

For The King
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.


01About For The King
Set in a kingdom thrown into chaos after the king is murdered, For The King blends strategy, JRPG combat and roguelike elements into a challenging adventure across Fahrul. Dice-roll inspired turn-based battles use a slot system for attacks and special abilities, while procedurally generated maps, quests, loot and events keep each run different; parties can split up or stay together. Steam PC supports single-player, local co-op and online co-op. Steam player reviews currently show 87% positive from 31,122 reviews. Interface support includes Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Portuguese-Brazil, Russian, Polish, Japanese, and Korean. Released on April 19, 2018.
Credits
Lowest recorded in 36 months
$0.002023-08-24 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
Show 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| Italian | Yes | — | — |
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
| Polish | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language support
Steam PC lists interface support for {supportedLanguages}.
Play modes
Steam PC supports single-player, local co-op and online co-op.
Controller support
Steam PC has full controller support.
03Frequently asked questions
What kind of game is For The King?
It is a strategic RPG that blends tabletop and roguelike elements in a challenging adventure across the realms.
How does combat work?
Combat is turn-based and dice-roll inspired, with a slot system for attacks and special abilities. Parties fight together, gather herbs for the pipe, make camps and face nightfall.
What changes between runs?
Maps, quests, loot and events are procedurally generated. Lore earned between playthroughs can be used to purchase weapons, items, NPCs, classes and events.
Can the party split up?
Yes. In multiplayer, players can split the party to cover more ground or stick together for protection.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
● IN SHORT: ✅ Recommended 🔲 Not recommended 🔲 Worth the price ✅ Wait for sale ● STORY: 🔲 No story at all 🔲 It's only a side plot 🔲 Bad/boring ✅ Average 🔲 Good 🔲 Outstanding ● GAMEPLAY: 🔲 Boring 🔲 Average ✅ Good 🔲 Excellent ● GRIND: 🔲 No grind at all 🔲 Low to average grind level ✅ A lot of grind 🔲 Too much grind 🔲 Grind is the very essence of this game 🔲 Grind only for ranks/leaderboard/completinist ● DIFFICULTY: 🔲 Very easy / Casual gaming 🔲 Easy ✅ Moderate 🔲 Difficult 🔲 Dark Souls 🔲 Easy to learn, hard to master ✅ Has different difficult levels ● GRAPHICS: 🔲 Ugly 🔲 Average ✅ Good 🔲 Beautiful 🔲 Realistic 🔲 Pixelart / Cell Shading / Comic ● HARDWARE REQ.: ✅ Needs toaster / calculator 🔲 PC not older than 10 years 🔲 PC not older than 5 years 🔲 State of the art 🔲 Hardware not available yet (for max. settings) ● UPDATE POLICY: 🔲 Abandoned 🔲 Eventually 🔲 A couple per year ✅ On a regular basis 🔲 Montly 🔲 Weekly 🔲 Community maintained ● BUGS & CRASHES: 🔲 None / Not discovered ✅ Scarce 🔲 Regular 🔲 Frequently ✅ Minor bugs 🔲 Annoying bugs 🔲 Crashes 🔲 Gamebreaking bugs 🔲 Complete f*ckup ● DISCLAIMER: 🔲 Game received for free 🔲 Game in bundle 🔲 Title refundedShow moreShow less
Fun game, but inherent design flaws make game extremely frustrating. The cute graphics, procedurally generated hex grid set-up, random encounters and more make the game feel like playing an elaborate board game but on your PC. The problem is that the developers came up with too many different ways to make the game difficult, and then made almost the entirety of the game luck based. Even the decisions that can be made come down to do I feel lucky to try this challenge without using limited resources (Healing, Focus, etc.), or do I want to try to use up these rare resources now and hope I get lucky enough to get more later? Almost all decisions have huge luck elements, and luck is not on your side most of the time. Although the combats are challenging, the real difficulty comes with the one-two-three punches of: 1. You need to constantly do side quests and fight optional combats to keep up with the game curve 2. You only have a *very* limited time to complete each quest, which clashes with #1 3. Death is permanent. Either your entire team bites it and it's game over, or maybe one or two survive to raise the deceased which may not be possible and will further reduce your time to complete the quest even if it is. From what I've read, having perma-death in rogue-likes was to make decisions matter and avoid ruining the game by letting people save-scum. However, there's too much RNG in this game to make that an appropriate difficulty mechanism here, as decisions just often come down to luck. The game would be much more enjoyable if they get rid of the time limits and/or the perma-death features, at least as an option in the difficulty selection. The developers have had about 50% of the players telling them this exact same thing. I had heard one dev complain that the time restriction was *critical* to the essence of the game, despite so many people begging for the option to remove it. Hopefully they'll listen to their players.Show moreShow less
