Key art for Hive and Seek

Game review

Hive and Seek

6 / 10

Developer
Knight Owl Games
Publisher
Knight Owl Games
Released
4 December 2025
Platforms
Windows
Genre
Strategy / Base Defense Roguelite
Monetisation
Free-to-play, no in-app purchases found
Players
Single-player only

The short version

Hive and Seek is a free side-scrolling strategy game about clawing a monster-infested space station back room by room, rallying salvaged robots to defend key infrastructure while resources and threats scale unpredictably across a randomised layout. Made by the small team at Knight Owl Games and released in full on 4 December 2025, it draws immediate and repeated comparisons to Kingdom Two Crowns and Until We Die, and several reviewers say it earns that comparison by adding real depth: branching paths, tricky defense-versus-expansion tradeoffs, and secrets worth exploring for. The reception is genuinely mixed rather than uniformly positive, though: multiple reviewers report real bugs, including units bypassing defenses and destroyed buildings permanently losing their production ability, and one describes the whole loop as tedious micro-management rather than tense strategy. A shared, more structural complaint is that only five levels exist at the time of review, with no save on the final one, an unforgiving combination for what's billed as a 60 to 90 minute session.

Biggest strengths

  • Reviewers who like the genre describe genuine depth beyond its obvious influences, praising branching paths, resource tradeoffs, and secrets to find
  • The core tension between building defenses and expanding to gather resources is called a well-tuned puzzle by more than one reviewer, tough without feeling unfair
  • It's free, and several reviewers explicitly frame it as well worth trying at that price even with its flaws

Biggest weaknesses

  • Real, reported bugs including units bypassing defenses entirely and destroyed buildings permanently losing the ability to produce units
  • Only five levels currently exist, and the final one has no mid-run save, which one reviewer specifically calls "murder" given how long that level runs
  • At least one detailed negative review describes the base-building itself as tedious micro-management, criticizing bots with no autonomous intelligence that idle indefinitely once given a single task

Who it's for: Fans of Kingdom Two Crowns or Until We Die looking for a free, harder-edged take on the same side-scrolling defense-and-expansion loop, and players who enjoy planning around a fixed, learnable challenge rather than a randomly balanced one.

Our recommendation: Worth trying since it's free, but go in expecting real rough edges and a short amount of current content rather than a fully polished package.

6 / 10

Hive and Seek is a free side-scrolling strategy game with a clear pitch: a number of your space stations have been infested by monsters and gone dark, and it's up to you to walk back in, salvage what's left, and rally rebuilt robots to reclaim the place room by room. Built by the small team at Knight Owl Games and released in full, not Early Access, on 4 December 2025 for Windows, it invites comparison to Kingdom Two Crowns and Until We Die almost immediately, and much of the reviewer conversation is about how well it lives up to, or falls short of, that comparison.

A puzzle of defense versus expansion

The core loop, expand to salvage resources while defending what you've already rebuilt, is where the game's strongest praise lands. One reviewer calls the balance between the two "a big puzzle that is tough enough to make you do the planning, but not too tough to require perfect plan or execution," and another simply says clearing every station "is such a great puzzle to overcome and complete," specifically comparing it favourably against "the kingdom games" for depth. Two distinct robot types are reported to steer runs toward meaningfully different strategies, and several reviewers mention secrets and timed windows to roam the whole map and grab key resources, adding planning layers beyond simple base-building. A randomised station layout on each run is meant to keep that puzzle fresh rather than solvable once and repeated, and reviewers who enjoy the genre back that up, describing the game as "atmospheric, replayable, and surprisingly addictive."

