
Songs of Syx is a fantasy city-builder with vast battles simulating thousands of citizens and soldiers. Start off as a small village and build, scheme, and fight your way towards a mighty empire. The mechanics are deep and true to life, where tiny events can spiral into the collapse of kingdoms.
Most likely between $4.2M and $11.9M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $24.99 | 94% | approximately $7M |
| GOG | $24.99 | 94% | #39 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1012 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This is a fantastic game! The learning curve is not as steep as something like Dwarf Fortress, but just as interesting to play. For someone like me, it's the perfect middle ground. There's a lot to get used to and figure out, lots of systems like science/diplomacy/warfare, but it never feels like a chore or too intimidating. You may find yourself looking things up as you go, however. And also like DF, this game is a story generator. My current city is my most successful yet and we've just passed 1000 plebians. It has been a turbulent path to get here. We were raided just as winter was starting and most of our food was stolen. Things were looking dire. We had to spend all the money in the coffers to buy food from our neighbours, but we just about scraped by. We vowed to be prepared for this ever happening again. We would not be exploited like this! But it has been years since this event and most of the people in our city are new arrivals who don't remember the horror of that winter and growling stomachs. Most of my people are farmers. We watch stage performances and skinny dip in the city pools and weave cloth. I fear we have grown complacent once again...
I was really invested with the city building mechanics, improving on logistics, food, etc. and got up to some 750 people living in my town. Then I got my first taste of battles and neighbor aggression and oh boi, those game mechanics are still incredibly bad. From what I was able to find about this in the discussions, there is a general frustration with many of these mid game mechanics, which completely ruin the gameplay. I myself am 26 hours into building my town, am getting spammed literally every single day by blackmail, sabotage and desertion alerts while there seems to be nothing I can even do to prevent this. I mean heck, maybe the 50th day in a row that an alien neighbor comes to town and disperses enemy propaganda pamflets, one would expect one could do something about it, like closing the freaking gates or something! But no, the game does not seem to provide countering mechanics such as these. Then there are things like watching a 5v3 battle of raiders and your troops and both of their AIs being so freaking imbecile that they would walk towards each other, then move apart again, for what was at x250 speed about 15 years of their lives, without resolving the fight. This like these really made me put the game aside. I hope this game gets the polishing it needs, where it needs it, because the rest of it was pretty good. Saw an interview of the dev regarding 1.0 and really hope the game pushes through and doesnt expect the mod community to fix all of these issues. Either way, best of luck.
Defeated some Tilapi raiders in battle, enslaved two of them. Liked them so much I bought 10 more from my neighbor. 10/10
This is a horrible experience for newcomers as it suffers severely from a lack of proper onboarding; the complete absence of a functional tutorial makes the early hours a chore, and the so-called 'Tome of Knowledge' provides absolutely no meaningful guidance. Tooltips are scarce, cryptic, and unhelpful at best. The game also suffers from baffling logical inconsistencies. For instance, placing a mushroom farm inside a cavern—an environment naturally expected to be damp—yielded me an absurd 31% moisture level. Beyond these counterintuitive design choices, the mechanics themselves are exceptionally finicky, and the game lacks verisimilitude at every turn. The dry cavern is merely the tip of the iceberg; one could easily write a dissertation on how poorly the internal logic holds up across various systems. Furthermore, the factions are far too polarized—the elves (I despise evil elves), in particular, are poorly implemented—and the developer has effectively painted themselves into a corner. The game is also very limited by only having six starting races. There are ways around the Syx lore to have many more races, and not so many polarizing ones. Ultimately, the learning curve often feels like a wall, not a curve; easily 90% of players will struggle or fail entirely unless they commit hours of their time to watching YouTube tutorials. In its current state as of version 71, I simply cannot recommend it. If you like colony builders I'd stick to RimWorld which is superior in every way and is less on rails. Major issues 1. No tutorial, terrible knowledge base, horrible tool tips, 2. All races suck, all are Xenophobic and some xenophobic isolationists. 3. Stupidness such as the elves roundness. 4. Not enough races 5. Trading depots can only trade 1 item. What? Yep, for 4 auomated trade items you need to build 4 trade depots, how silly is this? Poor design and lazy programming. 6. No Race customization or custom races.