So I've noticed quite a few salty reviews on this game and this saddens me greatly. I've played multiple playthroughs and had terrible luck on some and amazing luck on a few as well. This game is not meant to be easy. It is meant to be a challenge. However while challenging it also does a very good job of feeling rewarding when you do get that item, land that crazy hit, or make the perfect save. A trade off for the rewarding feeling is that it will punish you greatly for mistakes and wrong turns. After several great runs and different strategies I can say there is no real 100% win strat. There is however a surefire way to lose if you take 3 chars with all the same damage type. Try using different groups and matchups and I promise you'll find some you love. Overall you will find yourself angry, frustrated, Extremely happy, laughing, and most of all satisfied with this game if you enjoy a challenge. The game is still early acces but the Devs are superb and much more content is in the works. Steel your nerves and prepare for an adventure. TL:DR - Early access game but great support, challenging but rewarding, A load of fun with a few mates.Show moreShow less
After many playthroughs, I really wanted to like this game. This game has SO much potential, but it's wasted due to poor RNG implementation and questionable game mechanics. The good stuff: - Looks good, I like the art style - Easy to learn and play. Even better with friends - has many unique events in game, reminds me of DnD encounters - Many weapon types/skills. Could potentially create versatile classes/playstyles, if it wasn't for... The big problems: - Weapon attack mechanics. In FTK, the RNG makes inaccurate attacks near useless until near endgame when you have 90+ on the relevant stat. For example, heavy attacks generally requires more rolls and have an accuracy penalty on top of that. So while you might want to hit an enemy with that 50 damage attack, you're more likely to roll a 3 out of 5 and do less damage than a regular attack or worse: allow the enemy to dodge it. I almost never use a heavy attack unless I can use focus with it. This makes all the weapons with 4+ rolls unreliable early on and consistency is key to getting far in this game. - Most of your party buffs are not worth casting. There are plenty of weapons that have cool party-buffing abilities, but most of them require a perfect roll to pull off. Combined with the fact that some even have an accuracy penalty on top that means that 50-80% of the time you'll just "whiff" and basically SKIP YOUR TURN. That leads to some terrible game situations where you might have the perfect counter buff against an enemy's attack but you don't even cast it due to fear of missing. There only a few buffs worth casting, like the Greater Water tome's focus restore skill. - Over-reliance on focus. Focus is a key mechanic that's interesting in theory. Attacks, movement, event-rolls, traps, ambushing, sneaking can all be affected by focus. The problem is that whenever you run-out of focus, that character is essentially crippled. There are too many times where you NEED a roll to pass else your party might take massive damage or even die. Focus restoring options are rare for everyone except the Scholar and classes that aren't geared towards focus items will find that their 3 base focus will run out very quickly, causing many events to be failed. - Most mid-late game Enemies are just BS to fight against. Unlike you, enemies rarely miss their rolls due to how leveling works. Enemies also get much faster later on, to the point that even a Hunter with 93 speed will not be able to move first. This creates scenarios where an enemy might use a skill that effectively cripples your party before you even get to your turn. Things include: shock, resets, acid, curses, confuse, poison, attack up (for them), speed up...if the enemy attacks the right character it could very well lead to a wipe. Yes, some items could help you but unless you have the right item on the right character, that acid is gonna eat your 300g chestplate. This doesn't make the game harder, just more frustrating. You didn't lose because you misplayed, but because you were unlucky. - Chaos/Scourge Timers. With chaos occurring every few turns, you don't really have time to "explore" the area or grind for exp/gold. This puts a limit on your already low starting gold, which usually has to go to godsbeards or party heal items if you want to make it far. Also the inflation in the game is just too high. Unless you're fighting every mob you encounter and getting every gold event (which is risky btw) you're gonna find minimal gold leftover after buying the necessary godsbeard and inn services. Splitting the party is not even an option because anyone not