Silmaris: Dice Kingdom

Silmaris: Dice Kingdom
N/A
Metacritic
63
Steam
40.5
xDR
Our rating is calculated based on the reviews and popularity of the game.
Price
$11.99
Release date
3 December 2020
Developers
Publishers
Steam reviews score
Total
63 (73 votes)

Unforgiving storytelling adventure with dice rolls and turn-based management. Make the right choices and roll the dice to rally the monarchs to your medieval kingdom by diplomacy, war or deception.

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Silmaris: Dice Kingdom system requirements

Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Microsoft® Windows® 8/10 64 bits
  • Processor: Dual core
  • Memory: 2 GB RAM
  • Graphics: 512 MB VRAM
  • Storage: 2 GB available space
Updated
App type
Steam APP ID
1293120
Platforms
Windows PC
Mac
Linux
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WronGGame
WronGGame

I really gave this game a go, but it's feels rough to play, like there is something missing, or at least I wish I could do more with the game.
But in my expirience the game boils down to 3 things:
- Can you live with RNG and a bunch of restarts when things go south? If not this game is not for you (as it wasn't for me);
- Do you like memory games? The events are cool, narrative wise, the first time you encounter them but get old fast on later playthroughs, and the only mechanic involved, apart from the RNG of what events you get, is memorizing the outcomes, in a way that you get what you need or pervent the worse ones;
- Can you set up your advisors in time to have the rescouces to face the challenges the game throws at you? This is arguably the best aspect of the game, the desicions you have to make to be able to unlock them and in which order. Nevertheless still feels lackluster since.

In conclusion: I've paid more for shorter mediums of entertainment, but the same way I won't recommend my OS to someone else, I wont remember this game much less talk about it.
Decent, 4.75/10

Rock
Rock

A fun well balanced game. Its not too long, but plan to die and restart a bunch. Each time you restart you learn more about what choices to make and what to avoid.

I don't really understand the posts saying you can only win one way. There is only one big baddy in the game (which you figure out during play throughs), but you can win with any of the five approaches.

Also, in my last game I won on turn 48. You definitely don't have to stretch out the game to turn 70...

sethkane
sethkane

Silmaris is a short and simple 'choose your own adventure' game with a decent story. The dice mechanic adds an element of risk/reward and managing production of dice and using them at the right time can be the deciding factor between winning and losing.
Sometimes you'll make decisions that will lead to your downfall but the sessions are short enough that you won't mind too much starting from the beginning.
Worth a shot if you like this sort of thing.

interpol99
interpol99

Intriguing premise at first, but the gameplay is ultimately too luck-based, while the UI/UX decisions make repeated playthroughs annoying. Allow me to explain. (Note thatI have many more hours on this game via GOG in addition to Steam).

The gameplay is, as promised, punishing. You accumulate dice via your advisors, then spend those dice when you dispatch your advisors to resolve quests around the map. These range from attacking neighbouring cities, to exploring ruins, to hunting monsters. Every turn you will also be presented with a random event and a related choice to make. Many of these events are elaborate, and have branching story paths, and some even add new areas or quests to map.

The problem with the core gameplay loop is that the quests are not particularly engaging intellectually. You just allocate the maximum amount of available dice to the challenge every time, since failure wastes all dice invested in the challenge, and there are additional penalties for failure in many cases, ranging from loss of advisor to losing the entire game. And the latter outcome is very frequent. Losing any battle challenge against your home city ends the game instantly. And if you ever go to war with a neighbouring city, let alone two of them, they can spawn a difficult army every turn. This rapidly depletes your dice pool, and since you need the war dice to defend, you can never actually attack the opposing city, resulting in a quick game over. Even if things are going well for you (always a temporary state of affairs), about half your turns consist of a single click to have all of your advisors generate and bank all available dice. Which you need to do constantly due to the difficulty and high stakes of the challenges. So half your turns consist of a single boring choice, implemented by a single click.

