Карточка игры / ROGUE BY ROGUEGnomes
Оригинальный текст · АнглийскийGnomes 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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Обсуждения игроков
Оригинальный текст · АнглийскийA 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.
Оригинальный текст · АнглийскийGnomes (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.
Что хвалят игроки
- Оригинальный текст · АнглийскийClassic 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
- Оригинальный текст · АнглийскийDeep 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
- Оригинальный текст · АнглийскийShort runs that encourage experimentation and quick pick-up-and-play sessions; run structure compared to Balatro with an endless mode after wave 16
- Оригинальный текст · АнглийскийDistinct guilds act like character classes with different starting kits, and maps have different biomes, spawn points and music
- Оригинальный текст · АнглийскийCharming lo-fi, arcade look and a soundtrack that many reviewers single out as excellent
- Оригинальный текст · АнглийскийExcellent value (frequently bought around $5 on sale), runs on very low-end hardware, custom engine
- Оригинальный текст · АнглийскийResponsive devs who keep adding free content (new maps, guilds, relics, languages) and act on feedback
- Оригинальный текст · АнглийскийProcedurally generated maps and modifying the terrain give each run a different puzzle
Что критикуют игроки
- Оригинальный текст · АнглийскийShop and relic RNG is heavily influential; some players restart repeatedly until they get the upgrades a guild needs to function
- Оригинальный текст · АнглийскийBalance: a few items, economy plants (e.g. cactus, yawn/root combos) and mazing strategies dominate, so late-game builds converge and strategic variety shrinks
- Оригинальный текст · АнглийскийLate game / endless mode becomes sweaty, slow and laggy, with huge numbers of entities, path-visualisation clutter and very long late runs
- Оригинальный текст · АнглийскийSome guilds feel like meme or challenge starts rather than solid strategy foundations, per a critical review after an update
- Оригинальный текст · АнглийскийOnly a single save/run slot at a time, even across modes
- Оригинальный текст · АнглийскийSteep learning curve early on with little in-game guidance for people unfamiliar with classic TD
- Оригинальный текст · АнглийскийReviewers 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
- Оригинальный текст · АнглийскийGnome class synergies are weak; most runs stick to one gnome class because of gold cost and class-specific artifact slots
Отличительные особенности
- Оригинальный текст · АнглийскийTowers (gnomes) are movable every turn, making it a positioning puzzle rather than fixed-node placement, unlike most modern TDs
- Оригинальный текст · АнглийскийCrops and plants are both the income engine and the buff system, so farming and defense are one loop
- Оригинальный текст · АнглийскийGoblins and waves can alter the map (e.g. sappers leaving holes in your maze) and tile effects can redirect enemy waves
- Оригинальный текст · АнглийскийRoguelite 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
- Оригинальный текст · АнглийскийEndless mode after beating wave 16 with escalating waves, Balatro-style
- Оригинальный текст · АнглийскийTurn-based pacing with unlimited placement per turn, in a compact, low-spec custom engine
Спорные моменты
- Оригинальный текст · АнглийскийThe movable-gnome mechanic: praised as the game's defining twist by most, hated as a chore by a vocal minority
- Оригинальный текст · АнглийскийThe roguelite layer: some love the variance and variety, others say it would be tighter as a straight campaign TD with an optional endless mode
- Оригинальный текст · АнглийскийEndgame difficulty and sweatiness: hardcore players enjoy the challenge and optimisation, others see degenerate builds and lag
- Оригинальный текст · АнглийскийDepth: fans praise mastery and synergy depth, critics find strategy shallow and solved (plant economy plus maze)
Повторы и неудобства
- Оригинальный текст · АнглийскийHaving 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
- Оригинальный текст · АнглийскийEndgame grind: planting thousands of cacti or crops and still not clearing a level; very time consuming and punishing
- Оригинальный текст · АнглийскийRestarting maps repeatedly to fish for a workable RNG shop
- Оригинальный текст · АнглийскийRepetitive opening turns at the start of every run
- Оригинальный текст · АнглийскийShort-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
Ожидаемые улучшения
- Оригинальный текст · АнглийскийRebalance dominant economy builds and underpowered guilds so more builds are viable in the 20+ day late game
- Оригинальный текст · АнглийскийReduce RNG dependence (shop rerolls, guaranteed access to guild-relevant items) or add more ways to mitigate bad rolls
- Оригинальный текст · АнглийскийBulk or group movement of gnomes and other quality-of-life for repositioning, and multiple save slots (both requested on the Steam forum)
- Оригинальный текст · АнглийскийBetter onboarding and tutorial for newcomers to mazing tower defense
- Оригинальный текст · АнглийскийPolish controller support (beta added in patch 2.2) and further late-game performance optimisation
- Оригинальный текст · АнглийскийAdd a proper soundtrack release (a reviewer wished for one) and requested features such as multiplayer
Оригинальный текст · АнглийскийLaunched 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.
Источники сообщества
- Оригинальный текст · АнглийскийTop helpful positive and negative English Steam reviews (local file) ↗
- Оригинальный текст · АнглийскийLocal Steam metadata: developer, price, review totals, SteamSpy owners, tags ↗
- Оригинальный текст · АнглийскийSteam store page: description, review summary, quoted critic blurbs ↗
- Оригинальный текст · АнглийскийSteam forum topics: requested features such as multiple saves, bulk gnome movement, multiplayer ↗
- Оригинальный текст · АнглийскийOfficial Steam patch notes and dev announcements (1.1 to 2.2, ALLFATHER) ↗
- Оригинальный текст · АнглийскийEstimated gross and net revenue for Gnomes ↗
- Оригинальный текст · АнглийскийChecked: the Metacritic page is for an unrelated 2012 iOS game, so no scores for this Gnomes ↗
- Оригинальный текст · АнглийскийChecked OpenCritic search: no usable entry for DYSTOPIAN's Gnomes ↗
Архив мнений автора 1
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Оригинальный текст · АнглийскийTier list Part 4 (2025)
Оригинальный текст · АнглийскийGnomes 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.
Что хвалит автор
- Оригинальный текст · АнглийскийUnusual fusion of tower defense and roguelike where units and structures can be moved every round
- Оригинальный текст · АнглийскийOpen map with enemies spawning from different places each round forces constant re-planning
- Оригинальный текст · АнглийскийStrong pregame variety: roughly 16 starting loadouts plus different biomes (forest, swamp, desert) with distinct enemies
- Оригинальный текст · АнглийскийRerollable shop every round with lots of crops, nodes and passives supports wildly different builds
- Оригинальный текст · АнглийскийLimited relic slots that can be expanded with money create meaningful choices
- Оригинальный текст · АнглийскийRuns feel different each time and stay fairly short in round count; appeals to hardcore build-crafting fans
Проблемы, отмеченные автором
- Оригинальный текст · АнглийскийNot for casual players; slow-paced and requires patience because of constant shopping and repositioning
- Оригинальный текст · АнглийскийMinimalistic art makes it hard to tell which goblin does what when things get chaotic
- Оригинальный текст · АнглийскийChaotic moments are less satisfying than in Kingdom Rush or Bloons Tower Defense
- Оригинальный текст · АнглийскийHe feels he would need much more time to get the best out of it
Наблюдения о дизайне
- Оригинальный текст · АнглийскийMoving gnomes and structures every round instead of place-and-forget inverts the usual relaxed tower defense loop
- Оригинальный текст · АнглийскийPlayer shapes enemy pathing by building walls in a fully open level rather than defending a fixed lane
- Оригинальный текст · АнглийскийTower defense and roguelike elements are aligned better than in many genre hybrids, per his view


