
Play as the Sovereign of a magical tower in this story-rich, Round Table management RPG. Recruit eccentric Knights, assign quests and balance egos whilst carving out your kingdom's destiny. If destiny doesn’t go your way, keep turning back time, uncover secrets and rewrite fate again and again.
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Every market we collect.
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No United States chart position — it charts only in the markets below.
About

- Your Reign, Your Rules - Every choice you make defines your legacy and the fate of your Kingdom...
- Recruit eccentric Knights - Manage a court of unpredictable heroes with big egos and even bigger problems.
- Manage Your Round Table - Send Knights on quests where success or disaster hinges on your judgment.
- Bend Time and Tempt Fate - Rewind decisions, uncover secrets, and pursue forbidden romances.
- Expand Your Tower - Build new annexes, acquire upgrades, and outwit rival rulers.

Ah, finally - a suitable Sovereign for the job. Yes, you, right there, come sit on this comfy throne. Ah you like the feel of that, don’t you? Congratulations, you’re hired! My name is Arlin and I’m your advisor. Welcome to your first day, and please, allow me to provide thee with a day in the life of a Sovereign and you can then decide how will you rule, my liege...
- In the morning you must tend to your subjects and listen to the problems that plague the Kingdom. From gardening to exorcisms - there’s never a boring day on the throne.
- Each decision you make will shape your kingdom and relationships with individuals, collectives and other rulers. Every interaction will play a part in defining your legacy.
- Balance your affinity with the Merchants, Mystics, Scholars, Nobles and People, as well as the Treasury, or spend it all and backstab everyone. Either way works, my grace.
- Recruit eccentric Knights with strong personalities and questionable morals to serve at your Round Table. Unfortunately for you, these are the jesters you’re relying on to keep your Kingdom running smoothly.
- With great egos, comes great drama! These Knights aren’t going to be a walk in the Tower’s Garden, sire. There’s always advice to be taken, grievances to be shared and romance to be explored.
- You must keep your Knights satisfied otherwise they may just leave your court for good. Maybe that’s sometimes for the best though...
- Manage your Knights from the Round Table. Here you can view all the requests from your subjects that you obliged to earlier in the day. Assign the most equipped Knight for the job to reduce chances of failure.
- Your Knights possess stats: Strength, Agility, Charisma, Magic and Wit. Each Quest requires a different skill set. Need a Charismatic approach? Maybe we shouldn’t send Ursula, your grace.
- After they return from their Quests, you’ll be debriefed with the results of their venture. Did their efforts result in Critical Failure or Critical Success? Or did they experience a completely Unexpected Outcome?
- In the Crypts of the Tower dwells a Demon who can turn back time. So, if it all goes wrong, you can go back with all the knowledge you’ve learned, make alternate decisions and change fate.
- Of course, you have me, your main advisor at your service, but there are others. For example, The Intendant has a nosy habit of collecting secrets about your Knights. She’ll provide the juicy gossip as you require it it!
- If you like romancing stone statues, then you’ve come to the right place. No, really, go speak to the Lady of the Tower and find out.
- Prove your worthiness against opposers by joining hands with neighbouring counties and forging great alliances.
- Expand your Tower by adding new Annexes which in turn will allow for more positions to open amongst your court.
- From Carina’s Forge to the Witch’s Alchemy Room, each of these new Annexes gives you the ability to craft new items to assist your Knights on their Quests.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
oui
好玩,但是文本量还是太少了,蛇骑士的理念有些让人失望,太空泛了。再有多一些结局就好了。
好
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Korean, Simplified Chinese
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Yummy knighty
Prinzipiell ein Zeitmanagementspiel glänzt Sovereign Tower mit unberechenbaren Überraschungen, Zeitsprüngen und Seitenhieben auf die DnD-Gemeine. Wenn man in der Zeit zurück geht, ergeben sich überraschend viele alternative Möglichkeiten: Warum nicht zu Anfang einen Helden aus Akt 3 rekrutieren, oder den Bittstellern die Lösung ihrer hinterhäligen Quest an den Kopf werfen, einen König sterben lassen... Oder mit der beiseite geschafften Wunderlampe einen unfairen Kampf noch viel unfairer gewinnen... Es gibt viele (skurrile) Möglichkeiten (Oups, nicht zu viel spoilern) ... Die Demo ist jedenfalls ganz klar einen Blick wert!