On to the UI/UX side, the game contains a number of bad decisions for a roguelike. There is a 2-second unskippable turn animation that quickly becomes a frustration. When you click on quests or locations, there is another 1-second zoom effect that's totally unnecessary and again becomes quite annoying. And finally, the cardinal sin of a dice-based roguelike is that the dice take far too long to roll. The default setting is comically slow, and even the fast setting gets annoying when you will be rolling dice dozens of times in a single run, and hundreds of times if you play several runs back to back. Text from events you have seen before can sometimes be skipped, but not always, which is really annoying as you click through the recurring events to get to the decision. The devs did not respect the player's time when they made these decisions, which is bad enough in most games, but it's poison in a roguelike. And the game still showers you with tutorial pop-ups even after you completed the tutorial and are playing a regular game... why can't these be turned off?

The events also limit replayability, because in virtually all cases there are clear right answers, and once you know them, you'll chose them every time. You'll also know to avoid the many hidden traps that are sprinkled throughout the event deck. In most cases, there are no logical clues in the event descriptions to allow you to figure out which one is which. So the whole "choice and consequence" approach in this game comes down to "trial and error until you get it right, followed by the same choice every time". This also hurts replayability.

This game does have its strong sides of course: it has very good writing, a unique setting, decent art/sound, and an intriguing premise. But the core gameplay loop simply isn't there, and UI/UX is not set up for a roguelike experience. In a world with more good games than you can possibly play in a lifetime, this game just doesn't make the cut.

One last picky point - sometimes there is French text instead of English in the UI/UX. This is a minor thing, but one of the places this happens is the "roll" button, which is the single most-clicked button in the game! Not sure how that one slipepd through!

Jaduggar
Jaduggar

It's fun for an hour or two, but I was really disappointed to find that there is no procedural generation to the maps or characters in the game. The simple mechanics and just the nature of games like this, in general, scream out for a mechanism that will ensure that multiple replays of the game are different, each time. The locations, the characters, the progression, the outcomes of your choices... they are all fixed. This means that, once you've beaten it, there's nothing left to do, you already know all of the right choices and playing a second time is both pointless and repetitive.

The irony is that the story, despite being apparently handcrafted for it's one campaign, is already as flat and generic as you would expect from a procedurally generated game, so nothing is gained by having you play the same story over and over. Why do that?

Unless they're planning to come out with a whole bunch of new maps for you to play through, there's no good reason to make the game work this way if it isn't going to be backed up by a story rich enough to make the linear campaign worth playing over and over again.

quixote
quixote

Bottom line, if you liked Sigma Theory, you'll like Silmaris.

This is a very tight, fast strategy game. I haven't won yet, but I've gotten close enough to say any given game probably takes 40-60 turns. (eta: Now having won, I can say that intentionally dragging out longer at a certain point seems to be the only way to win, I won at turn 71)

It's not apparent from the outset, but there's an unstoppable countdown where eventually every city not locked into your side (allied or vassal) links up and fights you to the death.

You start with the dice to generate a couple of each resource at a time. And if you try to go slow, use that to build up and do things, you die. It requires aggressive, risky play, and you're probably going to die a lot. It's fun because it feels mostly fair once you run through the choice screens a couple times to know where the insta-kills come from.

Those feel pretty cheap the first time. At the end of every turn there's an event where you make choices. There doesn't seem to be a random element to them most of the time. But if you pick the wrong set of choices, you can die in the choice menu, or get set back beyond the ability to recover. God help you if you get multiple events in a row that stick you with ongoing resource drains. But the games are pretty quick and there's probably only about two dozen of them, so you figure out pretty quick what the right answers are. They do sometimes get in their own way; if two cities who hate you are about to ally and attack, a third city will show up and offer to tell you a secret for a price. So once you've seen that, you don't have to pay, you know what's about to happen. There's a few like that.

The interactions with the other rulers is pretty neat. You have to ally with or conquer all the other cities. They're on a 5-step relationship gradient, and attacking without cause drops everyone's relationship with you. So it's a neat piece to have to figure out how to annoy someone into giving you a casus belli to manage when to fight.

I think it's a good time and worth the price, but I think it's a little mis-marketed as a kingdom management game. It's a slim, streamlined, fast-paced abstract strategy game; but the empire-building and kingdom management is minimal.

Yragrah
Yragrah

If you don't like RN-Jesus then give this game a miss...

Tat being said, it is a great light strategy/push your luck game that is quite addicting, has some good story beats and well written and illustrated.

Easy to learn and hard to master I believe is the common phrase used about games like this, and one more turn syndrome got me!

Took me 8 goes to chalk up my first victory, and the challenge is a great draw to the game.

