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Going Medieval Review (Early Access)

If you’ve logged thousands of hours into RimWorld and Banished, Going Medieval is the perfect new game for you to try. It is an extremely promising new colony sim that just entered into Early Access – boasting a list of features reminiscent of RimWorld when it first came out. Yes, it is still very new and barebones, but the framework has the potential to become another behemoth in this genre.

This review will go over what the game does well and which areas it needs to improve prior to release. Overall, it is still a strong recommend if you enjoyed other colony sims.

Going Medieval is on sale for 25% off full price at Green Man Gaming until June 11th! If you are interested in starting the game, check out our Going Medieval Essential Tips!

Pro: 3D Building is Amazing

Having played other colony sims, the ability to create buildings in 3D is a great change in pace. There are a few kinks to be worked out, but the overall feeling even in Early Access is still fantastic.

Going Medieval is the game to play if you ever wanted to design your own functional village, build a castle from the ground up, and throw up walls/traps to protect your people. It even gives you the option to build a basement or underground rooms if you so wish – some players have actually opted to building their entire base underground!

As the game becomes more developed and more items/buildings are added, your customization will definitely improve. The devs will also hopefully add modding support at some point in game development and that will open the game up similar to how RimWorld has tons of new content in the workshop.

Con: Building System is Hard for Beginners

The system can be a little confusing when you first start out. The tutorial tips give you a brief overview of how to build and orientate yourself to the different levels, but actually constructing a building you the way you want will take time.

One aspect I struggled with in particular was accidentally placing walls/items on the wrong floor and accidentally cancelling/deleting the wrong part of the building when I was trying to fix the mistake. This alongside a slightly unclear camera POV makes the early building process lackluster. Once you get more practice, you should have no problems designing structures to your content – but occasionally something will screw up and leave you feeling dissatisfied.

Pro: Easy to Understand Research System

Very straightforward system of creating different types of books as currency and spending it on your research of choice. Although some people might not like this linear progression system, it makes sense to me from a freedom standpoint. Unlike other games where you are locked into a specific research topic, the system in Going Medieval will allow you to choose what you want to research as long as you have the books for it. This gives you more flexibility to build up resources and spend it once you identify what you need next.

It is also cool to see that even though you “spend” your books, they still exist as physical items that you have to store. It gets annoying though once you progress through the game and end up with stacks and stacks of books with no ability to store them on bookshelves.

Con: Poor Work Prioritization AI

The work prioritization system in Going Medieval is virtually an exact copy of games like RimWorld and Amazing Cultivation Simulator. Unfortunately, it does not quite work as well as you may think. For example, even if you prioritize your “doctor” to healing, your other villagers might still die from their wounds since they were not tended. Likewise, prioritizing cooking does not seem to really prioritize them to cooking. There were multiple instances where the cook would start chopping trees even though the cooking task was not finished and there were more than enough raw supplies available.

Forcing prioritization of tasks is also very micromanagement intensive. You have to select a villager and right click to manually force them to do a task. Having a more robust AI system and an easier method of forcing tasks will be crucial to providing players with a smooth gaming experience.

Pro: Excellent Raid Concept

I’ve encountered three types of raids so far: random raids, raids after you accept a new member, and attacks from wolves. The simple backstory behind why a raid occurs is an excellent system for storytelling purposes and I am excited to see what new scenarios will come in the future.

On the roadmap they describe diplomacy and a vassal system with other villages in the region. Raids backed by these systems will really improve that sense of immersion where you can roleplay as a medieval Lord fighting for land and glory.

Amazing Cultivation Simulator also has a similar faction and raid system where enemy factions will periodically send their disciples to invade your home. You can engage in some basic diplomacy, but most players just choose to fight the battles since it is a fun way to play the game.

Con: Cannot Move Furniture

Really big pet peeve of mine is not being able to adjust furniture in rooms. I like to design a very basic structure when starting the game, but moving everything around once I have a more permanent structure built. Going Medieval does NOT have any way to move furniture, meaning you either have to design your buildings very well right away, or you have to deconstruct and rebuild items where you want them.

Keep in mind that each time you deconstruct furniture you also lose part of the materials. For wood furniture it is no big deal, but rebuilding a kitchen early on can be problematic since iron ingots may be hard to come by.

