
Tempest Citadel is a base building simulation set on a storm-ruled planet with a vivid sci-fi story. Build a mighty Citadel in the clouds for your crew of explorers and conquer the deadly planet below in automated squad battles!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
NO ESTA EN ESPAÑOL
Video review (part 1): https://www.youtube.com/watch?v=eT1AG0eq9dk&feature=youtu.be From what I have played of Tempest Citadel, I can honestly say this game is pretty mediocre on its own. There's not much bad to it but not much good. It's a game that has a decent story but boring and dull gameplay and art. I have to force myself through it. Seriously, just play XCom. The battles might as well be automatic. The artstyle is boring and bland and draws my attention away completely from the story. I can't honestly say I like the story especially since none of my decisions so far have seemed to make any difference. This game is not bad, but definitely not worth the 20$. There are far better ways to spend your money... like putting it towards XCom.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Je ne suis pas fan. Ce jeu me fait l'effet d'un X-Com aux combats joués en auto-battle, la gestion base/recherche/équipement ne suffit pas. L'effort de rédaction d'une histoire et de descriptifs est louable mais pas suffisamment accrocheur à mon goût pour que j'insiste au-delà de la première zone, je ne me sens pas de me peler une interminable suite de bastons auto avant l'hypothétique fin mot de l''histoire.
Entré esperando un juego de estrategia. Salí pensando en cómo lidero equipos, en qué tipo de decisiones tomo cuando nadie me ve, y en por qué me sentí más culpable licuando a unos píxeles que por algunas decisiones reales que he tomado. Eso, creo, es lo que lo hace especial. No es perfecto. La carga de texto a veces agobia, la barrera del idioma duele, y la curva de aprendizaje es empinada. Pero debajo de todo eso hay un juego que entiende algo fundamental: la estrategia no es solo mover piezas. Es cargar con las consecuencias. Reseña completa en: https://20xxnoticias.com/resena/tempest-citadel-review/
If you enjoyed X-Com and are okay with trading turn based tactics for a top down real time combat system, this might be something to check out. If you also wish that X-Com had a bit more story elements and background lore to the missions and quests you started, than this is something you should check out. I'm someone who loves world building and has no problem with reading large sections of text so I've thrived reading through mission details and other story elements the game puts together. And i have a lot of respect for this game as it also lets me decide when I want to read most of it. I can go and complete a few levels, then come back and read all the extra information or just completely ignore it all together. It took a bit of time to get used to the real time combat. I came into this game expecting a more hands on experience with the combat. But after some time playing, I found I really liked this approach to combat. I really enjoy getting immersed in the games I play and letting the squads take on combat on their own really felt like I was the commander giving out orders and tasks for my teams to complete. But there were also a few times it was a little frustrating watching them make decisions I wasn't happy with xD
Base Building sim with some style. Micro Manage your way to glory! https://youtu.be/L3pPquzNaFA
Bu oyunun seslerini biri ağzıyla yapmış olabilir 20 dolar vermeden önce düşünün
Strap in ya big, shiny, boy tiddAys cuz they's goin' for a jubble!
Different and gripping story :) well, worth your time :)
An interesting idea implemented in a janky and haphazard way, with the feel and content quality of a mobile game, or of early 2000s Slav-jank. Short version: This is a mobile-style game that bears the same relationship to base-building and tactical strategy games that arcade rail-shooters bear to actual tactical shooter FPS games. The art style is technically good, but weirdly inappropriate. There is a ton of sloppy lack of attention to detail, in both text (and the game does give you reading assignments) and mechanics (from mere opaque or irrelevant mechanics, to actively player-hostile and depressing/unenjoyable mechanics). The combat is interesting but very, very alpha-ish and janky. The UI has some absurdly bad design choices (again, feels like mobile port with PC UI as an afterthought). Overall, it's amateurish and feels like editing oversight and QA did not happen. ---- UI is not the worst I've seen, but it's pretty bad. The rule is basic: if you don't have incredible insight into UI conventions such that you are blazing a trail, follow convention. Don't be weird, special, or creative. UI is quality of life, not your artistic opportunity. Do NOT mess with system keys unless you've made it airtight: specifically, don't make the ALT and TAB and SPACE keys unpause the game (even when alt-tabbed out of the game!). I alt-tab, go to a different desktop, type some things, and find that the game never stopped responding to my keypresses (!). *The game unpauses when you alt-tab out.* The writing is average for the field (i.e., slightly melodromatic mobile-type game), but has embarrassing gaffes. No one should ever write "bezerk" (which, as we know, is properly pronounced bee-ZURK), and do not misspell crewmate "cremate" twice in the same paragraph. Then again, embarrassing gaffes are kind of normal for the field. Make your mechanics transparent, not opaque. Do stats rise? Can they ever? I still don't know 10 hours into the game. Why do I have a choice between two character perks, one that offers 1% morale boost for those around him, and another that offers 10%? Same cost; get rid of the 1% one. Better yet: why do I even care? I can't tell where this even matters. Why can a character with DEX 49 never raise his DEX again (as far as I can tell a couple of years into the game), but one with DEX 50 can skyrocket it to 90 with one perk? How can I tell where engineers or scientists are assigned in jobs? I just see vague references to outposts providing job slots, but no actual representation of this. It's just a sort of background "you now have +2 wingwang!" as far as I can tell. It's supposed to have a little XCOM in it, but the progression is entirely sequential and chosen, like... a mobile game. When do I step on the next dot? I'll decide. The character art style is good for mobile romantic game, but it rubs in this genre. Make the pictures smaller, give less weirdness, and for god's sake make character appearance customizable so that we can get rid of incredibly stupid-looking rolls. Half of them look like drug-addled street homeless. (If that is the intent, bad, bad art design decision.) Positive point, I kind of like the combat model. It's a cool RTT alternative that flows well. BUT -- it's unforgivable that shots are instant-hitscan damage, while the visual of the shot takes another 1 to 1.5 seconds to be shown intersecting with the target. Completely eliminates any sense of cause and effect between them. The thing that killed it for me, as I was going to try to actually finish it out of curiosity, was the fact that the normal pace of the game precludes repair of the citadel. Instead, you slowly watch the entire thing drain to disrepair and inefficiency, hoping maybe engineers will fix it, but they just don't. The dev suggests removing modules (!) which you built as part of the progress of the game so that engineers *might* be able to catch up. Yes, undo my game progress and try to de-build my base so that they *might* be able to start actually increasing the repair status of modules. And there appears to be no way to manage engineers, assign them to repair, or anything. You just, well, reverse your progress in constructing your base, and let a year go by so your modules can all rise from 46% to 54% status. Yeah, not a good game design decision. When I saw the dev's response to someone reporting this, explaining the solution above, that was the moment I uninstalled the game. There's an idea of a pretty decent game here, but it needs (needed; it was released 8 years ago, but if you ever decide to redo it) to be tightened up and brought into appropriate conventions. And if you're trying to appeal to even lite-strategy people, avoid the romance novel style art. Leave that to Baldur's Gate, where they can get away with it. And never, ever use the word "bezerk" again. Not recommended, at all, not as a PC game. Mobile games should stay on mobile. ---- Why such a long review slamming an amateur game? Actually meaning this constructively. Jokes, aside, the ridiculous misspellings and stuff are emblematic of lack of attention to detail, lack of care. It's sloppy. The UI stuff is inexcusable. Mismatching tones in art direction, overwrought writing, are glaring. Etc. If the dev redid the game up to standards, I'd definitely give it a chance.
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