All in all for the price you pay for it, this is a great game, easily recommended and endorsed by this ORC!

-100% points as I can't play as an Orc

amjadken
amjadken

lousy game, it's almost impossible to win. Here is an example that finally made me just give up on this game.
1 - I needed soldiers to defeat a kraken that was showed up. Every turn i couldn't beat it I was losing resources
2 - I needed enough spies to defeat the people stealing 1 combat from me each turn
3 - I needed soldiers to hold off 2 armies that were attacking me at the same time
4 - A turn before the armies attack I got a meteor strike that destroyed 5 of all my resources

eff this game, be warned it's infuriating...although it was fun while it lasted.

Braxt
Braxt

Fun board/dice game. It's pretty easy to pick up on.

r/superstonk
r/superstonk

Yeah dude, this game knows what it is. Fun.

You got a great little gimmick, and a very manageable amount of industry math to fuel the gimmick.

Anyway here's how you win, ya scrubs. (3% of players have achieved victory...lol). Get more die. Want more die? Get better Councilors. Want more councilors? Get more fate points. Want more fate points? Go do scouting missions.

You got his :)

jdr196
jdr196

I want to like this game truly, but too much of it fights against you on every step. This game, as much as I hate to say it, is not a good PC game. If you can, purchase it on a mobile/phone platform, for not only is it cheaper, but the UI is designed for it.

Mechanics:
Resource generation and management is the point of the game. However, your means of generation is limited, with 2/6 of the main resources being ridiculously inferior to the other four in relevance, and in-game applications. Every actions requires an all or nothing victory condition. If you spent 6 dice to beat an event/opponents 6 dice, it doesn't matter if all 6 of your dice were successful, or if your opponent rolled all failures. You still spent them, and only 2 resources (Blue and Gold) reward you for spending the die, but only on a FAILURE. So in short, games like "RISK" have a more rewarding resource mechanic than this game. You have 5 neighboring kingdoms that must be either pacified, conquered, or allied, but as you can imagine, that utilizes only 3/6 of the main resources, with technically 2 being used every turn. The final 6th resource "Purple" is this games meta-currency. Only rewarded at the end of event chains, with most chains spending this precious resource as a penalty.

Story:
There's no story, or one I'd recognize. Whether your adviser is a horned goat of a man, or a scholarly woman, they have the same generic response keyed to what their main attribute is. And though one could tell the main influence of the game is "King of Dragon Pass", there's little in story events. Not including location events, (which hold little interaction besides spending Green or Black die) in the first two hours you'd likely seen most if not all the story events and their respective chains. And I must advise any new players to not get attached to their game, as one wrong event could either incapacitate your adviser, reduce their effectiveness, or simply lead to GAME OVER. Now in fairness to the developers, there is a central story chain from start to end. But I loathe it. You have limited interactions with it, from simple delaying the inevitable, speeding it along, and getting a GAME OVER screen because the lack of options to interact with it. Now, if the game was designed more in mind like "King of Dragon Pass", (multiple end game events) I'd be fine with the lack of options. But since it is the only one, and I'd rather not spoiler it, I can safely say it is underwhelming.

Goal:
You must conquer/ally your neighbors. A hard enough achievement by itself, the game as stated cuts that moment of satisfaction short with it's end-game event. Your allies/vassals are useless. They produce a randomly generated resource, at alternating turns. You have no strategic choice on the matter, and you'll be happy to receive your (1) Black resource, as opposed to another useless Green. When you're at war, they send no armies or competent advisers. They're a speedbump with a large resource drain to "conquer", and provide no strategy to the order you defeat them. Each neighboring kingdom has armies that are within 2 turns of you, and spawns another army after 2(?) turns. In short, if it's turn 30 and there's more than 1 kingdom at war with you, you've effectively lost. Because again, the late game event ensures it is an endsieg scenario. All or nothing, no quarter given. They generate more troops, and you're still under the mercy of RNG events that will end your game whether directly or indirectly.

Suggestions:
Improve the Adviser menu. It's clear the user interface was specifically designed for the mobile market, as hiring new advisers is an annoying ordeal of clicking and dragging their portraits.

Allow for multiple generation of resources, especially from items and higher tier advisers. An adviser that can both generate Blue and Gold resource will rarely be used if the player can only choose one per turn.