Pro: Great Colony Sim for Beginners

Although building may be difficult for absolute beginners, overall the game is extremely forgiving. It is actually fairly difficult for your village to get wiped out – food is relatively easy to come by as long as you researched preserved food, and raids are low risk as long as you have 1 archer.

Many of the game concepts are also easy to get the hang of within an hour of starting such as planting crops, building roofing, setting storage areas, and setting up breweries/smokehouses.

Con/Neutral: Limited Combat

Lots of opportunities for the devs to expand on combat in the future, but at the moment it boils down to putting archers on roofs/hills and sending melee fighters to guard the stairs leading to the archers. Once archers start firing, you just have to manually select targets for your melee fighters to ensure that no one reaches your ranged troops.

Unfortunately, there is no “hold ground” command and you end up with a zerg rush towards the enemy the moment they are in range. I usually end up with injuries on the archers due to this whenever I get lazy and don’t manually set targets.

There is a lot of promise, however, since the siege concept shown in trailers could open up so many opportunities for squad-based combat. I have this down as a con currently but will realistically be a pro in the future after some development.

Neutral: Lack of End Game Content

As a brand new Early Access game I have little expectation for having a fully fleshed endgame. However, before buying you should be aware that the vast majority of intended features are not yet implemented. Take a look at the roadmap and see if you like what you see.

I personally already really enjoy this game, and the roadmap is extremely promising to me. It is not a guaranteed hit, and people should be careful for sure, but I am willing to take the risk based on what I can see so far.

Final Thoughts

Overall verdict for Going Medieval is a buy even in its Early Access form as long as you can overlook some of the bad quality of life aspects. It is definitely an enjoyable game despite not having all of its features quite fleshed out yet. Many of the planned future developments are also exciting to see since it seems to take a different direction than other colony sims.

Going Medieval is on sale for 25% off full price at Green Man Gaming until June 11th! If you are interested in starting the game, check out our Going Medieval Essential Tips!

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Transport Inc. Review

Transport Inc. is a new strategy management game that places you in the role of CEO of a new transportation corporation. It has a laid-back art style and a chill theme with minimal complexity. This is one of the easiest tycoon style games for new management gamers to start with. For those who have experience in this genre, Transport Inc. is one of the games you pick up to just have a chill time at. This review will go over some of pros and cons of Transport Inc and will also highlight the unique features that other games typically miss out on.

Overall, this game is perfect for anyone new to the management tycoon genre because of its easy to start gameplay and the casual theme. You can fully control how fast you want to expand and the game offers various settings to allow you to stay ahead of your competitors while going at your own pace. There is also a reasonable amount of depth if you want to try your hand at micromanaging all of the individual vehicle routes for maximum efficiency. You can either pay no attention to the overall profits as long as you are positive, or you can dedicate more time to figuring out exactly how to maximize your growth. This style of game is appealing for new and old players alike – but experienced players may find the total features slightly lacking in depth.

Best Features


Transport Inc has a system where you have to manage how much you pay your employees or they end up going on strike. There isn’t too much depth to this since you really only have a slider that dictates total pay, but the feature itself is great to make things more realistic. As the company expands and time goes on, it is natural for your workers to want more money. This system forces you to consider which vehicles and transportation routes are worth keeping late game. You may have to spend some time digging around the “Routes” menu to figure out which buses can be better allocated elsewhere. Increasing pay pre-maturely also leads to less profits that could be dedicated to expanding your company. However, leaving the pay increase too late could lead to a costly strike that you have to pay a bribe to end. This in itself can set you back – but adequate monitoring will allow you stay ahead of the game.

Country License System

To expand your corporation into other countries (or states), you have to purchase a operating license. Large countries and states will require more money to purchase the license – it can go from $60,000 to even $200,000. This feature adds an interesting strategic component to the game where the player has to consider whether or not the license is worth the investment. Instead of $60,000 going towards more vehicles and routes in your existing territory, will the new territory provide more profitable opportunities? To answer this question, you can check out our beginner’s guide for tips on when to expand. You will have to manage your funds to ensure that you have enough cash remaining to actually take advantage of the new territory while still being ambitious enough to seek out these new opportunities in the first place.

