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Duskbastion: Tower Defense RPG

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Night falls on the last bastion of the living

Di Danil Yussupov · Giochi
Punteggio Debuts 84NuovaSii il primo a valutarla

Perché ce lo aspettiamo: Thoughtful descriptions, a deep feature set and two clear modes make this tower defense RPG appealing.

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Informazioni

Night falls on the last bastion of the living. The dead are already moving through the trees, and by dawn something of your walls has to be standing.

This is a defense game with a real town behind the walls. You choose where the keep goes, send workers out to cut timber, train soldiers and archers in the barracks, and lead your knight into the fight yourself.

TWO WAYS TO PLAY

Defense: break the invasion and hold for 30 minutes to win. Endless survival: the waves never stop. Your wave number and your clock are the score.

WHAT YOU BUILD

13 kinds of structure, each upgraded through 5 levels, and the towers change shape as they grow. Walls and gates, lanterns that heal your own, archer posts, cannons with splash damage, frost towers that slow the horde, houses and farms, barracks and workshops, and a tech hall that strengthens everything around it.

The hall grows with the town: 3 stages, from a timber hall to a citadel. Each one unlocks heavier structures, raises your population and thickens the stone.

A working economy. Workers chop wood and carry it home, raise buildings and patch the walls between waves. Mines and sawmills bring income, houses lift the population cap, and a larger army costs more to keep.

WHAT YOU FIGHT

A hero with 10 levels, skill points and 5 abilities at 3 ranks each: a frost burst, a rune strike, a war cry that speeds up nearby allies, a standing aura of protection, and the ultimate call of death. Falling is not the end. The knight returns at the keep and walks back into the line.

5 kinds of undead, and none of them simply run at your core. They chew through whatever stands in the way: towers, houses, your own soldiers. Necromancers raise the fallen, and every fifth wave brings a lord.

6 shapes of wave, each with its own answer. A swarm dies to splash. Armoured bone needs single targets. Brutes are held by cold. A necropolis keeps rising while the summoner lives. A rush arrives all at once, and that is what walls are for. The next wave is named before it arrives, so the choice is informed rather than a guess.

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