Merlons. The word itself falls into the hearts of invaders around the world, due to their ability to boost the range of units and strengthen defensive walls. Also behind them can be a archer – but I am almost sure that it is a wall that gives horror sleepless nights in this game in defense of the city tower (reverse the order of these words if you speak more to you), which is on the edge of the early access output.
I need to know
What is this? A game of survival of the city building in which you build all walls, brick brick.
Expect for payment: $ 30/£ 25
Release date: March 20, 2025 (V1.0)
Developer: Digital sun
Publisher: Horse with a hood
Reviewed to: Intel Core i7-10750H, 16 GB RAM, GeForce RTX 2060
Parma steam: Playable
To combine: Official website
Last year I wrote about the Early Access Cataclismo version and shows how refined and well -realized this concept was that it is basically the same game, only with additional pieces. The biggest fragments are additional campaign missions that complement the history of Iris, a mystical supervisor of the mission of saving humanity from monstrous horrors that have been full of their cities every night.
This is not a huge campaign, so it is only a few additional maps of building the city, along with miniature “expeditions” on the narrative, which give breath between all the building of the cabinet and the creation of Merlon. Environment, units, structures are stylish and characteristic, and the world drips atmosphere. It’s a handsome game, although a bit essential in its history.
Cataclismo’s hook is now equally mighty: Ci Citybuild (I Tower Defend), building a brick defense brick, as if you were playing with iconic mega blocks. The best part of the game is to hear the blocks together (hours that had to make such pleasant sound effects) and their restless shaky when you intend to tear them.
Most of the missions focus on manually building structures to defend the base, decorating them with exorbitant decorations, including fire shots and (drink) Merlons, and finally their staff with units trained in local barracks. When the horde attacks this first night, you can sit, sip brandy and admire your idiotics one The wall you forgot to strengthen.
These construction mechanics allow for great flexibility and creativity. But you are narrow by the supplies of wood and stone and that you may not want to spend two hours for pause, creating a masterpiece that will disappear at the end of the mission. Sandbox mode, added during early access, is taken into account for all Liechtensteins who want to make vast, bizarre castles from infinite resources. But regardless of the in which you will build, this is one of the most talented, most readable interfaces you will find in every game – which is not a marked feat, taking into account how often you have to switch between building things and ordering.
During early access, the possibility of recycling many blocks was added at the same time by dragging the mice over them and an amazing tool for reconstruction, which immediately repairs damaged fortifications – if you have resources for it – by processing them exactly as it was. These two functions are probably the lowest largest additions to the early access version, as well as the community that arose around it.
My biggest obstacle when I was looking at the game was insistence stairs. For every level of height in which you expand the structure – and your walls must be high, because it somehow makes them stronger – you need a route so that your units can get there. This means the construction of ample stairs, and then building platforms to physically support them. It seems to me that I review the laws of physics here – which, incidentally, have a lot to answer – but making stairs was such an exhaustive requirement that … Oh, I just repaired it. Never mind.
To my great shame, I do not think that I will ever employ the function of the plan before immersion in version 1.0, but this is a lifeguard when it comes to cleaning repetitive structures. Like everything else in the interface, it works exactly as you expect: you drag the mouse over the structures that you want to copy and, well, that’s all. You can now slide the stairs or this wall when you want, provided you have resources. And if you can’t bother with making them, the Steam workshop side is practically cracking with useful plans and maps produced by users.
Most importantly, you can really order only diminutive parts of your construction work in a community or your own ready plans, taking into account how tactically you have to work around a given environment. Any hills, swamps or ruins that are already present on the map can not be demolished or moved, and these natural obstacles give each map its special taste. Overcoming the environment-using it, planning locations and defense shapes, and stopping the horrors-is a bit exhausting and time-consuming, even with all these functions saving time, but it is still satisfying when all your demanding work pays off.
In the event of an incompatible campaign that can be reproduced, alternative Cataclismo modes will ultimately determine how it has invested. To build castles? Jump into the sandbox mode. How about making or fighting engaging maps? The skirmish mode and Steam workshops are covered by you. The newly renovated endless mode asks for the construction of a city in a procedural generated landscape, while unlocking components and more radical improvements to Rogulite.
Endless is a place where a full package of blocks, units and ghostly monsters finally finally appears. Mostly I liked the story of Iris, but it was good to avoid excessively enigmatic narrative and left to be alone to fully develop the city, while making a series of engaging decisions. For example, one update revealed the entire map, completely removing the fog of war, but with a drastic cost of maintenance that I had to keep (and ultimately I failed).
In a sense, Endless is the real expression of the building’s mechanics and the survival of Cataclismo, giving you space and time to build what you want, while limiting resources to support innovative decision making. It’s a game that makes you put your effort. But then Rome was not built in one day.