Arron best boy frfr
Good
un jeu d'une qualité rare , La DA Est excellente , le jeu est très bien écrit , une rejouabilité de ZINZIN , le système de voyage temporel qui est très cool et qui change une grande partie des dialogues , et NG + qui est littérallement une campagne supplémentaire , IL . N'Y A RIEN A JETER , et pour 20 balles c'est moins cher que gratuit
Have you ever thought what the round table would be like if it was filled with derpy little egotists more consumed with their shiny armor than actually doing noble deeds? Add in a demonic time-travel mechanic and you have Sovereign Tower. It’s a resource management game where you are the sovereign, charged with protecting your quirky little kingdom, seeking resources, and defeating evil - or really just pesky dragons and the occasional cheese festival. Of course, you’re not the one doing the work. Leadership is all about delegation, and you’re giving the dodgy jobs to the knights in your employ, a rag-tag, group of goths, psychopaths, and mummy’s boys. Sovereign Tower is fun. It’s the kind of gameplay loop you get caught up in, sending knights on missions, then winding back time to see if you can alter the outcome. I tended to play the game in short bursts; micro-manage a few days of activity, then take a break. But I kept being pulled back into the world, wanting to see what happens to my knights. Either that, or a demonic lock has been pulling my strings again. The writing here is solid; each character has their own voice, identity, and motivations. It’s a powerful lesson for game writers, that each character needs to have its own voice. Sovereign Tower is a great demonstration of this in action. While there’s no voice acting, you can almost hear the snooty voice of Gwendolen demanding rights for nobles, or the harried messenger dropping off letters then rushing for a snack. Of course, I have my favourites. My little duo of rizz knights, Gwendan and Gideon, who between them probably have more hair product than my entire bathroom, found a special place in my heart as I watched them banter through the tower’s halls. Or the dinky tin-can of optimism, Goberto, and his, ahem, alter ego... In fact, it’s fascinating to see how your choices play out in Sovereign Tower. The game actively encourages you to make different choices on every playthrough; to be a different kind of ruler each time - whether that’s kind or tyrannical, wise or audacious. Through these choices, you attract different types of knights, and you can also fulfil their dreams and understand their histories. While you might think that the dialogue itself would get repetitive, looping back in time to do it all again, with foreknowledge comes different options; sometimes opening up new quests or skills earlier in the game. There’s also a fast-forward button if you’ve had the conversation before. The game is divided into three distinct chapters, but each is clearly delineated in the game. While there’s a large variety of missions within each, the chapter takes a similar structure; it’s not too much of a spoiler to know a big bad shows up, and you need to build up your knights and resources to meet the crisis (or wind back time and do better). While I found the story structure a little repetitive heading towards the end of the game, part of me wants to play it again and pay more attention to the missions. I’m so curious about the stories I missed. My desire to dive back in again can only be a good sign. I really enjoyed Sovereign Tower. The writing is polished and often hilarious, the characters are memorable and endearing, and their tales become an addictive mechanism to finishing the story. And maybe, I just might be persuaded by a little demonic lock to do it all again.
재미는 있음 1회차만 했고 내 마음 가는데로 죽일거죽이고 비열하게 플레이했는데 아무문제없이 엔딩까지 가는거보고 흠 너무 평범 한테 라고 생각했음 2회차는 착하게 플레이 해볼듯 다 좋은데 후반부가 너무 지루함...그것만 어떻게 해주면 좋겠음
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