Overall summary: This game is still very rough around the edges but it is relatively enjoyable nonetheless and holds lots of promise. I don't think it's quite there yet to fully justify the price, but it's definitely on the right track to getting there. It has that nice base building feel to it, and it seems to have a similar gameplay loop to Don't Starve I guess? The characters you can recruit are fun and interesting and the interactions they have are fun and cute. However, the game suffers a bit from "let's try and combine all these cool things from all these different games into our game but not do it as well" syndrome, which I assume they'll either polish over time once they realize their games strengths/weaknesses/demographics or uh, just get crushed under the complexity. Anyways, I bought this game because I wanted to smite things and have pokemon battles with my pet beast thing and play a game like Black & White, but stuck around cause it was a fun base builder with cute art. --- Below are more detailed thoughts on things that generally detract from the game or things that I think could be done better as of now. --- When I say this game currently is trying to do everything but excel at nothing, here's what I've seen that leads me to think this. Currently I see the game having a core gameplay loop closest to Don't Starve where you have a base but explore outwards into the map and deal with what you encounter. There's a day/night system, and in theory in the daytime you build/explore and at night you fend off waves. In reality it kind of blurs together. There's a lottery like perk system that can influence who you can recruit or what you can build, or power up your characters similar to what you see in autobattlers typically. The characters have some sort of affinity/dislike system, kind of like what's in Rimworld? Not sure how that actually affects gameplay but I guess it's there. And I think they're planning on adding some dating sim aspects to this game? I guess the majority of characters you seemingly can recruit are monster girls or some variation of and maybe that's the core audience, I dunno. The gold economy system which seems to be the most salient point of this game most closely resembles city/base building strategy games. And finally there's the part where you're able to exert direct influence on the gamestate, mostly by directing spells on enemies (or friendly units, usually as collateral damage), which I think is the callback to Black and White and variations of a "god game". So, that's the context I'm coming from. I think this game would greatly benefit from polishing specific aspects of the gameplay before trying to juggle everything at the same time. For me, I think I would enjoy having deeper, more complex gameplay revolving around the base building while also making clear what upgrade conditions are and having a clear vision of progression, such as implementing some sort of intuitive tech tree like you'd find in RTS games or at least some easy to understand progression of the upgrades/tech between units and upgrade buildings. And then from there working on and building up the other systems. But maybe this is actually destined and meant to be a monster girl dating sim game. I mean fortnite started out as a base building zombie survival game, so who knows. I very much like the artstyle and visual direction the game is going in, though I'm a little mixed on some of the 2.5D aspects (specifically when it comes to targeting or visualization of how things are laid out building wise). The UI is in a moderately confusing state (as in, visually messy) and I feel like it requires more mouse clicking versus keyboard hotkeys than I would like, and hovering over random things to figure out if it actually does something when it could benefit from clearer visual cues, cleaner separation between interactable items and HUD aesthetics. Making this better is probably the easiest and positive impactful change they could make to this game. Just some examples I can think of, like when picking perks, why not just let me choose an option with 1/2/3 or reroll with spacebar or something. For available spells maybe having a hotkey bar bound to some common keyboard keys would be nice. For choosing an action for heroes to take, having a quick select wheel would be a nice quality of life addition and save me a couple mouse clicks each time for what's one of the most common actions. When building walls/fences, having a way to build a wall instead of placing each individual tile would be nice, and doubly nice if I could destroy the fence/wall without having to individual destroy each tile. The choppiness of the game I solved by just turning v-sync off. My personal opinion dislikes are the current state of the bgm/sounds - specifically this feels very out of sync with how I view the gameplay loop. At least in the game mode I've played, while generally you're either focused on townbuilding/exploring aspect or defending against waves of enemies, you get this really random music with vocals, which I think is supposed to match whatever action you're currently engaged in, but it's pretty jarring just hearing some dude singing about a gold coin, GOLD GOLD GOLD, or repeated words in the form of a song about upgrading or whatever in the middle of your city building sim. Maybe I just prefer vocal-less tracks for the most part, or if it's gonna have words it better be because I just stumbled into some major boss battle that I'm about to regret. Anyways, I just turned off music at that point and played my own BGM that I thought was more fitting.