Tower Wizard
A solo developer's follow-up to Magic Archery swaps archery for architecture, building an incremental around growing a single wizard's tower toward a definite, well-earned ending rather than an infinite number-go-up treadmill.
8 / 10
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288 Crafting & Building games reviewed and scored, best first.
288 reviews
A solo developer's follow-up to Magic Archery swaps archery for architecture, building an incremental around growing a single wizard's tower toward a definite, well-earned ending rather than an infinite number-go-up treadmill.
8 / 10
The spiritual successor to Theme Hospital that launched rough — pathing bugs, a missing copy-paste room button, repetitive late-game hospitals — and, unusually for this library, has visibly improved rather than declined as measured by its own negative-review volume over time.
8 / 10
A tactical fantasy RPG where you never actually give a combat order — you write a standing set of instructions for each unit and then watch your army carry them out, which makes it one of the closest things a big-budget console release has come to an automation game.
8 / 10
A solo developer's sci-fi idle game with over ten interlocking systems and players who have logged thousands of hours apiece. The reception is Very Positive, and the one recurring complaint is that late-game progress stops rewarding curiosity and starts demanding one correct answer.
8 / 10
The deckbuilder that removed the luck. You see every reward in advance and rebuild your deck between every fight — which makes it the most controllable game in its genre, and is exactly why some players bounce off it. Six dollars, 251 achievements, and criminally under-noticed.
8 / 10
A survival-crafting game with action-RPG combat and a boss list instead of a tech tree, built around a PvP fantasy that most of its players quietly opt out of. Two years past 1.0, with the studio now calling it content-complete, it's worth being precise about which version of this game you're actually signing up for.
8 / 10
A free-to-play space-ninja shooter that has been adding systems since 2013 without ever taking one away. Genuinely one of the most generous live-service games on the market, and one of the hardest to explain to a friend. Reviewed with Jade Shadows: Constellations current.
8 / 10
Shiro Games' open-world mercenary RPG treats a company of sellswords as a small business — wages, food, gear repair and prisoners are the real spreadsheet, and combat is what happens when that spreadsheet goes wrong.
8 / 10
A god-game sandbox where civilizations of humans, orcs, elves and dwarves grow, fight and collapse almost entirely on their own while you throw lightning, plagues and dragons at them. Nearly five years into Steam Early Access, it's still one of the most purely enjoyable toyboxes in PC gaming — as long as you never expected it to have an ending.
8 / 10
Orangepixel's turn-based space roguelike gets a time-loop makeover, and the smartest decision it makes is turning "you died" into "you left something behind" instead of "start over."
7.8 / 10
A voxel zombie survival game built entirely around a scheduled siege that arrives on a known clock and gets worse every time. Eleven years in Early Access ended in July 2024 — the core loop is still one of the smartest in the genre, but the years show in how it looks, runs and argues with its own community about what it used to be.
7.5 / 10
A solo developer in Edinburgh shipped a complete, story-driven survival-crafting game straight to 1.0 with no Early Access period — a genuine feat that's earned near-universal respect, complicated only by a real and recurring complaint that the store page sells it as something more open-ended than the tightly linear campaign it actually is.
7.5 / 10
A classless sandbox MMORPG where every sword, ship and set of plate armour is player-made — and where losing a fight in the wrong zone means losing all of it. Nine years in, and now on Xbox, the question is whether that risk still teaches or just filters.
7.5 / 10
A gorgeous, brilliantly-made extraction shooter that sold 16 million copies and then spent nine months watching its own community turn hostile — with the developers now matchmaking players by how likely they are to shoot you.
7.5 / 10
A beloved co-op space-building sandbox with three distinct eras in its review history — an adored Early Access, a 1.0 launch derailed by an EULA backlash that had nothing to do with the game, and a 2025 wave of long-term fans warning newcomers about DLC and premium currency arriving after a "strategic acquisition."
7.5 / 10
A colony sim that turns its whole progression system into a programming lesson — you don't unlock better robots, you unlock better scripts, and the game lives or dies on whether that scripting language can keep up with the colony you build with it.
7.5 / 10
An action-combat MMO where the fighting is closer to a character-action game than a tab-target RPG, the real long-term game is an offline worker economy running nodes and trade routes while you're logged out, and gear upgrades can fail hard enough to destroy the item you spent months building. Ten years old, still getting weekly content, and still the most mechanically dense MMO most players will ever half-understand.
7.5 / 10
A factory-automation colony sim where the terrain itself is a resource — you mine the ground you build on, dump waste that physically piles up, and the island's shape becomes a side effect of every production decision. Four years into Early Access, with two to four more to go by the developer's own estimate.
7.5 / 10
A charming, tightly designed card-battler with a genuinely novel single-axis spaceship positioning system, whose own most-upvoted reviews — positive and negative alike — converge on the same honest complaint: not quite enough content or variety to sustain long-term mastery.
7.5 / 10
The best character-driven strategy game ever made, and the clearest case in gaming of DLC that doesn't just add content but withholds answers. Its players log 117-hour medians and write four-hundred-vote reviews about the storefront.
7.5 / 10
A rune-socketed action roguelite where the world gets more dangerous the more of it you uncover — a genuinely inventive build system wrapped around a dodge that refuses to behave like the souls-likes it keeps getting compared to.
7.5 / 10
Rat Monthly's pocket-sized incremental has you excavating relics tile by tile and building a museum around them — a review of whether its two-to-three-hour runtime earns its Overwhelmingly Positive reputation, or just ends before the cracks show.
7.5 / 10
A survival MMO that actually earns its licence — stillsuits, spice addiction and sandworms all function as real systems — held back by an endgame that still leans too hard on forced PvP for players who came for the desert, not the fight.
7.5 / 10
A factory-automation game whose endgame isn't a bigger number but a visible megastructure eclipsing a star. Five years into Early Access, the premise is still the best in the genre — the question is whether the game around it has caught up.
7.5 / 10