A combination of Strategy and City Building, featuring modular units, organic growth, and true simultaneous movement. Territory expands into unclaimed tiles automatically while population grows exponentially. Units draw directly from population for manpower, their armament is entirely up to you.
Mavors 在线人数与 Steam 图表
实时
在线人数024 小时 —
24 小时峰值玩家0今日最高样本
30 天峰值玩家0平均 —
历史峰值玩家0自开始追踪以来
30 天游玩时长—估算值
Steam 图表 · 30 天在线人数等待采样
正在收集每日样本尚未存储该游戏的每日样本。积累最初几天的历史数据后,曲线就会出现。
24 小时—7 天—趋势持平
评测0 篇评测
—No user reviews
0 篇好评0 篇差评
推荐数—
媒体
5 张图片
游戏详情
关于这款游戏
游戏
发行日期2025年3月25日已登陆 Steam 1 年
开发者Guns, Gods, and Steel发行商Guns, Gods, and Steel类型策略
—成就—DLC3547190App ID
关于这款游戏
玩家数更新于 9月18日 16:26 UTC · 商店数据更新于 9月22日 10:53 UTC · 来源:SteamWebAPI
最低配置推荐配置系统Windows 10相同处理器Intel Core i5-6300U CPU 2-CoreAMD Ryzen 7 3700X 8-Core显卡Intel(R) HD Graphics 520AMD Radeon RX 5700 XT内存32 GB RAM64 GB RAM存储空间1 GB available space相同
关于 Mavors
Mavors is a multiplayer tile strategy game with an emphasis on city building. Resources are drawn from tiles and refined by buildings the player places. Materials travel from building to building via roads. The ultimate goal being to create armaments for units in order to defeat other players in the session.
This game, my first game, was conceived as a criticism of other tile based strategy games. Perhaps my friend group is different, but the best part of a session was always warfare. An aspect of strategy games that has been continually discounted in recent years.
Here, warfare takes center stage. The entirety of the city building and population dynamics is a means for the player to create a military industrial complex. Additionally, rather than a bland linear progression of units, the player must balance the resource cost and effectiveness of a given unit in a given situation.
For example:
Units can be equipped with one of four melee weapons: swords, axes, maces, or spears. Swords get and extra attack upon a successful attack indefinitely, but have low armor penetration. Making them excellent for trash killing, but horrific against heavily armored units. Maces just sport high armor penetration, and nothing else. Axes ignore the effects of shields. While spears determine their armor penetration via speed and allow for denser units.
So, you can see how a unit's effectiveness depends on the opposing unit's composition.
I also tried to minimize tedium in this game. You don't need to move your lumbermills or your mines. Both will expand out their gathering range as they deplete the surrounding tiles. Additionally, you can queue up units and even turns. Nothing forces you to take action every turn.
Probably the best innovation I made in this game is simultaneous movement, not who clicks first, but rather that a unit is given future movements and actions that are played out at the end of the turn.
If you like the sound of this, or at least appreciate my attempt at novelty, then give this game a go.