Ficha del juego / ROGUE BY ROGUEGnomes
Texto original · InglésGnomes is a turn-based tower defense with deep roguelike progression, set in ever-expanding, procedurally generated biomes. Build, farm and defend your village as you push deeper into goblin-infested territory. Unlock powerful upgrades and craft your environment to survive the endless goblin horde
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Resumen de la comunidad
Texto original · InglésA turn-based, maze-building tower defense roguelite by the two-person studio DYSTOPIAN in which you place and move weapon-wielding gnomes and plant crops to stop goblins reaching your garden shed.
Texto original · InglésGnomes (Steam, April 2025, $9.99, Windows only) is very well received by players: about 1,850 Steam reviews at roughly 95% positive (Overwhelmingly Positive), with the last 30 days around 91%. Players call it a tight, replayable throwback to classic mazing tower defense (WC3-style) with Vampire-Survivors/Balatro-style roguelite build variety and short runs. Complaints centre on RNG-dependent shop and relic offers, degenerate dominant builds (cactus, economy plants) and a sweaty, laggy endgame, plus the per-turn chore of moving every gnome. It is not early access; the two devs keep shipping free updates (1.3 and 1.3.2 in 2025, 2.0 with 4 maps and 8 guilds in early 2026, 2.1 balance and performance, 2.2 controller beta) and have since announced a new game, ALLFATHER. No Metacritic or OpenCritic entry exists for this game, so the signal is player reviews, plus a few small outlets and curators quoted on the Steam page.
Lo que elogian los jugadores
- Texto original · InglésClassic maze-building tower defense where gnomes physically block paths and you funnel goblins past them; players compare it fondly to Warcraft 3 TD maps and Plants vs. Zombies
- Texto original · InglésDeep build synergies between gnomes, crops, buildings and relics (crops double as economy and buffs, e.g. coffee plant for attack speed), with items that change core rules like fertilising from dead goblins
- Texto original · InglésShort runs that encourage experimentation and quick pick-up-and-play sessions; run structure compared to Balatro with an endless mode after wave 16
- Texto original · InglésDistinct guilds act like character classes with different starting kits, and maps have different biomes, spawn points and music
- Texto original · InglésCharming lo-fi, arcade look and a soundtrack that many reviewers single out as excellent
- Texto original · InglésExcellent value (frequently bought around $5 on sale), runs on very low-end hardware, custom engine
- Texto original · InglésResponsive devs who keep adding free content (new maps, guilds, relics, languages) and act on feedback
- Texto original · InglésProcedurally generated maps and modifying the terrain give each run a different puzzle
Lo que critican los jugadores
- Texto original · InglésShop and relic RNG is heavily influential; some players restart repeatedly until they get the upgrades a guild needs to function
- Texto original · InglésBalance: a few items, economy plants (e.g. cactus, yawn/root combos) and mazing strategies dominate, so late-game builds converge and strategic variety shrinks
- Texto original · InglésLate game / endless mode becomes sweaty, slow and laggy, with huge numbers of entities, path-visualisation clutter and very long late runs
- Texto original · InglésSome guilds feel like meme or challenge starts rather than solid strategy foundations, per a critical review after an update
- Texto original · InglésOnly a single save/run slot at a time, even across modes
- Texto original · InglésSteep learning curve early on with little in-game guidance for people unfamiliar with classic TD
- Texto original · InglésReviewers who bounce off it find it simple, repetitive or shallow: same loop with slight variations, little variety in artifacts, and runs too short for meaningful economy decisions
- Texto original · InglésGnome class synergies are weak; most runs stick to one gnome class because of gold cost and class-specific artifact slots
Características distintivas
- Texto original · InglésTowers (gnomes) are movable every turn, making it a positioning puzzle rather than fixed-node placement, unlike most modern TDs
- Texto original · InglésCrops and plants are both the income engine and the buff system, so farming and defense are one loop
- Texto original · InglésGoblins and waves can alter the map (e.g. sappers leaving holes in your maze) and tile effects can redirect enemy waves
- Texto original · InglésRoguelite meta-loop with guilds and stages unlocked by play, pick-from-options choices and rule-bending relics, described as bringing Vampire Survivors/Brotato-style build craft into tower defense
- Texto original · InglésEndless mode after beating wave 16 with escalating waves, Balatro-style
- Texto original · InglésTurn-based pacing with unlimited placement per turn, in a compact, low-spec custom engine
Opiniones divididas
- Texto original · InglésThe movable-gnome mechanic: praised as the game's defining twist by most, hated as a chore by a vocal minority
- Texto original · InglésThe roguelite layer: some love the variance and variety, others say it would be tighter as a straight campaign TD with an optional endless mode
- Texto original · InglésEndgame difficulty and sweatiness: hardcore players enjoy the challenge and optimisation, others see degenerate builds and lag
- Texto original · InglésDepth: fans praise mastery and synergy depth, critics find strategy shallow and solved (plant economy plus maze)
Repetición y obstáculos
- Texto original · InglésHaving to move every gnome every round is called tedious and frustrating by several negative reviewers, and it is the main dealbreaker for players who prefer fixed-tower TD like Kingdom Rush
- Texto original · InglésEndgame grind: planting thousands of cacti or crops and still not clearing a level; very time consuming and punishing