Stop reminding the player of new location events popping up. I'm tired of seeing "Snow Giant" and "Demonic Servant" every time they pop up on the map, despite the fact they impact neither the story nor present engaging moments.

Actual options in the settings menu. There's this peculiar map effect with strange fog and "movement". Doubly so for the advisers; I don't want to see them swaying. And a means of skipping already seen dialogue would be a god-send.

Make allies/vassals actually useful. Let us decide what resource they provide, or at the very least make the map matter in terms of distance, conquering/trade. The only meaningful impact is the starting relations.

Auto show die results. This may come as a shock, but I don't wish to see every single die roll, especially if they don't land in order. (A simple way of adding tension instead of waiting for a foregone failure).

Positives:
There is an engaging loop of combat, and the initial novelty of seeing the story events and their drawn portraits is charming. And though I bashed it heavily, there is a great sense of reward in spending your Green resource on obtaining new items, and barely winning an event by 1 single die. But to reiterate, I suggest buying this on mobile, and keeping your expectations low.

Badgā
Badgā

Overall a solid game and fun to sink hours into. The ideas below are merely my bias on what I believe would make the game far more enjoyable. Easier said than done of course.

It would be nice to see more impact on the story via the original bold, careful, etc... choices. Feels like no matter which path I choose I am virtually playing the same kind of style. Since if I play slow eventually as I build up my dice via upgrading the cap from 15 -> 30 many nobles will become frustrated that I have not conquered anything yet. Which makes no sense when the basis of that rule was to be careful. Instead I should be punished for adventuring too much or being to aggressive via spies, and rewarded for taking the time to carefully build alliances as well as upgrading the kingdom for max dice. If I was merciless I should be punished for taking too much time and not attacking or scouting as often as I should.

The starting choice should impact the play style as well. Instead of an additional +3 to given dice... A modifier such as +1 to given to spying. Now all spies will gain a +1 modifier.

An option to play randomly without following a path would be a nice option. It would have a consequence with the kingdom. Since the player/ruler is not decided on a path the people/council/nobles feel insecure and thus an increase to being dethroned is a higher risk for example.

As well I know this was a newly released, but if there was ever any updates I would love to see more positive events occurring. It is a bit annoying feeling like every single choice produces a positive and a negative. There should be some choices that purely benefit and some that forces a negative impact. How bad the good or bad impact is depends on the path chosen and the choice chosen.

One thing that was a bit annoying was there was no breather. Just feels like most of the time I am dragged along a story path I have no real control over. That the choices feel already made for me rather then myself making the choices. Fate dice are provide below text showing which choice to make and sometimes showing negative fate dice. Which ruins the ability to make a choice forcing the player to choose that option when beneficial. As well resulting in no choice really being made rather forcing the player into a choice that they really had not other logical option to choose given their path. Please remove the indicators when making a choice.

I would say create an rng situation that gives a probability to preventing an event occurring. As each day produces an event the probability that a non-event day will occur increases. This will allow breathers for the player. So they don't feel like they are continuously being tugged around a forced story line. They can feel some control at least.

I would also suggest not making every kingdom that hates you create an alliance to go to war with the player. I get it adds difficulty to the game, but spicing it up by making it a probable factor would be nice. That when a kingdom does declare war it gives the player a moment of is their going to be another kingdom joining the or maybe not. This could give a sense of hope or hopelessness. Which could add to replay ability and to the excitement in each run through.

Last but not least is the problem of faith. Religion feels horrible. Feel like if I choose this faith or that faith I am screwed. Accepting or declining could result in angering the nobles, etc... and as time passes if I declined my friendships with other kingdoms may suffer. It would be nice to have the ability to counter faith via our own faith. The ability to have faith dice and produce our own kingdoms faith from the start. Allowing us to infiltrate other kingdoms via religion. Through that we could have a faith victory. As well the risk of going faith focused is if the faith becomes to powerful, more so than the players own military or loyal council. The risk of being overthrown or assassinated is higher.

Meron
Meron

The gameplay loop is enjoyable but some of the events in this game are nonsensical and end your run for no reason.

The objective seems to be to force the player to learn all the paths in order to complete the game but there's one at the end of the game and it forces you to lose, which felt like absolute bs.