建设玩法还不错,但是战斗太抽象了。偏偏游戏置顶宣传视频又是大军团作战,不太符合预期。
I love the colony aspect of Rimworld, but is was never deep enough for my liking. This gem of a game definitly satisfied me in this aspect. Funny enough Indie Devs nowadays make the best games (graphics aside) - Like Rimworld, Songs of Syx, Zomboid
**Songs of Syx — игра с огромным потенциалом, но слабым эндгеймом.** Первые часы игры было интересно. Начинаешь со строительства небольшой деревни, постепенно развиваешь производство, решаешь проблемы с едой, рабочими, логистикой, преступностью и наблюдаешь, как поселение превращается в настоящий город. Ощущение масштаба здесь действительно впечатляет, огромные города, огромная глобальная карта. Но когда мой город вырос примерно до 5000 жителей, я поймал себя на мысли: **«А что теперь?»** Строить ещё дома ради того, чтобы население стало 10 000 или 20 000? Зачем? Новых механик практически не появляется, экономика уже работает сама, а дальнейшее развитие сводится к тому, чтобы просто масштабировать то, что уже построено. Отдельно разочаровала глобальная карта. Я ожидал интересной стратегии с дипломатией, сложными войнами, осадами и борьбой за территории. На практике всё выглядит очень примитивно: собрал армию, подошёл к городу, начал осаду, захватил его и пошёл к следующему. И так по кругу, пока не закрасишь всю карту своим цветом. Игра отчаянно нуждается в хорошем эндгейме: серьёзных внутренних кризисах, восстаниях, более глубокой дипломатии, воможно какой то мировой угрозе, сложных многогранных войнах, уникальных событиях, чтобы игра состояла не только из строительства деревень а давала игроку челенж, создавала историю. Сейчас после определённого момента мотивация просто исчезает. При этом я не жалею о покупке. Играть в неё интересно, воможно мне стоит поднять сложность до максимума, или играть как то иначе, а фундамент у неё отличный. Но ощущение такое, будто разработчики создали великолепное начало и середину игры, а про концовку пока забыли. **Оценка: 7/10.** Если любите сложные экономические стратегии — обязательно попробуйте. Но будьте готовы к тому, что после нескольких тысяч жителей.
Внезапный скрытый гемчик Визуал что-то между Rise to Ruins и Dwarf Fortress, который прекрасно умещается в целую половину гб занимаемой памяти. Очень классный фэнтезийный успокаивающий саундтрек (внезапно очень хороший) и даже проработанный свой мир. Не просто эльфы, гномы и люди, а что-то большее. Целые религии, миры и всё такое. На всё это наложилась очень детальная проработка удовлетворения нужд граждан (которая очень сильно зависит от выбранной расы), цепочки производства и даже механика войны и осад. Даже политика с торговлей, союзами и завоеваниями! Хотя казалось бы, что ещё такого можно впихнуть в эту игру. Однозначно гемчик и точно можно приобрести, если нравится подобное, а перегруженный интерфейс не отпугнёт количеством графиков и чисел. Правда игра у меня вылетает практически каждый час, но всё равно умудряется не испортить впечатления (дело наверняка в широкоформате). Pem. Подписаться
Do you like Total War? Did you see the trailer and wish to try an awesome battle with thousands of soldiers? Well first you gotta start building your little city, convince yourself you don't need farmers and that you'll live off only by trading, find out too late that you indeed NEED farmers and bring in your city more people to work as farmers that also will increase the number of mouth to be fed. Barely have enough food to survive until the next harvest, loose one third of your population twice because you were not ready to handle a pandemic and hundreds of dead body in the streets, give your citizens clothes only after you reached 1100 of population and then send 500 of them to war with no training nor equipment against a neighbour city just to see them all killed by 50 armored dudes. I've played this game for almost 120 hours and yet there is so much i yet have to learn about this game. Even tho everytime i try to make a new game i fail to reach the conquering phase i still think this game is one of the best i ever played. There is so much depth and liberty of choice in this game that makes any playstyle possible if you understand what you are doing and the stories you experience during playing it's worth enough even if you fail in what you desire. Plus the SINGLE developer is an absolute chad and deserves all the support.
In depth, but unfortunately just ends up really boring. The scale of production needed in every single chain removes any fun from building, in favour of just dragging huge boxes of fields, copy and pasting huge swaths of production buildings or barracks etc. There's no ability to fine tune anything on the scale needed, so you end up just importing and exporting anything for the ease of not having full storage, or not having to print out 200 more tailors, or miners, or fishermen, or whatever else, just to have a barely functioning economy. The lore and the world are cool, but it's just not enjoyable to play on a colony manager level, a grand strategy level, or a city builder level, unfortunately.