in a fight will lag behind on xp and will probably just die trying to fight solo. Also, you better not idle around to fight more mobs because if a scourge creeps up and it happens to be on the other side of the map, then you're gonna suffer it's effects until you get there. Conclusion: I played this game for too long and this review is too long. Honestly, there are good parts in this game, but some of the mechanics really stifle the potential playstyles and creative builds you could make in this game. Right now the best "strategy" is to group up, use low roll weapons and get party heal immediately every game. I think with some changes the game could be much better than it's current form, but as of right now I cannot recommend the game for the long-term.Show moreShow less
---{Graphics}--- ☐ You forget what reality is ☑ Beautiful ☐ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ Paint.exe ---{Gameplay}--- ☑ Very good ☐ Good ☐ It‘s just gameplay ☐ Mehh ☐ Starring at walls is better ☐ Just don‘t ---{Audio}--- ☐ Eargasm ☐ Very good ☑ Good ☐ Not too bad ☐ Bad ☐ Earrape ---{Audience}--- ☐ Kids ☐ Teens ☐ Adults ☑ Human ☐ Lizards ---{PC Requirements}--- ☐ Check if you can run paint ☑ Potato ☐ Decent ☐ Fast ☐ Rich boiiiiii ☐ Ask NASA if they have a spare computer ---{Difficulity}--- ☐ Just press ‚A‘ ☐ Easy ☐ Significant brain usage ☑ Easy to learn / Hard to master ☐ Difficult ☐ Dark Souls ---{Grind}--- ☐ Nothing to grind ☐ Only if u care about leaderboards/ranks ☑ Isnt necessary to progress ☐ Average grind level ☐ Too much grind ☐ You‘ll need a second live for grinding ---{Story}--- ☐ Story? ☐ Text or Audio floating around ☐ Average ☐ Good ☑ Lovely ☐ It‘ll replace your life ---{Game Time}--- ☐ Long enough for a cup of coffee ☐ Short ☑ Average ☐ Long ☐ To infinity and beyond ---{Price}--- ☐ It’s free! ☑ Worth the price ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{Bugs}--- ☑ Never heard of ☐ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugsShow moreShow less
I don't really post lengthy reviews. I contribute with light recommendations (or not recommending). Today I decided to make an exception. My experience with For The King was terrible. As a Board Game developer in real life, I find how ridiculously random this game is to be offensive. As a "mage" type Character, I don't know any inherent spells, couldn't find a spell book for 2 hours of gameplay, and when I did... it was immediately destroyed by a giant crab. My problems here are twofold. First, equipment destruction in an RPG is basically the same thing as deleting the player's levels in order to "make the game harder." In my opinion (comparing this to board games), it's the same thing as weapons and items that are "one time use then they explode!" or instant death mechanics that are a game designers lazy way to solve a problem. Instead of finding a way to create a real challenge, they just take your ♥♥♥♥ away and hope you "do better next time!" And in this game it's worse, because its COMPLETELY RANDOM, and has nothing to do with Skill. I can't "get gud" enough to not have my ♥♥♥♥ destroyed by the Acid Blob. I just have to plan on wasting tons of money on the fight and grinding through mindless encounters hoping to get good drops. Second, randomness has its place in any game... especially a game that's basically a digital board game. Board games rely on die rolls to keep things unpredictable. Without the random occurrence you know exactly the outcome of a conflict and therefore there is no challenge. But this game is too random... I had 91 in a Stat that was checked twice with a weapon and I'd miss over half the time anyway. Statistically, that makes no sense. And even when I had great weapons (in my first playthrough), there are layers upon layers of "random" that are just completely out of my control. Random chance of hitting? Cool, Random for dodge? Okay now random for crit? Okay now random for "special bad thing that's on me" to go off? So the Monsters enter a fight with full health and full "energy" and I have barely any resources and then have to pass 2-3 random checks to hit once and then 2 more random checks to see if my damage is even relevant? Ridiculous. I tried to like this game; I really really did. I really wanted to enjoy the combination of rogue elements and a board game, plus multiplayer. But you do NOT make your game more difficult by robbing the player of their accomplishments or excessive trial and error. Come up with creative challenges. And for Gods sake leave some outcomes within your player's control. Thank you for reading. :)Show moreShow less
