Compara los precios de ReignMaker en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Frogdice. Publicado por Frogdice. Lanzado el 16/4/2014. Disponible en PC, Mac, Linux. Géneros: Adventure, Casual, Indie, RPG, Strategy.

Frogdice's genre blender earns its place in a crowded casual market by stacking real decisions on top of its match-3 core - but know what you're buying before you sell yourself on the 'political strategy' label.

I spent a couple of sessions with ReignMaker half-expecting a glorified Bejeweled clone dressed up in kingdom clothing, and walked away genuinely surprised by how much mechanical texture Frogdice packed into what is, at its foundation, a tile-matching combat game. The core loop works like this: enemies from the Void Army march toward your castle walls in lanes, and you fire back by making matches on the gem grid. Horizontal matches send projectiles down a single lane and hit multiple targets in sequence; vertical matches spread damage across three lanes at once. That directional wrinkle alone lifts the combat well above pure-reflex puzzling, and once you layer in 20 unlockable spells, 10 troop types, and 12 battlefield implements, each wave fight starts demanding real triage decisions under time pressure. Boss encounters arrive every ten levels across 50 towers spanning three continents, and the board layouts shift shape constantly, which keeps veteran match-3 players from going on autopilot. Between battles you manage your capital city, spending wood, ore, food, and gold to construct and upgrade buildings that feed your battlefield loadout. Build the armory and you unlock weapon research at the blacksmith; grow your population and heavier elite troops become available. There are three starting city types, each with a passive bonus, and four cultural spectrums - Martial, Druidic, Elemental, Republic - that your policy choices nudge you toward over time. The city layer is genuinely a meta-progression system, not pure decoration, though it sits closer to a light RPG upgrade tree than a proper city builder. That is worth stating plainly: anyone coming in expecting Tropico-depth management will find it thin. Resource balance has some rough edges too, with wood bottlenecking most build queues while ore sits largely idle mid-game. The much-advertised political strategy deserves an honest calibration. Per-level policy questions do branch the story and shift your cultural alignment, and the writing is livelier than you would expect - some events are quietly funny, a few touch genuinely affecting territory. What they do not do is meaningfully alter the match-3 outcomes or the city economy in ways a strategy player will feel. Think of it as flavour text with narrative consequence rather than governance with mechanical teeth. If you frame it that way going in, it lands as a pleasant bonus rather than a false promise. Production values are modest. The cartoonish 3D art style divides opinion, the voice acting is serviceable rather than impressive, and the soundtrack can feel repetitive on long sessions. On the accessibility side, tile types are differentiated by shape as well as colour, which makes the game meaningfully playable for colour-deficient players - a small but thoughtful touch. The tutorial drops you into city-building without enough context about why each structure matters, and a few players report needing to grind resources around the third boss spike. An endless tower mode exists post-story to keep the loop running and let you chase top-tier spells and upgrades after the campaign wraps. Mac players on Catalina or above should note a known compatibility issue before purchasing. For strategy and sim fans debating whether this is worth the clock: reframe your expectations correctly and the answer tilts toward yes. This is a casual-to-mid game that does its genre fusion competently, offers genuine tactical variety in combat through spell and troop composition, and keeps sessions snappy enough to pick up and put down. It is not a deep systems game - the city and policy layers exist to support the match-3, not the other way around. Treat it as an unusually well-constructed genre hybrid aimed at players who want more friction than Candy Crush and less commitment than a full strategy title. Diego, Scout Team

ReignMaker

ReignMaker

16 abr 2014Frogdice
GamerScout opina

Frogdice's genre blender earns its place in a crowded casual market by stacking real decisions on top of its match-3 core - but know what you're buying before you sell yourself on the 'political strategy' label.

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I spent a couple of sessions with ReignMaker half-expecting a glorified Bejeweled clone dressed up in kingdom clothing, and walked away genuinely surprised by how much mechanical texture Frogdice packed into what is, at its foundation, a tile-matching combat game. The core loop works like this: enemies from the Void Army march toward your castle walls in lanes, and you fire back by making matches on the gem grid. Horizontal matches send projectiles down a single lane and hit multiple targets in sequence; vertical matches spread damage across three lanes at once. That directional wrinkle alone lifts the combat well above pure-reflex puzzling, and once you layer in 20 unlockable spells, 10 troop types, and 12 battlefield implements, each wave fight starts demanding real triage decisions under time pressure. Boss encounters arrive every ten levels across 50 towers spanning three continents, and the board layouts shift shape constantly, which keeps veteran match-3 players from going on autopilot. Between battles you manage your capital city, spending wood, ore, food, and gold to construct and upgrade buildings that feed your battlefield loadout. Build the armory and you unlock weapon research at the blacksmith; grow your population and heavier elite troops become available. There are three starting city types, each with a passive bonus, and four cultural spectrums - Martial, Druidic, Elemental, Republic - that your policy choices nudge you toward over time. The city layer is genuinely a meta-progression system, not pure decoration, though it sits closer to a light RPG upgrade tree than a proper city builder. That is worth stating plainly: anyone coming in expecting Tropico-depth management will find it thin. Resource balance has some rough edges too, with wood bottlenecking most build queues while ore sits largely idle mid-game. The much-advertised political strategy deserves an honest calibration. Per-level policy questions do branch the story and shift your cultural alignment, and the writing is livelier than you would expect - some events are quietly funny, a few touch genuinely affecting territory. What they do not do is meaningfully alter the match-3 outcomes or the city economy in ways a strategy player will feel. Think of it as flavour text with narrative consequence rather than governance with mechanical teeth. If you frame it that way going in, it lands as a pleasant bonus rather than a false promise. Production values are modest. The cartoonish 3D art style divides opinion, the voice acting is serviceable rather than impressive, and the soundtrack can feel repetitive on long sessions. On the accessibility side, tile types are differentiated by shape as well as colour, which makes the game meaningfully playable for colour-deficient players - a small but thoughtful touch. The tutorial drops you into city-building without enough context about why each structure matters, and a few players report needing to grind resources around the third boss spike. An endless tower mode exists post-story to keep the loop running and let you chase top-tier spells and upgrades after the campaign wraps. Mac players on Catalina or above should note a known compatibility issue before purchasing. For strategy and sim fans debating whether this is worth the clock: reframe your expectations correctly and the answer tilts toward yes. This is a casual-to-mid game that does its genre fusion competently, offers genuine tactical variety in combat through spell and troop composition, and keeps sessions snappy enough to pick up and put down. It is not a deep systems game - the city and policy layers exist to support the match-3, not the other way around. Treat it as an unusually well-constructed genre hybrid aimed at players who want more friction than Candy Crush and less commitment than a full strategy title.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardstier:sub-5Match-3 CombatGenre HybridCity Upgrade LoopPolicy ChoicesBoss FightsTroop ManagementSpell UnlocksEndless ModeCasual-Strategy

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
4 GB RAM
Storage
700 MB available space
Graphics
onboard graphics
Processor
Intel Core Duo or equivalent

Recomendados

OS
Windows 7
Memory
6 GB RAM
Storage
700 MB available space
Graphics
discrete video card
Processor
Intel i3 or equivalent

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Información del juego

Desarrolladora
Frogdice
Distribuidora
Frogdice
Fecha de lanzamiento
16 abr 2014

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¿En qué plataformas está disponible ReignMaker?

ReignMaker está disponible en PC, Mac, Linux.

¿Cuándo se lanzó ReignMaker?

ReignMaker se lanzó el 16 de abril de 2014.

¿Quién desarrolló ReignMaker?

ReignMaker fue desarrollado por Frogdice.