UI was showing they had xp towards the next level and the second tier dungeon quests were asking for level 50 recommended so I assume its suppose to go higher especially since I saw my ♥♥♥♥♥♥♥ blacksmith at level 43 so what the ♥♥♥♥ is going on? - You're actively punished for placing buildings. Because hills and water generates so frequently you have to sit there and shuffle things around constantly to try and find a way to get the bonuses the buildings can provide. The map generation is a bit too small for this type of game regardless of how wide I searched the same problem kept popping up - Farms randomly spawning to help with income were more of a punishment than a boon to the economy regardless of how often you defend and clear the areas around them they just tend to die anyways and spawn farther and farther out - Towers seem useless at times, they don't really draw agro of nearby monsters - No buff/defensive building has any visible rang on the buffs and its not listed anywhere - Little to no visual clarity on the UI, sure it tells you what most of the buttons do in the tutorial but almost all of them are small and tucked away in the corner of the screen. Luckily I learned the hotkeys for all of the relevant items quickly - Upgrade window for each building is too small relative to how many upgrades can be bought/used especially on new buildings - Timed out recruitment windows i more of a detriment to playstyle than anything else. The fact I can buy multiple buildings fully upgrade them and max out their VERY LIMITED RECRUITMENT but still have to wait roughly 10 minutes to recruit from them is actually kind of ♥♥♥♥♥♥♥♥, that really needs changed because it punished the player far more in the early game than it should and in the late game if your heroes are wiped out you have little to no chance of recovery especially since you can basically buy recruitment levels with certain builds nearby - You dont really get to pick who you recruit you get options of random amounts of units? Was this adventure mode specific because what if I want 3 of one unit, 2 of another, 4 of that one but all its offering me is 10 units of one type out of the 8 different types I have unlocked and have recruitment space for - Gold is meaningless and I got the economy over booming in about an hour to the point I literally couldnt spend it because there was just nowhere to put buildings effectively and upgrades were cheap. Even dumping ♥♥♥♥♥♥♥♥♥ of money into the training grounds was doing nothing because none of the heroes even wanted to ♥♥♥♥♥♥♥ use the damn thing so even if my next upgrade was 5k per increased stat value it doesnt mean anything when the heroes never even went there to train - Items/upgrades have no stat value to them? I dont know if it was listed anywhere, couldnt see it on the hero page, wasnt listed on the shops, wasn't listed in the upgrade menu about what each type of upgrade was actually doing just that it applied a buff or boost - The god pet system didnt ♥♥♥♥♥♥♥ matter? The early game the pet helps hold until you can get some heroes out but after that its pretty useless as your builders are fast enough to do it before the pet gets there, your heroes will always do more damage than the pet, I never ran into a card that boosts the pet, there is no evolution for the pet? Were the devs trying to take from Black and White and just forgot why the pet was in that game to begin with because it actively did things based on the players actions not just its own. There was never a point to encourage bad behaviors, they rarely even popped up to encourage and there is no point to do it anyways because you're suppose to be a god to build a city not tear it down. I wanna like this game, its visually good, sound is great, little tunes from the city folk are amusing but the very core of it is pretty ♥♥♥♥♥♥♥ bad. I can't recommend this game at all, not in its current state. Regardless of them saying its fully released I have to disagree and say its more of a proof of concept and still missing a lot. Its a game that seems to have an identity crisis from the very get go as a cutesy art relax city builder, rogue like dungeon crawler, Majesty like God-ruler adventure explorer. The idea is there but all three of these concepts are extremely disjointed and aren't really fitting together because to enjoy one you have to completely ignore the other two and thats not the point of a game taking inspiration to build something better. I dunno, I really really really can't recommend this game for anyone, it might grab a few people here and there but Im not one of them because while I like every idea that seems to have flowed into the game, its current state is poorly executed, its clearly missing features, it has optimization issues and apparently even the community isnt really being listened to from what other reviews state. Its not a cash grab type of game given its actively being developed but its also lacking a clear focus
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Polish, Portuguese - Brazil, Russian, Ukrainian*languages with full audio support
Hours played at review time, across 230 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It is a charming game with the concept and the art, music etc. are very good but currently it is a buggy, unoptimised and not explained mess. I really did try to love this game and I hope the next patches will make it an amazing game, but can't recommend it as is. -Lack of optimisation- No matter the graphical settings I choose the game starts out fine, but over time (especially with unlocking new areas) fps starts to drop and my GPU usage starts to untick. -Bugs- There are a lot of bugs, some are minor but sometimes I feel like fighting the game itself. Some are: - Spells when spam clicked will be spend multiple times, put on cooldown but not cast - sometimes the Heroes lick goes blank during a mission - Customisation options for you god beast was usable once, afterward it is black and restarting the game does not fix it - Sometimes the quests are hard to select and when clicking on them the reactions on the right of heroes are invisible -Lack of explanation- - Some things just happen, like it is hard to explain but I randomly get slime characters or death? (I think) shows up in the background and is satisfied with the amount of death or similar. (I don't mind it, but the mechanics or bounds of what can happen should be explained otherwise this will just become an another wiki game which would suck) - Characters have specific interactions with no way of tracking of knowledge like Moonastery cows turn into a heretic (how? why?) - Yandere girl, she is a big part of this. I get that she is supposed to cause "accidents" when you don't pay attention to her but it seems to happen anyway? with no way to track it, stop it etc. (she just starts the kill ally activity that not even fear spell would stop for long) -Misc- No hot keys (or they are not shown in the tutorial/easily in the game) God beast's training seems good on paper but the memory of it is only 3-5 actions? meaning that it does not seem to matter The game seems too easy; I like the aspect of having sub goals that award random buildings and there are "tags" on every choice suggesting some form of synergy but I only had 1 game in which I had more than 5 perks/chests etc. and there seems to be no synergy other than some theming, all of this adds up to you just putting down buildings in an order of sorts e.g. inn > guilds > crafting > towers if early threat or market if no threats etc. and it will get you through most if not all games. tldr: An amazing aesthetic but overall unpolished in game design, optimisation and gameplay loop.
