A skirmish game that finally lets you refuse the fight
Withdrawal is usually the losing move. Here it is a whole campaign layer: the map remembers which bridges you never crossed, and the third act rearranges itself around the fights you avoided. The opening four hours actively hide this, and our first draft of this write-up was wrong because of it.
The interface is the weak point — three menus deep to check something the campaign map should simply show you. Worth the friction, but only just.
- Asks of you
- Patience through a poor first evening.
- Warn a friend
- Reloading after every loss defeats the entire design.