Game review
Golem Gates
5 / 10
- Developer
- Laser Guided Games, LLC
- Publisher
- Laser Guided Games, LLC
- Released
- 9 December 2017
- Platforms
- Windows
- Genre
- Card-driven real-time strategy
- Monetisation
- One-off purchase, no in-game currency, ads or gameplay-affecting purchases
- Players
- Online and local multiplayer supported, though reviewers describe the active playerbase as very small
The short version
Golem Gates strips real-time strategy down to a single commander and a customizable deck of unit, building, and spell cards, explicitly chasing the beloved but discontinued formula of Battleforge. Reviewers who remember that game credit the concept directly, with one calling the deck-driven approach and its 15-second reshuffling mechanic "particularly neat." That goodwill runs into an unusually large, specific, and convergent set of execution complaints: multiple independent reviewers describe pathfinding as genuinely broken, several report AI in the survival mode sending wildly disproportionate waves of units with no apparent balancing logic, and at least two detailed accounts describe crashes and lockups severe enough to require a hard system restart. A separate, specific complaint concerns ultrawide monitor support, with one reviewer reporting a full third of their screen cut off due to the engine's vertical field-of- view scaling. Achievement data confirms the resulting attrition starkly: only 1.2% of the playerbase ever completes the full campaign, an unusually steep drop from the 61.4% who finish its first chapter.
Biggest strengths
- A genuinely distinctive hybrid of real-time strategy and deckbuilding that reviewers specifically credit as filling the gap left by Battleforge's discontinuation
- A neat reshuffling mechanic that trades temporary loss of card-draw control for a meaningful tactical decision about when to reposition your commander
- 100 collectible Glyphs spanning units, buildings, traps, and buffs give real deckbuilding depth for players willing to experiment
Biggest weaknesses
- An unusually large, convergent share of reviewers describe pathfinding as genuinely broken, with units failing to move sensibly or ignoring orders during combat
- Multiple independent reviewers report AI in survival and skirmish modes sending wildly disproportionate, unbalanced waves of units with no apparent logic
- Specific, detailed reports describe crashes and lockups severe enough to require a hard system restart, alongside at least one account of the game becoming permanently unable to launch
Who it's for: RTS fans specifically nostalgic for Battleforge's card-driven, base-less combat model and willing to tolerate rough technical execution for a genuinely different formula. Poorly suited to players who need reliable pathfinding, balanced AI, or an active multiplayer population.
Our recommendation: Worth trying only at a steep discount for the concept itself; go in expecting real technical rough edges that the developer's roughly eighteen months of post-launch support never fully resolved.
5 / 10
Golem Gates casts players as the Harbinger, a lone commander wielding nanite-based "Glyph" cards to summon units, buildings, and spells directly onto the battlefield against ancient warrior golems, deliberately stripping away the base-building and resource-gathering that typically anchor real-time strategy games. It entered Early Access in December 2017 and reached 1.0 roughly four months later — the storefront's own listed date reflects only that later milestone, but the developer's own event history confirms the true original release the previous December. Built on a thin but engaged review base — 84% Very Positive across 69 English reviews — it earns real, specific praise for its central concept from a niche audience of RTS fans nostalgic for a very particular, mostly-abandoned genre.
A concept reviewers specifically credit
The praise for Golem Gates' hybrid formula is detailed and comes from a knowledgeable audience. One reviewer frames the appeal directly: "Sacrifice as a practical RTS with a customizable deck system? Sounds great!" while crediting a specific mechanic: "The reshuffling mechanic (making you unable to give orders for 15 seconds) is particularly neat." Another repeatedly invokes the same touchstone: "Did u like Battleforge? Then try this game." A third calls it "a jewel that you probably missed," praising the "sturdy tactical placement of cards" and unit variety. That's genuine, specific agreement from players who clearly know the genre well that the underlying idea — cards as the entire mechanism for building and deploying an army in real time — is sound and distinctive.
Pathfinding reviewers describe as genuinely broken
Set against that praise is the sample's most convergent technical complaint. One reviewer states it plainly: "Nice graphics, bad pathing, low playerbase. Not worth $20." Another, more detailed, frames it as central to the disappointment: "unit path finding is at times horrible and player units seem... unwilling?" A third independently corroborates the identical issue in a different mode entirely: "the next downer were pathing and AI, sometimes units chase after other units, sometimes they idle a[round]." Three independent reviewers naming the same specific system failure — units not moving sensibly during combat — is strong enough convergence to treat as an accurate, persistent characteristic of the shipped game.