Manager System

Transport Inc. allows you to hire managers that can automate when your buses, trains, and planes are sent off to depots for repair. This prevents the player from being crushed by the huge amount of micromanaging that could occur late game once you have dozens of vehicles all over the map. However, this manager system does come with a cost. The initial cost to hiring a bus manager is $25,000, and buying a depot is another $25,000. At the start of the game $50,000 can go a long way to increasing your profits and growth. The player will essentially have to decide at what point the automation is worth the investment cost. Again, this feature adds to the realism of what the cost of a corporation may look like. Larger companies will need to spend more on management employees to ensure that everything runs smoothly. Likewise, the train and plane managers cost a lot more and purchasing enough depots for all of the vehicles will be another few hundred thousand dollars. Check out Tip #2 in our beginner’s guide for more information on when it is best to hire managers.

Bank Loans and Interest

Like with most business tycoon games, Transport Inc. has a system for taking out loans to invest into your business. One of the biggest differences is that this game is absolutely merciless when it comes to interest rates. Any new players reading this: be very, very mindful of the interest and think extremely carefully about whether or not you actually come out ahead. If you take out a 18% loan without thinking, it can put you back several months just paying off the interest. Make sure that the new route you are investing in will generate enough revenue to actually make the venture worth it. Likewise, a well-thought out loan can definitely boost your company growth by a ton. The bank loan feature in this game is very simple, but also captures the essence of what players need to consider in taking out loans. General rule of thumb that we advise is to avoid any interest rates of over 12% since it becomes much harder to make a good return on.

Chill Music and Satisfying Money Notification

The overall vibe from Transport Inc. is very relaxed and minimizes any stress that you may encounter. Music does a great job of giving you a good atmosphere to just chill out in and enjoy the game. It definitely fits the upbeat, satisfying tone of the game. Likewise, seeing the money go up in your account is also strangely satisfying. Whenever your vehicle reaches a city, you see the passengers or cargo unload and you get a nice green popup in your screen that tells you how much you just made. Overall the developers did a great job in making this game a satisfying experience.

Great Campaign (Tutorial)

This game does a great job of creating a tutorial that draws the player in piece by piece. The campaign starts off with just the basic bus routes and slowly adds more and more features until you are expected to just run the company successfully. I can see how starting this game in freemode with just a few tooltips can be extremely confusing. This approach does a great job of keeping the player engaged. You don’t have to worry about not being able to pick up on the different aspects of the game as long as you finished the campaign.

Natural Disasters and Sabotaging Competitors

There are a variety of complications that spice up this game. You could meet a natural disaster that shuts down all of your routes to a city, or you could experience a boost to income from holiday trips. Anything can happen to both you and your competitors and forces you to stay on your toes. The sabotage system in this game also adds a light level of strategy where you can do things that effectively put you ahead of your opponents. It is not necessarily overpowered, but it definitely does give you an advantage. This feature is enough to give the game that competitive edge, but not overwhelming to the point where it becomes more of a fighting game.


Vehicles automatically run even when empty

There is no option at the moment to stop the vehicle from running the route if it is empty (due to ticket prices being too high). This results in an empty vehicle running all the way to its destination and costing you fuel while generating no income. There should be a default option that allows you to stop this from happening. This is especially annoying for new players who don’t have a good sense of ticket prices yet. You could leave things as the default and vehicle could just run with no delay – resulting in a player being set back a ton due to lost income. See Tip #3 on our guide for how to manage this issue.

Star system is poorly designed and provides little feedback to the player

It is a good idea to have some sort of feature that dictates required vehicle quality and how that can affect ticket prices – especially when taking into account the size of the city and needs of the customers. However, the current implementation is faulty in that the user really has no clear idea of how the train stars match up to what the route needs. The general idea of larger cities requiring more stars makes sense – but there needs to be more feedback for the player to use. At the moment, the best way to avoid this issue is to micromanage and change up the ticket prices through multiple trips to find out the best price. However, there should be a system that allows you to copy over the same prices for similar routes once you have discovered one that works. It is very tiresome having to do the same thing over and over again for each and every single route.

Needs a cleaner route interface and an option to adjust ticket price on that menu

Currently you have to go back and forth between the routes menu and the actual train where you can change the ticket price. This adds needless clicking and should be improved so that the player can easily see which routes need some micromanaging. The UI is also a little confusing since it isn’t very clear which number is the trip profit and which one is monthly. A hover-over tooltip would be a great fix and allows the player to see more information about their vehicles.

