Alright, so we’re diving back into the realm of Early Access. You know, I’ve always been kinda into this space, like, watching a recipe unfold from scratch in a kitchen. Early Access used to have a bit of a bad rap—like a swamp of ideas half-baked or flat-out abandoned while devs still pocketed some cash. I mean, not everyone or every game, but it happened, you know? Thankfully, though, that whole vibe has been shifting, and now we’ve got some killer stuff popping up on Steam. Cue Vanguard Exiles—I’m really pumped to sneak a peek at this one today.
So, Vanguard Exiles is brainchilding out of Magic: The Gathering folk. Imagine that. But don’t expect card packs flying around—this is more like hexes battling it out, kind of like when your tabletop game night gets real. Funny, I can totally see this boxed up with those fancy miniatures. If that ever happens, I’m putting my name down. No joke.
Now, this is just an overview, mind you. Vanguard Exiles is still marinating in Early Access oven style, so it’s got a bit to go before it’s out. So, if I gripe a bit, it’s just me noting things, ’cause lots can—and will—shift. Little moan though: RNG, am I right?
You step into the shoes of some mercenaries trekking through trenches. You’ve got to work these spots across rounds, defending rooms like a game of risk. Rooms toss different points your way, and once you hit 80, it’s game on. Some spots are about gold, others beef you up a bit. But hey, watch out. Angry bear alert sometimes—just saying. Gotta decide which bit suits your game plan ‘cause grabbing it all? Nah, impossible.
In spirit, Vanguard Exiles is like a heck of a ride. Except—and here’s the kicker—it’s an auto-battler. I know, I know, mixed feelings, right? Strategy’s all in picking your battalion and spreading them right. Flood a crucial room—great—but skimp the rest, and you’re toast. Be all over the board but get clobbered anyway? Might not end well. Sure, the auto-battling exists, but it’s done with some finesse rather than just sneaky laziness.
Playing here means choosing from a bunch of units, but they don’t all show up at once. End of rounds offers random cards you can snag with gold—or the freebie option, if you’re broke. Not stuck ever, but better units don’t come cheap. These aren’t reaction moves, more like deployment tactics. Really, not about card games, trust me.
Fun aside, gray areas loom. No story mode yet, though, kinda leaves factions—those dwarves, quick elves, cult-like folks—lacking depth. Just cool units doing cool things at this stage. But fluff’s essential in a game—hoping they nail mechanics first, fluff after. Critical balance tweaks needed too. Sometimes matches feel skewed. Bad start? Tough comeback. Early rounds, I often sense my fate—end up restarting. Improvement’s sure to come in future tweaks.
The armored dwarf units annoy me, honestly. Some build power like it’s going out of fashion, leaving early fights stuck. Fix? Maybe levels without armor ’til counters exist? Otherwise, it’s just a mechanics snag.
Whines aside, I’m into how Vanguard Exiles is shaping up. Little quality of life tweaks, more depth, and voila, strategy fans are in for a treat. I’m eagerly eyeballing this one, watching its growth unfold pre-release. Jumping in now is worth it—it’s seriously good. If they keep pace and tweak balance issues, Vanguard Exiles might just hit phenomenal territory.
Oh, and by the way, scribbled this after getting an Early Access copy from the publisher.