A fun game in itself, but there's still room for improvement.
This is mainly in terms of visuals and additional content, as I didn't encounter any game-breaking bugs in my game [v1.20 / 08.2025].
Targeted breeding is also a good idea, allowing you to optimally assemble your squad, but also allowing you to train craftsmen and gatherers.
- Clothing & armor for the Horde, randomly assembled from looted materials
- Unique clothing to highlight the MC
- A bit more tactical finesse so the archer isn't in the front row
- More rooms, such as a training room (sex training), punishment room, bathing grotto
- Larger prisoner area for more hostages
- Forced marriages between prisoners and goblins, partly intended as a reward for goblins leaving the prison but still counting as part of the population
- Orcs as raid members (limited number)
- More logic in enemy raids, these spurs in the base from dead ends or rooms whose access is actually secured
- Traps against enemy raids
- Ability to capture, keep, or sell enemy fighters during their attacks
- Prettier graphics; the style isn't bad, but could be drawn a bit more finely. Would doubling the polygons be feasible?
Edit:
I have to correct myself partially, a few turns later in the game, it was possible to capture an important NPC while defending the dungeon. However, this is possible due to the story. It should also apply to normal attackers.
I wrote the review around week 50.
And one more addendum:
I'm currently in week 110.
Between weeks 75 and 80, I completed Chapter 4 and am now in the sandbox—if you can call it that. There are no more quest elements, and I have to raid the capital again, which I'm currently failing at because my MC dies about 70% of the way through the raid.
I'm therefore in the process of cultivating a strong troop, specifically training them in melee, ranged, and magic, and honing them to level 20 by raiding the previous areas.
What I don't like so far is that I rarely get morale above 70%, and less so if I keep more goblins in reserve.
Even if I mathematically generate more morale than I actually lose, the final value only adds enough to compensate for the penalty.
For example, orcs. Normally, this generates 10 morale points. However, with three girls serving the orcs, I only get 10 + 10 + 1 point.
Furthermore, I lose maximum morale if I have more than 20 goblins in the horde. A better calculation formula should be developed here to, for example, offset the increased morale gain from having too many goblins.
Example: If 70 points is the maximum (I know, after a victory, you can get to 100 for a short time, but that doesn't last long), and I now lose 20 morale per round and generate 30 morale, I should be able to have 30 goblins in the horde before the morale maximum drops. Even just 25, if every goblin over 20 would cost double morale.
I therefore have to deliberately eliminate veterans, lose them, and have to grind several rounds to level up new goblins.
Bug:
After completing Chapter 4, the game often freezes for several seconds, sometimes even up to 30 seconds. This happens in the base game when you click through the menus very quickly, or during battles when there are a lot of characters active, and too much magic increases the graphics requirements. I have an AMD Radeon RX 7800 XT installed. This can also run completely different games.