- Texto original · InglésRestarting maps repeatedly to fish for a workable RNG shop
- Texto original · InglésRepetitive opening turns at the start of every run
- Texto original · InglésShort-lived fun for some: negative reviewers say the loop is simple and repeats the same strategy every run (plant as much as possible, build houses, brute force), so interest fades quickly
Mejoras esperadas
- Texto original · InglésRebalance dominant economy builds and underpowered guilds so more builds are viable in the 20+ day late game
- Texto original · InglésReduce RNG dependence (shop rerolls, guaranteed access to guild-relevant items) or add more ways to mitigate bad rolls
- Texto original · InglésBulk or group movement of gnomes and other quality-of-life for repositioning, and multiple save slots (both requested on the Steam forum)
- Texto original · InglésBetter onboarding and tutorial for newcomers to mazing tower defense
- Texto original · InglésPolish controller support (beta added in patch 2.2) and further late-game performance optimisation
- Texto original · InglésAdd a proper soundtrack release (a reviewer wished for one) and requested features such as multiplayer
Texto original · InglésLaunched April 4, 2025 at $9.99 with strong positive reviews and grew steadily on word of mouth. Mid-2025 updates (1.2 with 17 new languages via Gamersky/AllCorrect, 1.3 with 4 new maps and relics) brought waves of new players, and the devs reported about 15,700 new players in one month after 1.3. After a break of well over a year of seven-day weeks, they returned with 1.3.2 QoL (game speed resets to 1x each day, multiselect building tweaks, late-game performance). Update 2.0 (around March 2026, free) added 4 maps (caves, Niflheim, City, and a combined Portal 2 final challenge), 8 guilds and many relics. Patch 2.1 followed a TD Fest feature and a Daily Deal that brought roughly 20,000 new players; it nerfed degenerate builds (cactus and dynamite cost up and made uncommon, Green Thumb now adjacent only) and improved late-game performance, which a minority of reviewers say hurt late-game build variety. Patch 2.2 added controller support in beta. The devs nominated the game for the Steam 'Best Game You Suck At' award in late 2025. In late September 2026 one of the two devs announced a new project, ALLFATHER, so future content support is uncertain. Windows only (no Mac or Linux). A different 2012 iOS game named Gnomes exists on Metacritic but is unrelated. Web search budget was exhausted mid-session, so community reading is based on Steam reviews, the Steam forum and official patch notes rather than Reddit threads.
Fuentes de la comunidad
- Texto original · InglésTop helpful positive and negative English Steam reviews (local file) ↗
- Texto original · InglésLocal Steam metadata: developer, price, review totals, SteamSpy owners, tags ↗
- Texto original · InglésSteam store page: description, review summary, quoted critic blurbs ↗
- Texto original · InglésSteam forum topics: requested features such as multiple saves, bulk gnome movement, multiplayer ↗
- Texto original · InglésOfficial Steam patch notes and dev announcements (1.1 to 2.2, ALLFATHER) ↗
- Texto original · InglésEstimated gross and net revenue for Gnomes ↗
- Texto original · InglésChecked: the Metacritic page is for an unrelated 2012 iOS game, so no scores for this Gnomes ↗
- Texto original · InglésChecked OpenCritic search: no usable entry for DYSTOPIAN's Gnomes ↗
Comentarios archivados del creador 1
Los resúmenes de terceros basados en subtítulos automáticos pueden contener errores de transcripción o interpretación.
Texto original · InglésTier list Part 4 (2025)
Texto original · InglésGnomes is a tower defense map-building roguelike where you place and reposition gnomes, walls, crops and other structures to protect a house from goblins arriving from varying directions on an open map. It was sent to the channel by a viewer and he went in with zero expectations. He found it a surprisingly strategic, unusual take on tower defense that demands attention every round, so it is not a casual chill game. The minimalistic art and hard-to-read chaos hold it back somewhat. He settles on B tier, phrased as a good B.
Lo que elogia el creador
- Texto original · InglésUnusual fusion of tower defense and roguelike where units and structures can be moved every round
- Texto original · InglésOpen map with enemies spawning from different places each round forces constant re-planning
- Texto original · InglésStrong pregame variety: roughly 16 starting loadouts plus different biomes (forest, swamp, desert) with distinct enemies
- Texto original · InglésRerollable shop every round with lots of crops, nodes and passives supports wildly different builds
- Texto original · InglésLimited relic slots that can be expanded with money create meaningful choices
- Texto original · InglésRuns feel different each time and stay fairly short in round count; appeals to hardcore build-crafting fans
Problemas señalados por el creador
- Texto original · InglésNot for casual players; slow-paced and requires patience because of constant shopping and repositioning
- Texto original · InglésMinimalistic art makes it hard to tell which goblin does what when things get chaotic
- Texto original · InglésChaotic moments are less satisfying than in Kingdom Rush or Bloons Tower Defense
- Texto original · InglésHe feels he would need much more time to get the best out of it
Observaciones de diseño
- Texto original · InglésMoving gnomes and structures every round instead of place-and-forget inverts the usual relaxed tower defense loop
- Texto original · InglésPlayer shapes enemy pathing by building walls in a fully open level rather than defending a fixed lane
- Texto original · InglésTower defense and roguelike elements are aligned better than in many genre hybrids, per his view