AI balance reviewers say breaks down in survival
A related but distinct complaint concerns how the game's AI opponents scale. One detailed reviewer explains: "horribly unbalanced, even survival against normal AI in a 1v1... will randomly send 40 super units and 50 light units... even when you control all of the power on the map." That's a specific, reproducible account of AI behavior that doesn't track logically with the player's board state, undermining the tactical planning the card-deck system is meant to reward.
Stability problems reviewers call severe
Beyond design issues, multiple reviewers report serious technical instability. One writes: "Great game when its not bugging out or locking up my pc to the point of having to do a hard restart." Another, more recent account describes a total failure to launch: "After verifying the files, uninstalling and reinstalling the game, the launcher will no longer run... I really enjoyed this game but am disappointed I can no longer" play it. Checked against the developer's own event history, meaningful updates continued for roughly eighteen months after 1.0, through July 2019, before support appears to have ended — meaning technical complaints reported after that point, like the permanent launch failure above, had no further opportunity for a fix.
A specific complaint for ultrawide monitor owners
One detailed, 20-vote reviewer raises a specific display issue worth flagging separately: "the devs use UE4 and Vert-, which cuts off a third of my view when playing the game at my natural resolution of 3440x1440." That's a concrete, specific technical limitation for anyone using an ultrawide display, distinct from the general stability and pathfinding complaints raised elsewhere.
What the achievement data confirms
Global achievement statistics offer a stark, corroborating picture of how the review sample's complaints played out at scale. The first campaign chapter is completed by 61.4% of the playerbase, but that figure collapses to 16.7% by Chapter 5, 7.7% by Chapter 10, and just 1.2% for full campaign completion. That steep, compounding attrition curve is consistent with reviewer accounts of a game whose pathfinding and AI-balance problems become more disruptive the deeper a player invests, rather than a natural difficulty curve most players can eventually push through.
Sound and presentation reviewers weigh against genre classics
A more subjective but still specific complaint concerns audio design relative to the genre's most beloved touchstones. One reviewer, comparing the game directly to the titles it's chasing, writes: "comparing to other well know titles like C & C series, Dune or Blizzard games, the sound effects lack of impact rendering" combat feel weightless despite the visual spectacle on screen. That's a specific, comparative critique rather than a vague complaint about polish — the reviewer names the exact genre benchmarks Golem Gates is implicitly measured against and finds the moment-to-moment sonic feedback falling short of them, even while crediting the game's visual art style separately.
Verdict
Golem Gates offers a genuinely distinctive real-time strategy formula that a knowledgeable niche of Battleforge fans specifically credits as filling a real gap in the genre. That achievement is seriously undercut by a large, convergent body of complaints about broken pathfinding, unbalanced AI, and severe stability issues, corroborated directly by achievement data showing almost nobody finishes the campaign. Worth a look only at a steep discount for players specifically drawn to the concept, with realistic expectations about the rough edges around it.
Sources: Steam store page and appdetails API (release date, pricing, platform data); Steam's aggregate review data (query_summary totals, English-language sample); individually read user reviews, both positive and negative, sorted by helpfulness and recency; Steam's global achievement statistics API; Laser Guided Games' own partner-events history from 2017 through 2019.
Pros and cons
Pros
- A genuinely distinctive hybrid of real-time strategy and deckbuilding that reviewers specifically credit as filling the gap left by Battleforge's discontinuation
- A neat reshuffling mechanic that trades temporary loss of card-draw control for a meaningful tactical decision about when to reposition your commander
- 100 collectible Glyphs spanning units, buildings, traps, and buffs give real deckbuilding depth for players willing to experiment
- A distinctive art style and atmosphere that multiple reviewers praise even when otherwise critical of the game's execution
- Roughly eighteen months of genuine post-launch developer support, including content updates well after the 1.0 release
Cons
- An unusually large, convergent share of reviewers describe pathfinding as genuinely broken, with units failing to move sensibly or ignoring orders during combat
- Multiple independent reviewers report AI in survival and skirmish modes sending wildly disproportionate, unbalanced waves of units with no apparent logic
- Specific, detailed reports describe crashes and lockups severe enough to require a hard system restart, alongside at least one account of the game becoming permanently unable to launch
- Ultrawide monitor support is specifically broken, with one reviewer reporting roughly a third of their screen cut off due to the engine's field-of-view scaling
- Achievement data confirms a stark attrition curve, with only 1.2% of the playerbase completing the full campaign against 61.4% who finish its first chapter