DO NOT SLEEP ON THIS GAME. Seriously I had this game in my library forever and thought it would be just another "rogue-like" cash grab but I was so wrong. This game is what I wished that gloomhaven would be, and if that dosen't sell it for you then I don't know what will. The balance is so perfect where you always have to think and the punishing bad-luck moments are usually recoverable (if you plan ahead) . It scratches the dopamine roll itch very well too if you are the kind of guy who gets a little too into modifiable luck-adjacent mechanics (like dicey dungeons or auto-chess). One of my new all time favorites I'm confident to say. EDIT since I got the question about what I mean by cashgrab: In my opinion a cash-grab is when the game follows the exact same formula as an existing game without adding anything new into the mix. Like FIFA, most CoD/BF games (dosen't mean they all are the same but to me they are so I don't see the nuances) and so on. This game has a lot of sub-systems like economy, resource management, massive exploration, interesting loot to be gained in most interactions and so on. If the game was simply, as the screenshots led me to believe a "follow one of a few branching paths" and try to survive until the end like Slay the spire but without the deckbuilding I thought for a long time the experience would be bare-boned. Granted I start the review by saying do not sleep on this game since I did for so long. I know I did not give the game a chance and I regret that. Edit 2: Wow the questions I get are really interesting I'm thankful that we get a cool discussion going in the comment thread, check in if you want and feel free to ask me anything that confuses you.Show moreShow less
I have put 113 hours into this game, so it might come as a surprise that I give it a red thumbs down. If Steam went with an out of five stars rating I'd give it 2/5, but as the thumbs up/down system ask the simple "would you recommend" I'd have to answer truthfully "no". The Good: Underneath it all is a neat little game that plays like a table top board game with rogue like elements and a turn based combat system. You create a party with three characters and explore the land completing small dungeons, main dungeons, scourges, and random events. There's plenty to do and overall the game world hexagonal map portion is pretty good. The Bad: For the most part nearly all the negative reviews on Steam focus on the RNG (random number generation) eliminating any player agency, skill, or tactics. However I partially disagree, it's not so much the RNG, instead it is a combination of the combat system and enemy design both of which combine to make for an unpleasant experience. In most Rogue likes or any game for that matter with RNG, the player can make decisions and utilize strategies to mitigate the RNG somewhat and create more favorable odds for themselves. However this isn't really the case in the combat in For The King as there are certain game design decisions which have nothing to do with RNG. For example in combat the player's three characters are set up in, left, center, and right positions, as is the enemy. The vast majority of enemies in the game inflict "splash damage", which not only hits the targeted character but also causes some collateral damage to a character adjacent to them. Because of this your center rank character will be effected by nearly all attacks in the game since any splash attacks on your right and left character will also target your center rank, additionally nearly a third of all attacks are going to target your entire party since any attacks on the center will "splash" to both left and right simultaneously. Other than forcing the player to place his tank character as the center rank, there is very little a player can do about all the splash damage other than armor up your entire party as much as possible. There is a Taunt ability in the game but it's rarely advisable for your center tank to use it since the splash damage will then hit the entire party anyway. The Ugly: In addition to the majority of enemies having splash damage, there is a large number of enemies who do party wide debuff attacks, (poison, curses, burn, bleed, etc), worst the enemies do not follow the same rules for their abilities as the players. For a player character's attack's special effect to trigger, the player most roll a "perfect" attack roll, that is all his rolls must be successful, this is not the case for a lot of the whole party effect attacks used by the enemy, as long as they score a hit perfect roll or not the negative effect will trigger. Player effect attacks and/or splash damage in addition to requiring a perfect roll to trigger, also have lower to hit odds, which must be boosted using the focus mechanic to have a reasonable chance of triggering, which is a drawback the enemies do not have. They do not need to roll a perfect to trigger an effect and in addition they roll perfect an unreasonable amount of the time anyway. As to the enemies near constant perfect rolls, most negative reviews blame this on the RNG, but I believe this is more do to the enemies stats. Whatever stat they use for their rolls is unknown or shown, but as player stats max out at 95 I have a theory that all enemy stats must be at 95. So the enemy AI's proclivity for prefect rolls isn't so much