Promise you'll add Steam workshop (mod) support and I'll promise to change this review to positive!
Many of the issues I notice people talking about in their reviews are things that you learn, as you play. I'll explain some of the core features down below. Note that I ended up jumping in without doing the tutorial and did end up losing 2-3 times before I finally got the hang of things, this can take a few hours of gameplay, depending on the objectives you need to complete in order to win. Some of the objectives are to last a specific number of days, some are to defeat a specific boss and some are to beat a specific enemy building(s) it will tell you when you select the tile. Days are calculated by waves of enemies that are sent to you each night, and cleared. You can see the progression towards the next wave at the top right of your screen, it'll slowly burn down as the day progresses. Enemies for these waves are sent out specifically from nearby dungeons, note that these can be explored for loot, to fight the dungeon boss or obtain legendary treasure - That's how you can identify them. You will need to send out quests in order for your characters to complete tasks, almost always pressing "Urgent" in the quest window will result in immediate interest to do the task, just make sure you have idle adventurers available to do the task. Terraforming is your friend, especially when city building and planning, you'll find that certain buildings pair together, (i.e. a Tavern and any Unit creation building) You can use terraforming to get rid of pesky lakes, ravines or similar as well, it's a very useful tool. If you want advice on a specific unit to focus because you're struggling to clear levels, I find that the Mooladin is great because she has a built-in heal and becomes substantially stronger as she levels. Other units without a heal or sustain, tend to struggle quite a bit. Note that on every tile that you start, you have 3 perks that you can choose immediately, selected by clicking the perk button at the top left. This is important because perks are needed to unlock unit creation buildings and powerful buffs. For those looking to buy: Pros: - Music with a lot of heart and soul - Cute graphics and funny shenanigans that often keep things light and fun - Varying degrees of difficulty based on how you choose your map tiles (difficulty shown by amount of skulls) - If you like city builders + RTS or games like Rimworld, you'll probably like this game Cons: - Punishing towards new players - Tutorial is difficult to follow(?) (I can't confirm this, as I skipped the tutorial) - Sometimes the abilities or attack AI can miss, even when it looks like a clean hit - Slightly unbalanced unit types (See unit suggestion in my guide for a well-rounded unit) I hope this review helped some of you. It's a shame to see such an awesome game with mixed reviews. Maybe the tutorial isn't great and could be improved, though I'm unsure because I skipped it (like I do in 95% of games I play) Either way, the game is a bit of a learning curve, but when you get the hang of it, it can be quite a lot of fun! TDLR; The above is mostly a guide, explaining how to play. Otherwise, expect to put in a few hours to learn how to play, you'll fail a couple times but that's part of the learning process.
Pros: -Cute artwork -God game + a bit of city building. If you enjoy this genre, this is very fun -Watching your little adventurers grow is satisfying -A lot of hidden contents (i.e. hidden class with conditions, hidden scenarios) Cons: -Learning takes time experimenting right and wrong (you will wipe a lot in conquest. Try colony mode first) -Tutorial doesn't teach you nearly enough to understand game mechanics. You gonna need to try community guide
This game is really fun but so far I have experienced too many game breaking bugs, the invincible enemy, the Spider Nest that never spawned, and it ruins the whole experience. It's great that the dev is updating the game but fixing these bugs should take precedence. I paid for a game I can play, not a game I have to surrender due to bugs, or use dev commands to win... I can see myself recommending this game, once I'm not so mad about the game breaking bugs.