No option for partial loan repayment

Transport Inc. does not allow you to repay your loan partially. You either have to repay the whole thing, or you just have to get hit with the full interest. Not entirely sure if this is an intended function, but either way it is very frustrating to not be able to chip away at loans. There should definitely be an option to slowly work at it instead of having to do a large save-up of cash. One current fix for this is to take out another loan with smaller interest to make up for the difference you are missing and repaying the loan that way. This can be considered as a way to “refinance” loans to a better interest rate. See Tip #6 on our guide to overcome this issue.

FPS drop late game

Depending on your set-up, you could completely avoid lag altogether. However, I started experiencing some FPS drops as soon as I got more than 40-50 vehicles running (using a budget gaming laptop with 1050 Ti and i5-8300H with 16gb RAM). Keep this in mind if you have a rig that has worse specs. However, Steam reviews seem to suggest that this game runs very well even on older PCs. You may have to tinker with the options a little bit to minimize any stuttering you may experience.


Overall, Transport Inc is a great buy for around $10 and is easily worth the money. It scratches that business management itch very well and includes several features that every good tycoon game should have. However, there are a few gameplay and UI issues that have to be fixed before this game can really shine. I would definitely recommend you pick it up if you like building businesses or if you are new to the tycoon genre altogether. If you are a more experienced player, I would recommend waiting for a sale or until these issues are fixed.

Thank you all for reading and please check out our Transport Inc Tips and Guide for how to get started in the game. Also follow us on Twitter to stay up to date with our guides and reviews! 🙂

Conqueror’s Blade Review 2020

Conqueror’s Blade is a team-based MMORPG where you play as a Hero leading your own squad of troops in field battles and sieges against other players. You can freely switch between any of the 11 weapon classes and level up unique skills that are adapted to your own personal playstyle. A key component to this game is commanding a vast variety of units to charge into battle alongside your Hero. This combination of weapon and unit choice allows the player to have true freedom for how they want to pursue the game. Please refer to this link here for the direct Conqueror’s Blade website and this link here for the Steam page.

Currently, Conqueror’s Blade has entered into its 4th Season and has already made many sweeping changes to how the game is played. Many classes have had their abilities changed over time, some have received hefty nerfs, and the introduction of the new Maul class has also affected how other classes are perceived. Each season has also introduced new units specific to the cultural theme of the season. They are unlocked by completing specific quests and require a bit of a grind to obtain – not all players are a big fan of this method.

Key Features

Integrated Strategy and Action Gameplay

Conqueror’s Blade combines strategic unit controlling mechanisms with action combat using your hero. A large part of the game is obtaining new units and levelling up skills for your weapons so that you can better defeat your opponents later on. New players will start off with weak “peasant” units and slowly move their way up to elite armoured infantry or cavalry. However, the game also evens the playing field by attaching a “Leadership” cost to each unit and capping every player at around 700 Leadership (unless they have bonuses from crafted armour). This forces a player to think strategically about their unit selection and help reduce the noob pubstomping that would have occurred. Every unit also can be levelled up through playing with them. As they level, you can allocate points into perks that can boost their current abilities or cover their weaknesses.

Incredible variety in playstyles

There are 11 weapons in the game that each have unique abilities that dictate the playstyle of the weapon. There are vast differences between how each class can be played and these differences are further accentuated by which units you bring into battle with you. Some players like to combine a ranged weapon with a shieldwall unit to engage in frontline harassing gameplay, others like to bring in a unit-killing machine alongside sword and shield units to charge into the enemy flank. The game permits very creative uses of heros and units – it is entirely up to you how you want to play the game. Conqueror’s Blade adds a whole new level of depth to the gameplay once you begin to learn how to work with your teammates and combine advantages from your heroes/units with theirs. Some hero abilities can knock-down shield walls, while others can lock opponent heroes into hard CC – using an effective combination of hero abilities and unit movements significantly improve your chances at success. This turns the game into more than just a Dynasty Warriors clone and players that enjoy using their brain while gaming will definitely want to try this out.