an issue of RNG, it's an issue of balance and poor game design. This review is getting pretty lengthy so I'll begin to draw it to a close, as I could go on and on about poor game balance and decisions forever. The game can be fun and if offered for free or on a significant Steam sale I would recommend giving a it a glance, and if the negatives sound tolerable to you then give it a shot. Underneath the poor combat implementation and frustrating balance choices is a game that could be a solid thumbs up recommendation. There are ways to create challenge and interesting game play choices without simply handicapping the players, giving all the enemies ridiculous stats, abilities and advantages, furthermore there is a point in which it's no longer an "advantage" but simply just B.S. (Bologna Slices).Show moreShow less
I managed to get some time in with FtK: some just after full release and over the past couple of months. The review pretty much stands with some additions. 1) The addition of the different modes (dungeon mode) and expanded content is great 2) The changes to the chaos system (instead of a hard timer, specific events are on a timer which can be mitigated or even removed by a player's actions. 3) Some interface and quality of life tweaks improved the game flow considerably. However, the game still suffers from "great mechanics cheaply implemented". So for my final recommendation: tentative buy! There's a lot of good play, humour and variation and you'll get a good amount of play time out of it. Just be prepared for some cheap shots (not simply difficult situations): when you can semi-reliably predict the outcome of a roll (gee, if I miss this shot which I've pumped up to 99% chance to hit, the last monster with 1 hit point will crit against my hero with 30 hit points left with 32 damage. Yup! It dodged. Yup, my healer is dead. Called it!), just shut it down for a while, work off the rage quit and come back until it all happens again. *** Original Review*** I had a hard time determining if I should give "For the King" a thumbs up or down. There are a lot of really good things to say about this game. It has a really unique and colourful art style, some great music and a very fresh take on an RPG as a rogue-like. The systems that drive the game present a great blend of what you would normally find in a table-top style board game with the computer taking care of all the under-the-covers mechanics that can make those board games tedious. The devs have done a good job at realizing that the challenge from a game like this comes from the player having to make tough choices. Each "act" of each quest has a timer that, if it runs out, makes progress that much more difficult (the Chaos mechanic). Players must decide if they have enough time to go down into that cave to perhaps find loot and experience but risk elevating the danger inhibiting the ability to complete their main goals. Random encounters give the players a chance to receive a boon or bane, often having to weigh the odds and consequences of failure against the often unknown benefits of taking such risks. Resources such as cash, healing herbs, equipment, armor and weapons that match the ever more difficult monsters and encounters are rare and as the quest progresses, more expensive to buy in towns. And this is the first design point where I think the developers don't trust their own systems enough. In the first act a healing herb (in limited supply to start with) costs about the same anmount of gold the player can get by winning one encounter. In the second act the cost increases not incrementally but by huge factor (about 5 times or so) and in futher acts this rises at the same exponential rate. So much so that buying even one healing herb is so prohibitive it isn't a consideration. While it does make sense that as the land becomes more perilous (and the monsters can drop more coin) such a steep ramp up actually removes a resource balance decision. There's no point in hoarding 10 gold to put to better armor or weapons later in the game when it won't even make a dent in buying a single healing herb. It also throws the suspension of disbelief when a single herb that restores action points is half the cost of an amazing weapon or set of armor. This extreme "inflation" seems to be implemented to fight in-game power creep instead of balancing out said creep. It also leads to a "single strategy" to buy up all the consumable resources you can early in the game and so makes the choice obvious (even required) rather than a decision to be made by the player. The combat system is very innovative. Each character has a set of stats and each weapon uses one of those stats. When attacking or using an ability, from one to five or six "coins" are shown and the RNG determies the success or failure of each "coin flip" based on the associated stat. For some abilities to be successful, all of the "coin flips" must be successful so the higher of number of