I'm quite enjoying Gold Gold Adventure Gold. It's pretty difficult, but now that I'm getting the hang of it, it's a lot of fun. Also, I love the character designs.
Cute art. I cover-bought this because of the art. The game's systems work against itself: It tries to do a city-builder RTS-like, but the only ones who respond instantly are your workers. Adventurers only move around to places if you give them a quest and ample time to react to them, which, while cool in concept, is very annoying to deal with in a Real-Time setting. Adventurers also don't know when to quit, choosing to fight to the death every time before dying. One of my first adventurers wandered off into the map, constantly lured further and further by monsters, which they killed one by one, before dying to a Dryad. I only found out later that the tiny skill icon below my screen can reset the adventurer and make them do something else. Which leads me to: the lack of information. The tutorial tells you how to Build things, Hire an adventurer, send them to explore, send them into a dungeon, and send them to an expedition. That's it. It also tells you about this annoying pet care minigame I didn't sign up for. Why is there a pet care simulator in the game. Trying to change the behaviour of the pet is taking up time that I could be spending on the actual game, and I don't even know if it does anything. No information on any buildings past the first one is given to you. They don't tell you that certain buildings' placement matters, due to them obtaining bonuses from being beside other buildings. Even then, the only way you can tell if a building obtains bonuses from other buildings is to spend the time to build that building in question. Which usually means building time is usually doubled as you build, check, then reposition and rearrange your buildings on the map. Did you know the marketplace has an upgrade that makes it produce more money the further it is from your castle? You only find out when the marketplace is done building. Some buildings don't even tell you what they do when you select them in the build menu. What does an archer tower do? No, you don't recruit archers from there. It seems to just be a place archers stay? Can they shoot from the inside? Does it attract enemies? No information is given. Farms randomly spawn, and is how you get money. They have a Farm button. What does it do? No, it doesn't tell the farmer to farm. It sets up a quest for an adventurer to head there to farm. Why? Who knows. You still pay the adventurer to do it. What do roads do? Do they make people move faster on it? Are they just decorative? What's the benefit to spending money on roads if you need money for other things right now? Who knows. Remember how the tutorial tells you how to hire adventurers and such? During the tutorial, you make a dude, then upgrade your building and immediately hire another dude. In the actual game there's a 10 minute cooldown to hire another adventurer, regardless of they building you hired them from. Why is there a time-limit? A supply cap would have worked fine. One of my first two adventurers died because he's stupid, and I'm left with one adventurer, and a "godbeast" to do anything at all, but can't make another adventurer to guard my town before the night comes. Speaking of guarding my town. Monsters will attack your buildings and farms and stuff, so you need adventurers to defend it! Unfortunately, the adventurers have to: 1. See your defence quest get put up 2. Choose to take the quest 3. Travel to the location And the monsters will have to enter that small circle that your adventurer is guarding. So if you don't pre-plan your defenses by a significant timeframe, or if your adventurers decide it's a good idea to be doing anything else right now, good luck. I put up a defense quest in the evening, but because my only other adventurer was in a dungeon, and my godbeast was on the other side of the map, because like the dead adventurer, it was lured there by fighting monster after monster... Well, to be fair, their locations wouldn't have mattered anyway, because when the undead were destroying my farm, I checked the defense quest only to find it was too little monetary reward for both the godbeast and the adventurer, so they rejected it. And *the game didn't tell me anything*. Many of these things could have been solved if basic movement and hold position/patrol commands that you'll find in any other RTS that's any good didn't cost money and didn't take years for the unit to even react. Many other things could have been solved if the game just told you more than just "this is how you build, this is how you hire, this is the basics on how to use an adventurer, alright go play the game now, good luck". It's not so hard to have a warning pop up a la Rimworld, reading something like "All adventurers rejected XYZ quest. Click here to be brought to the quest." You know how the Art and Animations seem to consistently be the only thing that's stated to be good about the game in the reviews? There isn't even a Codex or Gallery where you can look at the art in the game that you paid for. Not a great experience. 4/10, and it's only that high because the art is good. Hell, if concept art and the art from the game was sold as a DLC I'd buy it, but I cannot recommend this game.
Fun, but does a very poor job at explaining how anything works beyond the basic information required to play. The art is awesome, music is good, but it can be frustrating. I'd give it a 6/10 so far.
I'll be entirely honest: I would not have recommended this game until the 2 most recent updates. The game has a very cool art style and there's a lot going on all the time, oftentimes *too much* going on. The gameplay was, until very recently, a mile wide and an inch deep, but they've finally stopped adding new features and started fleshing out the ones they already have. The dynamic campaign mode is very fun. Sandbox mode honestly gets stale after a while but with the campaign the maps end just as you're starting to get overpowered, which is perfect. Definitely worth buying if you like RTS games, or if you think the art is cute and you're willing to play an RTS to see it.
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