Compara los precios de MachiaVillain en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Wild Factor. Publicado por Good Shepherd Entertainment. Lanzado el 16/5/2018. Disponible en PC, Mac, Linux. Géneros: Indie, Simulation, Strategy. Puntuación Metacritic: 65/100.

Dungeon Keeper's horror-movie cousin: solid colony management beneath a cartoonish slasher skin, though minion pathfinding and a punishing mid-game will test your patience before the kill rooms click.

I've built enough colony-management bases to know the difference between a rough onboarding and a game that's just poorly explained, and MachiaVillain sits uncomfortably between the two. You start with three minions dumped on a plot of dirt, tasked with chopping wood, mining stone, building rooms, and eventually luring unsuspecting townsfolk into an ever-more-elaborate death trap. The core loop is resource gathering feeding into room construction feeding into victim processing, which then feeds back into your minion roster and research tree. That structure should feel familiar to anyone who has spent time with RimWorld or Prison Architect, and if that's your genre, there is genuine fun once the systems start humming. The hook that separates MachiaVillain from its colony-sim relatives is the horror-movie ruleset baked into your reputation system. The League of Machiavellian Villains grades your kills: slaughter victims when they are alone, kill the virgin last, and under absolutely no circumstances harm the dog. Breaking those rules tanks your standing. That constraint turns what could be a simple murder sandbox into something closer to a puzzle layer on top of your base-building, and it works better than you might expect. Each monster type, from vampires and mummies to skeletons and pumpkinheads, has distinct diet requirements and special abilities that factor into both your kill strategies and your construction pipeline. A vampire who is not supplied with blood vials will not stay loyal for long, so balancing your kill yield against your monster roster is a real resource-management consideration. The early game is where the title earns the most goodwill. The rank-based structure from the League doubles as a gradual tutorial, introducing rooms, traps, and lure mechanics at a reasonable pace rather than front-loading every system at once. You draft ad campaigns, promising gullible strangers cheap rent or luxury furnishings, then set honeypot decor, like an out-of-place hot tub, to distract them long enough for your minions to move in. Designing the kill room layout and managing suspicion levels to avoid torch-wielding mobs is the satisfying core loop the game keeps gesturing toward. The mid-game, however, is where momentum stalls. As victim quotas climb and the research tree expands into second-tier refined resources, the workforce balance collapses under the weight of micromanagement. Minion pathfinding is the single biggest offender: units get stuck behind walls they helped build, and the only fix is manually tearing sections down and rebuilding, sometimes repeatedly. The controls compound the issue, with keybindings buried in the launcher rather than accessible in-game, and using monster special abilities requiring more clicks than the pacing ever wants to accommodate. For players coming from RimWorld or Prison Architect, the complexity ceiling here is noticeably lower, which cuts both ways. The barrier to entry is softer, making MachiaVillain a reasonable gateway into the colony-management genre for newcomers who find the genre's heavyweights overwhelming. Veterans, though, will feel the shallowness by the mid-game stretch and may not find enough late-game depth to justify the friction. The art style is cartoonish and consistent, the black comedy is hit-or-miss but lands often enough, and the sound design is the one element that reviewers almost universally agree should be turned down or off entirely. There is no mod ecosystem to speak of, which means what you see at launch is largely what you get. The Metacritic consensus of 65 and Steam's mixed user rating are honest assessments: a good idea, partially realized, with rough edges that post-launch patches addressed only in part. Diego, Scout Team

MachiaVillain

MachiaVillain

16 may 2018Wild FactorGood Shepherd Entertainment
GamerScout opina

Dungeon Keeper's horror-movie cousin: solid colony management beneath a cartoonish slasher skin, though minion pathfinding and a punishing mid-game will test your patience before the kill rooms click.