successes needed the less of chance the action is a success. Players can also spend "focus" to assure that one or more of the coins come up a success and the player needs to balance using focus for critical situations. And here again is where I think the developers need more confidence in their own designs. While the odds of each success and the odds of completing all coin successfully are displayed, I don't think the odds shown to the player are entirely accurate. I tested this out using some old fashioned card-counting and an abacus, which doesn't produce exact mathematical results but certainly points out some possible weightings over time. It seems that if players face higher-level monsters and some weapons, negative modifiers are applied to the roll but not displayed. I think this may be where some of the cries of cheating are coming from. The RNG seems very good in non-combat situations (such as overland challenges and disarming traps) so the discrepency seems very odd for just combat. This may just be a bug/oversight but if it is an intentional design decision, especially in a game so dependent on randomness, it masks an implemetaion issue and is point of frustration at design rather than a challenge of a game. The secondary attacks/abilities use the exact same system, but always have a lower chance of success (which is actually displayed) and usually require more successes than a normal attack. For example a basic stike could have three rolls at 67% per roll (inflicting some damage per success) but a special attack has five rolls at 47% each and requires each roll to succeed. It's a bit of a double-whammy intended to push the player to use Focus which provides a challenge, but it also seems that even if the attempt is successful the monsters have a good chance to avoid the effect. While the game does display what effects the monsters are right-out immune to, far too often using special abilities instead of basic attacks have too low a chance of success and a waste of time when a basic attack has a better chance of at least doing something of use. The monsters follow the same system with a number of rolls and a number of potential successes. It seems though that even if the monster requires five successes to pull off a special attack, it does succeeds four out of five times. While the monsters should be better (and more dangerous) than the heroes, the incredibly high success rate of monsters especially when they need to make so many successes and do so easiliy, makes it seem like they are not subject to the same game rules as the player. It feels like, not so much cheating per se, but simply cheap. The developers have designed a good core mechanic but seem to go out of their way to work around it by configuring the system (incredibly high monster success thresholds, exteremely low success rates of secondary player abilities) to bypass their own design. It's almost a shame because it seems a re-evaluation of the power escalation as well as the configuation of the system (rather than the system itself which seems solid) would shift this perception significantly. Those mechanics, or rather the specific configurations of the mechanics, are to me what is holding back what is at its core a fantastic game. Overall I'd say that "For the King" has the potential to be the classic RPG rogue-lite in the same way FTL is for the space opera. With a better balance of - and trust in - the mechanics the developers have implemented I would give this an enthusiastic thumbs up, but in it's current state that thumb is a very tentative. I'm still going to be playing and following the development of this game because of its potential for greatness.Show moreShow less
A lot of the negative reviews here talk about the RNG, which I didn't find to be much of an issue. If you take risks conservatively, are frugal with resources, are mindful of the game clock, the risk of RNG-wipe is comparable to similar games. So that didn't bother me. Instead, I found the game dull and a bit tedious. For being an RPG, there's not much going on. There's no skills to upgrade, and the loot system is pretty constrained. (In the first biome, you can find boots +1, in the second biome, you can find boots +2, etc). For being a roguelike, runs don't vary much. Each restart feels pretty similar, except that now you're a bit more efficient. This is compounded by it being a pretty slow-paced game. With little randomization in events, world-generation, items, or characters, there isn't really any sweetness to the grind. And it makes the game feels more like a puzzle-solving game than an RPG roguelike. I did appreciate it's whimsically generic setting, puffy graphics, and oddly down-to-earth fantasy role playing. However, in 2021, I feel it really needs some mechanic diversification to make me excited about starting over to see what happens this time and thinking about how I'll adjust my strategy.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.