Bugs, tedium, and a level count still catching up

The criticism is just as specific and, in places, harder to dismiss. One detailed negative review calls the whole experience "a micro-managing hell," arguing that too many different buildings complicate progression without adding anything interesting, and that the bots have no independent intelligence, forcing the player to manually walk them back and forth across an expanding map rather than trusting them to act sensibly on their own. Bugs come up more than once: one reviewer reports units bypassing defenses for no clear reason, and another notes that a building which gets destroyed permanently loses its ability to produce units afterward, a problem with no known fix at review time. Content is the other clear limitation right now: only five levels exist, and the last one, described as demanding enough to "keep you busy for a while," has no mid-run save at all, which one reviewer flatly calls "murder" given how long that final stretch can run. No difficulty settings exist either, so players stuck on the fixed challenge curve have no lever to pull if it feels wrong for them.

Free, rough, and still worth a look

Taken together, Hive and Seek reads like a game whose ambitions are ahead of its current execution, a real, well-observed strategy puzzle wrapped around bugs and missing conveniences that a paid, finished release usually wouldn't ship with. Its free price tag does a lot of work smoothing that over: more than one reviewer explicitly frames the rough edges as forgivable specifically because there's no cost of entry, language that wouldn't carry the same way if this were a $15 premium release. That's a fair distinction to draw, but it doesn't erase the bugs or the thin five-level count for anyone weighing whether to spend their time on it rather than their money. It's also worth noting the split between reviewers who compare Hive and Seek favourably to its influences and those who find it lacking runs almost entirely along how much genre familiarity each player brought with them: those who came in already fluent in Kingdom-style base defense tend to praise the added depth, while at least one reviewer who wanted the genre to be more accessible than that specifically found the extra systems working against them rather than for them.

A quiet presentation that mostly stays out of the way

Presentation gets less attention than the systems underneath it, but the reviews that do mention it are calm rather than critical. One reviewer describes the game as running "solid, no bugs" for them, noting that the graphics are "cool" and the animation "surprisingly smooth" for a side-scrolling strategy title at this scope, while flagging the audio as thin, "no music, its just a buzz maybe," a gap that stands out precisely because everything else about the moment-to-moment feel earned no complaint from that same player. That split, solid animation and readable visuals paired with a noticeably underdeveloped soundscape, lines up with what would be expected from a small studio prioritising getting its core defense-and-expansion systems right before layering in the kind of music and sound design a bigger budget affords. It also means the game's better moments, working out a build order, learning wave timing and direction on a level that repeats predictably rather than randomizes every attempt, land on their own strategic merits rather than leaning on style to carry them, which is either a strength or a missed opportunity depending on how much a player wants their strategy game to also look and sound the part.

Final verdict

Hive and Seek has a genuinely good strategic idea at its core, one that earns its comparisons to Kingdom Two Crowns rather than just borrowing the look of it, but it's let down by real bugs, a lack of difficulty options, and a level count that hasn't caught up to the depth of its systems yet. It's worth trying because it costs nothing, but it's not yet the finished, polished version of itself that its better moments suggest is possible.

Pros and cons

Pros

  • Reviewers who like the genre describe genuine depth beyond its obvious influences, praising branching paths, resource tradeoffs, and secrets to find
  • The core tension between building defenses and expanding to gather resources is called a well-tuned puzzle by more than one reviewer, tough without feeling unfair
  • It's free, and several reviewers explicitly frame it as well worth trying at that price even with its flaws
  • Two meaningfully different playable robot types are reported to support distinct strategic approaches to the same map

Cons

  • Real, reported bugs including units bypassing defenses entirely and destroyed buildings permanently losing the ability to produce units
  • Only five levels currently exist, and the final one has no mid-run save, which one reviewer specifically calls "murder" given how long that level runs
  • At least one detailed negative review describes the base-building itself as tedious micro-management, criticizing bots with no autonomous intelligence that idle indefinitely once given a single task
  • No difficulty settings are offered, leaving no accommodation for players who find the fixed, learn-the-map difficulty too steep or too easy

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6 / 10
  • Progression 5 / 10
  • Performance 5 / 10
  • Value 7 / 10
  • Originality 6 / 10
  • Replayability 6 / 10