It's fun (and to some extent intense), but it does need some adjustments in my opinion. (Mild spoilers ahead). The biggest flaw in this game, in my opinion, is that at the base difficulty you really only will lose right at the end, and it'll be a very unsatisfying loss that is essentially failing at a DPS check. To elaborate, unless you're doing *really* well, it's not particularly transparent whether you'll make it through the end, whether that be the poison cloud, the brothers at the end, etc., and it's way worse at difficulty three. You can show up near the end with around 30k happiness banked up and 130+ speed and still barely not make it. This is more an issue for Choi Soonja than for Im Seokdae since Seokdae has the one branch that dramatically buffs late game happiness. But like it's a smidge unsatisfying when you get a full Ivory Tower setup by midgame and still lose just before the end because you didn't get enough relics that directly buff happiness. Successfully completing the build for any of the major paths by midgame should give you enough time to prepare for the endgame. The way in which you add difficulty also needs adjustment, especially for Soonja. Making the unhappiness scale stupidly fast is not an exciting way to add challenge, in part because it dramatically restricts which strategies are feasible. For example, there are tons of artifacts that try to get you to interact with the blizzard, but in my experience at difficulty 3 if you're even seeing the blizzard you're probably not going fast enough to beat the ridiculous amounts of unhappiness at the end - even if you have speed 130+. Seokdae's difficulty 1 adding speed to the blizzard is a great idea since it forces you to interact with MORE of the game. It might be more work, but I think ideally you'd also have a few events that are unique to higher difficulties as well, since that might make the challenge more interesting than a DPS check at the end. Some ideas for other ways to adjust difficulty are: - Overcrowding penalty increases to 2%/passenger; - Certain marked nodes temporarily hurt move speed; - More poison clouds scattered throughout the map; - Hand size is constrained; - Cycle length increases by 50% (multiplying through by any cycle length adjustments you may have). - Each level requires more exp to achieve. Notice that each of these demand that you interact with more aspects of the game, for example artifacts affecting contamination become more viable when there are more poison clouds, and artifacts affecting the blizzard become more viable when your train speed is reduced. Another change I'd recommend, seconding what others here have said, is that you need to change the supply system a smidge since otherwise it's tedious if you collect too many (for example if you're going a transportation strategy midgame). I'd recommend you either make supplies useful for more things or scrap them and go back to "receive a drone" rather than a currency. To elaborate, other than Joe Mimi's ability to spend supply to increase economic stability, no activities require you to have supply sitting around ready for use. Some artifacts benefit from having supply available, but no events directly interact with it but rather give you supply shortages. I feel like there should be events that could happen where an option says something like "Pay 10 supply" and it's locked unless you actually have 10 supply. This is more impactful than supply shortages, since it means you actively need to have supply available or else you might need to take a less favorable route. Another simpler route is adding the ability to purchase more expensive things with supplies (for example, 10 supplies for an artifact, or a variance reduction thing like "Spend 3 extra supplies to guarantee your choices include a red"). The choice between exp or train is a smidge boring, since after early game it's usually very obvious which you want. Another person mentioned that the identity of each individual card doesn't really matter, and I strongly agree with that; in Frostrain 1 (which I played after this), you did have to actually look at what the text on the card says. In this game, after one round you essentially could know exactly what the card does just by looking at the picture. I think having a platinum tier cards actually have special abilities like in the first game would add more depth, since otherwise the only way to boost beyond the synergies in through artifacts, but without dramatically rehauling your train to go religion you cannot use supplies to interact with artifacts and so you'd pretty much be out of luck. For example, if you're going with an academy build, getting a train with 8 tier five buildings isn't enough for Soonja difficulty 3 without additionally a swarm artifacts. But there's little-to-no incentive to branch out to other directions still besides the religion direction, since the cycle-time benefit and the train-speed benefits won't suffice. Lastly a few quality of life things are needed. To be honest, I pretty much only ever play at 10x speed or paused, since it seems there's nothing that happens that requires you to not be at 10x speed, but this means that if I don't have high sight I sometimes am a bit late to click on the next turn. Idk how the game decides which way to move you, but a solid fraction of the time it will literally move you directly towards the blizzard, and that half a second lapse is often enough to end the 30 minute run. This is stupid - if you don't select a direction, should default to move east, and then randomly amongst east-facing options, or something like that. I lost one time because the train defaulted to turn left directly in front of the tree at the very end, and I hadn't selected the direction because the limit of my vision when I had clicked it a few seconds earlier was right in front of the tree. Also, clicking a path should send you towards that path - it seems currently it's clicking nodes sends you towards a node, but that's a smidge counterintuitive to me and perhaps both options should be available. Also, there needs to be an "auto-merge hand" and "auto-sort hand" option, since otherwise academy builds are a mess merging all the ivory towers. Overall, I'd say it's a good game, and certainly if you go a purple-train or yellow-train strategy you can get the "break the game" feeling that you get with roguelike deckbuilders, but some more polishing is necessary before it's perfect.