I decided to give The Lost Village a heavily qualified up instead of a similarly heavily qualified down. Maybe that's being generous, but there's an unusual and interesting game here, even if it has solid problems and lacks a lot of obvious polish and necessity. It's a game one can definitely get wrapped up in, and the price of entry is pretty low. I played this around release, and there were some substantial sections missing translation. Coming back to play more some not quite two years later, those seem to have been corrected (and some other changes made, eg moon blade weapons seem to have inexplicably become chakrams everywhere). There are still missing translations here and there, and I haven't checked the DLC, but there's a lot more than there was, so while the game does require definite tolerance of the "translation", playability has notably improved. So, to the more interesting question of what are you getting and why might you try... This is a weird game. Imagine a set of mostly-autobattler minigames where you do little runs in a specific battle or adventure format, but the cross-run progression system is an absolutely byzantine management sim full of half-baked and convoluted subparts that come across like the project lead suffers serious ADD. Nothing is quite all there (including the autobattler parts), but there's so much there that you can easily get lost in any one corner, trying to find the right way to make things work out for your disciples, and end of the day, you probably can't, because there are so many barriers, details, limitations, and little frustrations that get in your way. Just finding information you obviously need can drive you nuts, because you know this has to be clearly needed by anyone playing the game, yet the devs didn't put it in and searching the web will, if you're lucky, turn up other people asking because they also obviously need to know, and yet somehow no one actually says anything you need to know. The most information is buried in the game's Discord, and even that is full of holes and unanswered questions. It will drive you nuts. But somehow, it still draws one in trying to make disciples with cool fights and stories leading their violent cultivation lives, or making your little town space all pretty and aesthetically pleasing, or setting up minigame runs, or just poking the various levers and reward systems. There's just a lot of things to help distract and engage you along the way. The game puts a big ladder in front of you: do you climb or do you walk away? I don't even like autobattlers normally, but several of the things here have kept me playing them because they feed and show off the progression side of the game, and just seeing what things do and whether they work keeps me thinking about things I'm meaning to get back doing. It's not hard to see someone hating the game, but it's not hard to see someone losing a lot of time to it either. I could go on for pages about all the things wrong in the UI (why is there a constant need for functions from different places, but the game will only ever open a single window, so you can never just put the two windows you need up next to each other and get things done?) or the fight mechanics (the autobattler AI is cripplingly amateur, especially for a game where it's so core to everything). Yet I keep playing it, and plan to play it quite a bit longer. Its weird web of things still kinda works for me, so I want others out there who might be interested to not just write it off. It's got mixed reviews for good reason, but there's something kind of special here. The autobattler runs are especially curious (aside from, again, everything depending on a frustratingly broken AI). You have the horde survivor like Tower mode, which is wholly different from everything else in the game, even with its own whole subsystem of what powers you can get offered on top of the core mechanics. It's clunky and much like all games of that type, fairly low on actual play interest, but you have nine ability slots across your three guys, with three different upgrade subsystems running across two selection mechanics, and you spend much of the run choosing how to push those, contesting the actual survivor-like time for mode dominance, like the game is outright backwards. Then you have the two adventure modes in the Illusion Realms and Dungeons, where you use a wholly different autobattler engine, which is entirely management oriented, as you play room cards to your map and arrange things as best you can for your very few disciples to live through the task. These are strangely puzzle like, with the Realms even involving drops you play on your explored map in specific shapes to add bonuses, so you have to arrange rooms to match without running out of space. These modes seem janky and sometimes like weird busywork, but they are odd little games I haven't played much else like. Then you have the larger battle modes, which can be attacking or defending towns, some boss fights, a weird multi-town fourway battle against a central enemy where everyone is trying to get the most credit for defeating it, and tournaments. Other than tournaments (which I forget entirely because I think I've only seen one, and I'm not sure it was even translated back then), these are a mix of the adventure modes without the map elements and a time-fueled energy resource system you spend to field your pool of fighters, to upgrade your energy rate, and to buy upgrades from a weird upgrade card shop that also isn't like anything else in the game. Boss fights here basically give you five minutes to deal as much damage as you can to an infinitely scaling enemy, with rewards for how many times you roll over its health bar, and then it goes on cooldown for a while, because it's kind of strictly just a reward drop as long as you can blow your five minutes and actually get a bar off before the scaling relentlessly wipes you faster than you get to throwing damage. No in-game-time passes, and it has no negative effects, so it's basically just a reward and a sense of how your group grows over playtime. Adventure and battle modes (ie, not the tower) also have a separate subsystem for building odd little bonus cards you get to play in those fights, because of course they do, so don't forget to build and keep refining your artifacts (which of course are wholly different from your destiny artifacts), and have their own quite missable research tree, especially since there's a second more obvious research tree that's also for your artifacts and adventures. Speaking of destiny artifacts, you have to remember to check in on those and take some manual steps whenever a disciple does their first breakthrough from "refining" to "foundation". If you don't, they will automatically start slowly building it themselves with random junk and ignore every aspect of how the subsystem works or whether the bonuses they're building can possibly ever apply to them in any way. I've honestly no idea what the devs were thinking here, as anyone playing this game is guaranteed to pull their hair out when they realize they have to spend years and resources overwriting the dumb auto-building to make coherent bonuses. Always lock destiny artifacts down as part of the foundation breakthrough. Oh, and what artifact you get there is random, but you can replace it if you find a better one (or save before the breakthrough and reload until you get a less bad one). I didn't even mention your spirit beast, which also participates in adventures and battles, and has a whole other subsystem of things to manage acquiring and feeding it so it can be somewhat less deadweight. Look in the "faith store" for those, and no that's sadly not the "prestige store", which is by far the easier currency to acquire. That's a little taste of the game. Like I said, there's a lot to dig into, if inclined--and permissive.