Fiche du jeu / ROGUE BY ROGUEGnomes
Texte original · AnglaisGnomes 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
Notre note
Classé après évaluation des cinq critères
Jeu répertorié. Évaluation à venir.
Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.
Critiques vidéo
Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.
D’autres voix, à titre indicatif.
Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.
Synthèse des discussions
Texte original · AnglaisA 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.
Texte original · AnglaisGnomes (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.
Ce que les joueurs apprécient
- Texte original · AnglaisClassic 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
- Texte original · AnglaisDeep 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
- Texte original · AnglaisShort runs that encourage experimentation and quick pick-up-and-play sessions; run structure compared to Balatro with an endless mode after wave 16
- Texte original · AnglaisDistinct guilds act like character classes with different starting kits, and maps have different biomes, spawn points and music
- Texte original · AnglaisCharming lo-fi, arcade look and a soundtrack that many reviewers single out as excellent
- Texte original · AnglaisExcellent value (frequently bought around $5 on sale), runs on very low-end hardware, custom engine
- Texte original · AnglaisResponsive devs who keep adding free content (new maps, guilds, relics, languages) and act on feedback
- Texte original · AnglaisProcedurally generated maps and modifying the terrain give each run a different puzzle
Ce que les joueurs critiquent
- Texte original · AnglaisShop and relic RNG is heavily influential; some players restart repeatedly until they get the upgrades a guild needs to function
- Texte original · AnglaisBalance: a few items, economy plants (e.g. cactus, yawn/root combos) and mazing strategies dominate, so late-game builds converge and strategic variety shrinks
- Texte original · AnglaisLate game / endless mode becomes sweaty, slow and laggy, with huge numbers of entities, path-visualisation clutter and very long late runs
- Texte original · AnglaisSome guilds feel like meme or challenge starts rather than solid strategy foundations, per a critical review after an update
- Texte original · AnglaisOnly a single save/run slot at a time, even across modes
- Texte original · AnglaisSteep learning curve early on with little in-game guidance for people unfamiliar with classic TD
- Texte original · AnglaisReviewers 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
- Texte original · AnglaisGnome class synergies are weak; most runs stick to one gnome class because of gold cost and class-specific artifact slots
Caractéristiques distinctives
- Texte original · AnglaisTowers (gnomes) are movable every turn, making it a positioning puzzle rather than fixed-node placement, unlike most modern TDs
- Texte original · AnglaisCrops and plants are both the income engine and the buff system, so farming and defense are one loop
- Texte original · AnglaisGoblins and waves can alter the map (e.g. sappers leaving holes in your maze) and tile effects can redirect enemy waves
- Texte original · AnglaisRoguelite 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
- Texte original · AnglaisEndless mode after beating wave 16 with escalating waves, Balatro-style
- Texte original · AnglaisTurn-based pacing with unlimited placement per turn, in a compact, low-spec custom engine
Points qui divisent
- Texte original · AnglaisThe movable-gnome mechanic: praised as the game's defining twist by most, hated as a chore by a vocal minority
- Texte original · AnglaisThe roguelite layer: some love the variance and variety, others say it would be tighter as a straight campaign TD with an optional endless mode
- Texte original · AnglaisEndgame difficulty and sweatiness: hardcore players enjoy the challenge and optimisation, others see degenerate builds and lag
- Texte original · AnglaisDepth: fans praise mastery and synergy depth, critics find strategy shallow and solved (plant economy plus maze)
Répétition et contraintes
- Texte original · AnglaisHaving 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
- Texte original · AnglaisEndgame grind: planting thousands of cacti or crops and still not clearing a level; very time consuming and punishing
- Texte original · AnglaisRestarting maps repeatedly to fish for a workable RNG shop
- Texte original · AnglaisRepetitive opening turns at the start of every run
- Texte original · AnglaisShort-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
Améliorations espérées
- Texte original · AnglaisRebalance dominant economy builds and underpowered guilds so more builds are viable in the 20+ day late game
- Texte original · AnglaisReduce RNG dependence (shop rerolls, guaranteed access to guild-relevant items) or add more ways to mitigate bad rolls
- Texte original · AnglaisBulk or group movement of gnomes and other quality-of-life for repositioning, and multiple save slots (both requested on the Steam forum)
- Texte original · AnglaisBetter onboarding and tutorial for newcomers to mazing tower defense
- Texte original · AnglaisPolish controller support (beta added in patch 2.2) and further late-game performance optimisation
- Texte original · AnglaisAdd a proper soundtrack release (a reviewer wished for one) and requested features such as multiplayer
Texte original · AnglaisLaunched 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.
Sources communautaires
- Texte original · AnglaisTop helpful positive and negative English Steam reviews (local file) ↗
- Texte original · AnglaisLocal Steam metadata: developer, price, review totals, SteamSpy owners, tags ↗
- Texte original · AnglaisSteam store page: description, review summary, quoted critic blurbs ↗
- Texte original · AnglaisSteam forum topics: requested features such as multiple saves, bulk gnome movement, multiplayer ↗
- Texte original · AnglaisOfficial Steam patch notes and dev announcements (1.1 to 2.2, ALLFATHER) ↗
- Texte original · AnglaisEstimated gross and net revenue for Gnomes ↗
- Texte original · AnglaisChecked: the Metacritic page is for an unrelated 2012 iOS game, so no scores for this Gnomes ↗
- Texte original · AnglaisChecked OpenCritic search: no usable entry for DYSTOPIAN's Gnomes ↗
Commentaires archivés du créateur 1
Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.
Texte original · AnglaisTier list Part 4 (2025)
Texte original · AnglaisGnomes 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.
Ce que le créateur apprécie
- Texte original · AnglaisUnusual fusion of tower defense and roguelike where units and structures can be moved every round
- Texte original · AnglaisOpen map with enemies spawning from different places each round forces constant re-planning
- Texte original · AnglaisStrong pregame variety: roughly 16 starting loadouts plus different biomes (forest, swamp, desert) with distinct enemies
- Texte original · AnglaisRerollable shop every round with lots of crops, nodes and passives supports wildly different builds
- Texte original · AnglaisLimited relic slots that can be expanded with money create meaningful choices
- Texte original · AnglaisRuns feel different each time and stay fairly short in round count; appeals to hardcore build-crafting fans
Problèmes relevés par le créateur
- Texte original · AnglaisNot for casual players; slow-paced and requires patience because of constant shopping and repositioning
- Texte original · AnglaisMinimalistic art makes it hard to tell which goblin does what when things get chaotic
- Texte original · AnglaisChaotic moments are less satisfying than in Kingdom Rush or Bloons Tower Defense
- Texte original · AnglaisHe feels he would need much more time to get the best out of it
Observations sur la conception
- Texte original · AnglaisMoving gnomes and structures every round instead of place-and-forget inverts the usual relaxed tower defense loop
- Texte original · AnglaisPlayer shapes enemy pathing by building walls in a fully open level rather than defending a fixed lane
- Texte original · AnglaisTower defense and roguelike elements are aligned better than in many genre hybrids, per his view