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I've built enough colony-management bases to know the difference between a rough onboarding and a game that's just poorly explained, and MachiaVillain sits uncomfortably between the two. You start with three minions dumped on a plot of dirt, tasked with chopping wood, mining stone, building rooms, and eventually luring unsuspecting townsfolk into an ever-more-elaborate death trap. The core loop is resource gathering feeding into room construction feeding into victim processing, which then feeds back into your minion roster and research tree. That structure should feel familiar to anyone who has spent time with RimWorld or Prison Architect, and if that's your genre, there is genuine fun once the systems start humming. The hook that separates MachiaVillain from its colony-sim relatives is the horror-movie ruleset baked into your reputation system. The League of Machiavellian Villains grades your kills: slaughter victims when they are alone, kill the virgin last, and under absolutely no circumstances harm the dog. Breaking those rules tanks your standing. That constraint turns what could be a simple murder sandbox into something closer to a puzzle layer on top of your base-building, and it works better than you might expect. Each monster type, from vampires and mummies to skeletons and pumpkinheads, has distinct diet requirements and special abilities that factor into both your kill strategies and your construction pipeline. A vampire who is not supplied with blood vials will not stay loyal for long, so balancing your kill yield against your monster roster is a real resource-management consideration. The early game is where the title earns the most goodwill. The rank-based structure from the League doubles as a gradual tutorial, introducing rooms, traps, and lure mechanics at a reasonable pace rather than front-loading every system at once. You draft ad campaigns, promising gullible strangers cheap rent or luxury furnishings, then set honeypot decor, like an out-of-place hot tub, to distract them long enough for your minions to move in. Designing the kill room layout and managing suspicion levels to avoid torch-wielding mobs is the satisfying core loop the game keeps gesturing toward. The mid-game, however, is where momentum stalls. As victim quotas climb and the research tree expands into second-tier refined resources, the workforce balance collapses under the weight of micromanagement. Minion pathfinding is the single biggest offender: units get stuck behind walls they helped build, and the only fix is manually tearing sections down and rebuilding, sometimes repeatedly. The controls compound the issue, with keybindings buried in the launcher rather than accessible in-game, and using monster special abilities requiring more clicks than the pacing ever wants to accommodate. For players coming from RimWorld or Prison Architect, the complexity ceiling here is noticeably lower, which cuts both ways. The barrier to entry is softer, making MachiaVillain a reasonable gateway into the colony-management genre for newcomers who find the genre's heavyweights overwhelming. Veterans, though, will feel the shallowness by the mid-game stretch and may not find enough late-game depth to justify the friction. The art style is cartoonish and consistent, the black comedy is hit-or-miss but lands often enough, and the sound design is the one element that reviewers almost universally agree should be turned down or off entirely. There is no mod ecosystem to speak of, which means what you see at launch is largely what you get. The Metacritic consensus of 65 and Steam's mixed user rating are honest assessments: a good idea, partially realized, with rough edges that post-launch patches addressed only in part.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:sub-5Colony ManagementHorror ComedyVillain ProtagonistReal-Time with PauseMinion ManagementKill Room DesignResource ChainReputation System

Requisitos del sistema

Mínimos

OS
Windows 7 or later. 32 Bit supported.
Memory
2 GB RAM
DirectX
Version 9.0
Storage
1 GB available space
Graphics
AMD Radeon HD 5750/Nvidia GT 450 or higher
Processor
Intel Core 2 Duo or faster

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Reseñas y valoraciones

Metacritic
65

Información del juego

Desarrolladora
Wild Factor
Distribuidora
Good Shepherd Entertainment
Fecha de lanzamiento
16 may 2018

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¿En qué plataformas está disponible MachiaVillain?

MachiaVillain está disponible en PC, Mac, Linux.

¿Cuándo se lanzó MachiaVillain?

MachiaVillain se lanzó el 16 de mayo de 2018.

¿Quién desarrolló MachiaVillain?

MachiaVillain fue desarrollado por Wild Factor y publicado por Good Shepherd Entertainment.

¿Merece la pena comprar MachiaVillain?

MachiaVillain tiene una puntuación Metacritic de 65/100, lo que lo convierte en uno de los títulos destacados de Indie. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.