Player Controlled World Map

Groups of players in this game can form guilds called “Houses” that fight one another in weekly Territory Wars to gain control of fiefs on the map. This control grants them the ability to change tax rates, determine who can actually harvest resources on their territory, and generate additional funds for their own members. Up to 3 Houses can come together to form Alliances that help each other in Territory Wars in both attacking and defending their fiefs. Alliances can also engage in diplomacy with other Houses or Alliances to advance their own agendas – promises can be made, but they can also be broken. It is a very realistic display of how politics can be used to build and destroy your fiefs.

Pros and Cons


  • Fantastic strategic depth
  • Large variety of playstyles and weapons to choose from
  • Unique unit-controlling mechanics
  • Houses tend to be kind to new players and offer support in starting the game
  • Territory Wars are a great guild-based PVP feature that has tangible results
  • Overall satisfying gameplay


  • Long grind to fully level up units and unlock the final tier
  • Servers have numerous lag-related problems
  • Balance of certain classes and units is a constant issue
  • Territory Wars don’t always work and can have bad lagging issues
  • Bad player experiences with the support team

Overall Gameplay

Gameplay-wise, this review will give it a solid 9/10. I grew up playing Mount and Blade, and this is the best multiplayer version of that game I have ever played. Unit control plus strategy plus unique weapon classes with individual skills is an ideal mixture for me. Every part of the combat seemed to fit together very well to provide a satisfying gameplay.

Server Issues

However, issues like bad servers definitely ruin some enjoyment. Having played on the Frontier version of the game, it made me realize how many of my issues with the game are purely due to lag and lack of responsiveness from the server. The game itself is fantastic, but the surrounding issues diminish it. Although it only occurs in around 10-20% of my matches, it is noticeable enough to cause a good amount of frustration.


Despite what other players might say about specific classes, I personally feel like a casual player can definitely enjoy any of the classes as long as they try them all out beforehand. Different classes are good at different things – if you force a certain playstyle then certain classes will still do very poorly in your hands. Find one that works with how you want to play and you will still have a great time.

At the same time, there is one specific class that I think needs to be changed given how much it is able to do. Maul is the newest class that has been added and it just seems to be able to do so much compared to all of the other classes. It can kill units, kill heroes, knock down shieldwalls, has a charging ability, and can also use heavy armour. Some players might argue that the main drawback is it requires great stamina management, but even with bad awareness of stamina it is still able to do a ton of damage. It will be interesting to see what changes will be made, but I definitely do think something should be done about this class.


There is a great variety of units that can be viably selected. Some units are more meta than others, but there are multiple types of units that you can use to fit into your own personal playstyle. If you have no particular preference, check out our unit guide for starters to have an accelerated path towards end-game units.

The only unit that I truly find a problem with at the moment is the Falconetti Gunners. If you decide to play this game longer, you can easily recognize these guys as the ones that drop a rain of cannons on you and your units. Some players argue that these are easily countered by melee since they can’t attack units within a certain radius, but they still do absolutely ridiculous amounts of damage and CC at a rapid rate. Very little has been done so far to take away that crazy power, and so keep in mind that these types of units do exist in this game.

Territory War and Houses

Although I am not too personally invested in Territory Wars, it is a part of the gameplay that can be an amazing experience. Of all of the houses I have been in, all of them have been supportive of new players. Veterans would take the time to show them the ropes and teach them the basics of how to use their units most effectively. When you get into the War you genuinely feel like you are fighting a battle against other players and things can get very competitive. There will be a gap between a newcomer and veteran player in terms of ability and in unit quality, but working together as a team with your House is a fantastic PVP experience.

The Grind

One of the biggest issues I have with the game is the amount of grind necessary to level up units and obtain previous seasonal units. A friend of mine who started this past summer has dedicated around 250 hours to the game and has only levelled up 2 of his units – neither of which are Purple units. It will take a casual player a few months to actually be fully fleshed out in units and equipment. This in itself isn’t necessarily a bad thing – there still has to be a progression that motivates players to keep on playing.

However, the method for obtaining previous seasonal units is absolute garbage. Instead of doing 6/8 quests or 8/10 quests, new players now have to complete 8/8 and 10/10 quests. Keep in mind that some of the quests are things like “Defeat 5 heroes in a single battle 9 times” and “Have 240 unit kills in X battles in your group”. If you don’t hit that number, you just have to keep on playing game after game. For me personally, it took a lot of the fun out of the game when I tried grinding for them. Another problem area is that some quests require Deathmatches or Free Battles. If you happen to have work at that time, you are out of luck. There are no substitutions and you will end up having to pay real money to finish the challenges.