I can't recommend this game. Best to just watch someone else try it out instead.

gwizdek9
gwizdek9

I absolutely love the game, although i wish there were some kind of challenge modes because there isnt much to do after you beat the game three times.

deityrush
deityrush

This is my first time doing a review. I am not so good at this.. I've the game, love the stories, the mechanics, and I believe the possibility of more content for this game.

The game design I believe makes it possible to have multiple main-story-arcs.

Killer Mammoth
Killer Mammoth

I mean the rng is just brutal. It's hard to base it off of strategy when you can have 2 or 3 bad rolls lose you the game. and even if you stack the odds in your favor there is so much that can happen it's just stupid.

cssneed
cssneed

Great little game,TOUGH! It's massively replayable in the elusive search for victory. Very fun and brutal , not for the fainthearted.

LaTchou
LaTchou

Extremely good, fun and addictive. You will die and die before finding a way to win (there are many stories) and correctly managing dice and risks. But games are quick and you can start over without regrets. Well worth its price.

CryptoCrash
CryptoCrash

This is a very frustrating game. Over time you will learn the encounters and work out the best strategies.... but the random factor will frustrate the hell out of you. The balance of strategy and luck is skewed to heavily towards luck and once you have learned the encounters the game starts to feel very old very quickly.

x_equals_speed
x_equals_speed

In a word: Disappointing

The strategy is shallow, it has none of the complexity you might've experienced from other dice games. The story is predictable. You'll win in a few hours and have seen enough repeated plots that you don't expect the game's got anything more to show you. Would be an enjoyable diversion for a couple of quid but at the moment is grossly overpriced for what it offers.

roukebos
roukebos

As a fan of board games, it is really nice how this games playes
Nice game strategy,, and played it with much fun for about 20 hours.
Great it the different endings and how you achieve them
It is also difficult to master, what I think is great.

Howerver, after then, the games becomes dull, repeatable with too less content and randomness:
- The quests are always similar
- The cities that attack you are always similar
- The advisors are always similar.
- The story lines are similar.

What is needed is more randomness and content
The games costs 12 euro, what I think is at this moment too much for a game with the present content with too much repeatibility.

alphyna
alphyna

A nice tabletop resource manager that is somehow less replayable than you expect. You play as a kingdom ruler with the goal of uniting the land, five resources at your disposal (three of which can be used to pursue completely different ways of subjugating your rivals — war, diplomacy, and intrigue).

Random events spice up the game greatly, adding unexpected and fun twists and turns (nothing compares to dying of a random rat plague on a successful run!). It even has all those achievements for various unhappy endings — you are meant to trial-and-error through the game's systems and events, figuring out a smart approach. Then the game will brutally murder you, and THEN you'll know how to play it right to prepare for the end-game challenges.

The runs themselves are short enough that the trial-and-error nature of the game does not get annoying. They're well-written, your advisors chiming in and adding personality to whatever is happening.

It's just that... having figured the rules out, I don't even have it in me to make a successful run. It's just not an interesting prospective. I think this is due to the fact that you always start in the same situation, with the same rivals and same pool of possible advisors, and there's no general progression — fitting for a tabletop, of course, but out of place in modern gaming world, where this type of gameplay has long been taken over by roguelikes that do it better.

It's not a bad game. The presentation is decent. I've had fun figuring it out. But it really is a one-trick pony, so don't go in expecting hours of gameplay.

bunker
bunker

very pleasant, hard but you can win

pios_miles
pios_miles

Great game. It was instant buy for me. Clean rules system and just the right difficulty. This game is exactly a blend between Heretic Operative and King of Dragon Pass.

Things so far were very promising and I enjoyed every choice story line they have created. It is really cool as it unfolds in a few seasons/turns. For people out there I have bought almost all dice, card, tactical games and would highly rate this game 8/10. The developers needs to add more events though or a complete new map since the overall content comes short(the two points reduction).

Idle_Villager
Idle_Villager

Silmaris is a short form grand strategy with RNG story elements. Crusader Kings for your lunch break.

masterzorack
masterzorack

Silmaris meets the bare minimum for me to recommend it; it took me about 12 hours to beat the game, then another 5 hours to exhaust all the various outcomes, or at least as many as I cared to see. After that, in my opinion, there is little to no replayability.
It was fun and an interesting story, with plenty of choice. I love the idea of dice rolls; its a good strategy and resource management game with (lite) elements of city/kingdom-building as well as the thrill of RNG. And yes, you will die plenty of times before figuring out how to best navigate the decision-making. For me, that adds to the joy of the eventual triumph. However, once you beat the game, you've probably seen all the events, and for me, the game is not enjoyable enough to replay after there's no new surprises.

