
Fight solo or up to 4-player co-op to reclaim your island alongside your Scottish battalion. On each campaign, gain new powerful upgrades, rally your forces, and stop the invader as they carve into the Mother Stone to harvest its power.
Most likely between $1.4M and $3.9M. How we estimate →
Checked against 8 developer-reported games
Cheapest copy: ≈ $11.90 on Steam · Ukraine (−52%). Compare 15 prices in 15 markets →
Reviews
Themes across 1052 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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positive critical· bar length = how often the theme comes up
Reviews
Easy to start, but difficult to actually be good at. It was fun to learn and progress.
Grind interessante, mecanica simples, equilíbrio perfeito de hack and slash e roguelike. Por enquanto há pouco conteúdo mas as futuras atualizações prometem ser interessantes. Novos mapas, batalhas, mecânicas e desafios seriam muito bem vindos também. 8/10 pode comprar
As it stands, there are only 3/5 characters available in the game. The others are supposedly coming later. I was grinding out the game, trying to unlock them only to look it up and see that my efforts were in vein. This game is quite undercooked for a satisfying launch, even an early access one. There are bugs where some of the powers don't work, and the items are borderline useless unless you manage to get one of the 3 that do anything remotely noticeable. I love the concept, and there are nuggets of good gameplay moments, but right now I'd give it more time in the oven before grabbing a slice.
Early Access review: This game feels like it does everything right in terms of the musou genre. The characters feel simple to play but individually different, the music absolutely rocks, the way each weapon plays differently instead of one being strictly better than the others and I could keep going. Most importantly, it gets the one thing right that makes a good musou game great. The objectives! There are plenty of objectives to do, and you are often required to move mid objective to clear another one, keeping that great tension of paying attention to what is on the minimap as important as what is currently in front of you. Game has some performance issues in the end areas on the steamdeck, though I am honestly amazed the devs got something like this running so well in the first place. Bugfixes are quick, I submitted a bug and it got patched within a day. However, a big problem here is the roguelite aspects. Do not get me wrong, what is here is already a pretty solid base. Unfortunately several of the game's systems currently feel lacking. First are the emblems (the boons of this game or whathever you want to call it). While they initially felt great, overtime you realize you are funelled into only a handful of builds. The builds certaintly have identity and that is great, but they lack impact. Anything my boon choices do ultimately feel like they just power me up slightly. I wish there was more variety within an emblem tree. If i take the poison trail dash, it would be cool if later upgrades let me choose to make that trail bigger, or let me combo with the vortex emblem to create vortexes inside the path. Imstead, all poison emblem paths just lead to stacking more combust, which by itself also feels lackluster as the damage even fully funneling into that single emblem feels negligable. Let us get more broken and crazy, and leave the balancing aspects to the postgame difficulty tiers! A similiar problem I have with itemization, though frankly this is more of a personal issue with this style of itemization in general. The game takes after Risk of Rain in the sense that you get money for killing things, but only some things like captains. Each level has chests you can open with said currency, but its a completely random item. This means that you dont get to dictate what item types you are stacking. I wish the game had a system where I could reroll chest items once for a cheap cost, or if it at least let me see what item was in that chest. Risk of rain also has mitigations for full randomness, such as item duplication or a mode that eliminates the random reward entirely. All in all, the game is very solid right now and is basically a genre matchup of my dreams. The roguelite parts are a bit shaky but the musou core is so briliantly executed that it only makes me wish for more content. Try the demo and see if you like it, and if you do, its pretty much more of the same.
Terrible game balance, I mean it's nice in stage 1, but when it comes to stage 2 and 3, the penalty keep stacking, instead of rogulelike, more like soul-like game.
[b]Trash.[/b]
苏格兰肉鸽版无双,美术风格十分独特,在一众肉鸽游戏里一眼就能脱颖而出
Fantastic game that I will be closely following throughout development.
Great gameplay loop, progress that feels incredibly rewarding, and well optimized.
The game is cool, but it needs some work. I didn't notice how i spent 50+ hours here lol. The combat flow is amazing, nice combos and gear for each character. An interesting NPC companion system, which allows you to do some powerful synergies. IMO the main problem in this game is loot and skills. Loot is too random and underwhelming. You can waste all your coins to get useless items which give you stamina regen and boost your block gauge, but provide absolutely no damage. When you unlock challenges, that is where most of the skills become useless. Captains in Act3 have 4k+ HP, so you have to pick Gambler crit and Ravager/Crusader passives, or you just simply lack damage throughout your whole run. I saw a lot of complaints about healing system, but i don't see a huge problem here. You can find a lot of items that boost healing and get easy hp from free healing on all maps. And also you can simply git gud by remembering all attack and using dodge/block to not lose health. After some time it becomes pretty easy to complete 2 acts without taking damage at all. I hope the developer will revamp looting system and ESPECIALLY skill system in the future. Alba gu bràth!