Place in the MMORPG Landscape

Conqueror’s Blade is a one of a kind type of game at the moment. No other MMORPG has the same gameplay mechanics, although games like Kingdom Under Fire 2 does come close. It has a unique blend of strategic use of units and straight action in using your hero to demolish opponents. If you have ever wanted to play as a captain leading your squad into battle – this game does exactly that. Teamwork is also an essential component to actually winning battles – working together and using cohesive strategies is an immensely powerful tool to succeeding.

Outside of battles, the player can also engage in open-world resource gathering, trading on the marketplace, completing fief quests, crafting weapons and armour, creating unit kits to replace fallen soldiers, and even engaging in duels with other players. These other areas of gameplay do take some time to get used to, but add a great amount of depth to the game. While other MMORPGs tend to have their own version of these features, Conqueror’s Blade is unique in that much of these features are tied to the player-controlled fief system.

Other than the starting main city and two connected villages, virtually every other fief can be taken over by player guilds through Territory Wars. When a group of players come together as a guild (otherwise known as a “House”), they have the ability to fight with other Houses during set times in the week to take over fiefs. The owners of the fiefs can then set “Tax Rates” on the resources the fief controls – thereby providing another source of funding to their own players. There are numerous other features like the ability to craft advanced unit kits and guaranteeing a weekly payout to House members that make fiefs a very coveted late game goal. No other MMORPG currently has this style of player-controlled territory management that is this integrated within the gameplay.

With these features in mind, Conqueror’s Blade definitely still has a place in the current MMORPG community. However, there are definitely issues that have to be considered when a player is thinking about committing to playing this game for any reasonable length of time.

Is this game worth playing?

Any player interested in strategy-action games should definitely try Conqueror’s Blade out. It is a free to play game and the current season rewards help speed up progression in the early stages as well. My recommendation would be for you to play till at least level 60-70 to truly have a good idea of what the game is really about. Joining a House will also provide a better idea of whether or not this game is for you. Refer to our beginner tips here and our unit guide here to reduce any regrets early on.

My review is geared around the gameplay and whether or not it is actually worth playing, but there are more considerations than that when it comes to determing the amount of time worht investing. Definitely take a read through Reddit here for a good idea of why quite a few players are upset at the lack of support, questionable servers, and seemingly unbalanced classes. Keep in mind that Reddit is not a great representation of the entire gameplay community, but it can still be a good way to see why you SHOULDN’T play the game.

One thing I will say though, is you should definitely not spend any money on the game until you are at Level 70 at the very least. The game provides with enough bonuses early on and the money you spend really will not make a huge difference. The reason why I say Level 70 is that at Level 60 you will begin to be placed against higher level opponents who could make the game much more difficult for you – for some players the difference is enough to put them off of spending more time on the game. Another reason is that at this point, you likely will have joined a House and experienced a few Territory Wars. If this is not your thing, then the end-game won’t really be for you. Worst thing you can do is end up spending money on a game that you later on find out is not really what you want it to be.

Kijin Verdict

Come for the gameplay, leave because of all the other issues you end up having to put up with. This game will draw you in with its unique, amazing gameplay that engages you for weeks and weeks. Unfortunately, you will realize after a certain point in your progression that things have slowed down quite substantially. You will begin to see the server issues, unit/class issues, and how much of a grind the game will truly end up being. New players at this point will either be burnt out or will slow down their pace and allow themselves the enjoy the game for what it is.

My advice for new players is to treat this game like a marathon, not a sprint. Definitely enjoy the early game progress and fully immerse yourself as much as you can, but once you hit the wall like all other players have, take a break and come back.

Beginner Guides

For any newcomers that are interested in starting the game, here is our list of beginner guides to help with the early game:

Conqueror’s Blade Top 12 Beginner Tips

Conqueror’s Blade Best Starter Units 2020

Conqueror’s Blade Top 10 Strategy Tips for Beginners

Conqueror’s Blade Beginner Bronze Guide

Conqueror’s Blade Beginner Nodachi Guide