TL;DR
Get it if you like political strategy and resource management in a high fantasy setting; and if you can handle RNG. Don't get if you consider the price too steep for max 10-15 hours of playtime, or if a bad dice roll makes you break things...

johnbrolfe
johnbrolfe

I don't know if I'm missing something or playing it wrong but it seems unwinable. I haven't played but a few games. No matter when I do I can only conquer or ally one of the other cities before something ends me. It may be a game that can not be won, but to see how long you can survive and how high of a score you can achieve. If I'd known that before purchase, I would not have purchased.

RickMalmsteenBR
RickMalmsteenBR

The concept is fun but the game is designed for you to fail and crashes at the end of every turn

Blazer16
Blazer16

I really like the concept of this create your own adventure type game and even the resource generation element to handle various tasks. However, two components hold it back for me. The first is the dice mechanic, which is the main game-play mechanic. It is too easy to lose an important roll with +3 dice/ 79%+ chance of success. I understand it is supposed to be difficult, but some loses just feel cheap because of the mechanic. I'd prefer and an easy/casual mode that removed the roll/chance element (apart from obtaining dice), so I could enjoy the rest of the game without worrying about game ending bad rolls. The second thing that holds it back is the lack of variety in playthroughs. While you can recruit different advisers from the starting set, the list never changes nor do their strengths. Similarly, the random events that occur during the game are the same for every play through with the only random element being when they occur. This lack of uniqueness during subsequent playthroughs was a major let down for me. Since those two components are major parts of the game, I gave it a thumbs down. If you don't mind a tough game dependent on rng luck, it may be worth the relatively cheap price - especially when on sale.

sixarmedman521
sixarmedman521

RNG too punishing. The displayed odds may be correct but the consequences of failing a roll is way out of proportion to succeeding your tests. This game is a frustrating experience of careful planning, torched by 2-3 bad dice rolls.

Initial playthroughs will be enjoyable but 4-5th playthrough will be infuriating.

Les
Les

Overall nice game, but has some issues:

1) RNG is too punishing and most actions are win-all or lose big. Any given loss sets you back a few turns, which is painful considering game has timers, i.e. it will kill you if you don't progress fast enough. After realising it, you know you can afford only a few loses before game becames unwinnable. Then it's restart (or backup save folder and re-load ^^).

2) There are only two risk-management tools: the configuration of your advisors and purple dices (gold?). Advisors take a turn to exchange which defeats its purpose. My suggestion is to allow advisor to act in the same turn it was exchanged or purchased. The purple dice is very rare and there is just not enough of it (unless you lucked out with events) - selling items is the only way to get enough of it, but then player misses the whole items mechanics. My suggestion is to let it be a tribute from couquered city.

3) When advisor is send on a quest, its skills don't matter. It will be nice if advisor dices were added. Currently, the best advisors are kept at castle to generate dices, while player sends the weakest ones.

Take care, Les

nadn
nadn

Fantastic choose-your-own-adventure story where choices matter, that is not too text-heavy, with multiple approaches to winning. The die system forces you to focus on resource-management with meaningful tradeoff and risk-management.

EWG666
EWG666

Small little game - easy to learn hard to win.

Saddan
Saddan

Why is there no "mobile-port" tag?
Plays and feels like one. At least they changed the tutorial / instructions to match playing on a PC.

The resource management means the dice which you get from rolling your councillors dice - usually for the area / color they're strong in. So you get some dice per turn and barely manage to get enough dice of a specific color for the next ?random? event popping up. Then you wait for a story event happening and repeat ...
Oh, and you get items ... brutally interresting ones giving +x to a color for your councillors.
... and you can reroll ... sometimes ...

Not really getting anything out of this game, sorry ...

Drake thee Great
Drake thee Great

Do not buy. This game crashes every time right after turn one. I played one game after the tutorial, and now it refuses to not crash after my second game. Also, I lost my first and only game due to my council turning into cultists; didn't even get the option to turn into a cultist myself. Their support team replied to my email, and suggested I do a bunch of ridiculous things to fix it; still didn't work. Need my refund on this.