Compare Dimensity prices across 50+ stores and find the best deal. Developed by Dagger Games. Published by Strategy First. Released on 7/21/2010. Available on PC. Genres: RPG.

When even the Steam community wonders aloud if anyone actually played this, the answer is: probably not enough people. A budget action-RPG hybrid that tried to cross Warcraft's hero mechanics with hack-and-slash looting, and landed somewhere awkward in between.

I respect the ambition here, I really do. Dagger Games, a small Bulgarian studio making their debut, took on the genuinely tricky task of blending real-time strategy with action-RPG hero mechanics - a hybrid that smart developers still struggle to pull off cleanly. The idea is that you control a single hero, your Iomar, leading armies, bashing through enemies, and leveling up alongside units you construct and command. On paper, that sounds like a scrappier, more personal take on Warcraft 3's hero system. In practice, the seams show immediately. The character setup has some genuine texture to it. You pick from four races - Human, Firbolg, Elemental, and Ghost - and then choose between a warrior or mage class. Warriors are weapon-dependent, with combo attacks tied directly to the armament you equip, while mages must commit to one of two available magic schools at the start, with the unchosen school locked away unless you find scrolls mid-campaign. Three core stats (strength, dexterity, intelligence) level up alongside skill points, and loot is tiered across common, magical, forged, set, and ancient categories. That loot ladder and the scroll system are the most interesting design ideas in the whole package. The RTS layer lets you raise guard towers, train soldiers, bowmen, healers, airships, and cannons to fight alongside you. Structurally, there is a game here. The problems are hard to overlook. The two separate campaigns - one for the humans, one for the Firbolgs, with events set five years apart and storylines that reportedly converge at the end - sound more compelling than they feel in execution. The writing is functional at best, and the world, a God-of-Light creation myth with warring races and corrupted men, never develops enough texture to make you care which side you are on. Point-and-click combat that reviews from launch described generously as "a bit 1990s" has not aged into retro charm. Blurry textures, cloned enemy units, and an engine that apparently throws loading screens at you more than it should were criticisms at release - and there has been no meaningful update since. Players on modern systems have reported needing to manually configure GPU settings just to get past the main menu, which is a rough first impression for any game. Multiplayer supports up to four players, and skills and items carry across sessions - a decent hook in theory. But with a playerbase that SteamSpy pegs near zero average playtime and a Steam review score sitting mostly negative, finding anyone to play with is its own dungeon crawl. The Challenges mode offers solo missions outside the main campaign, which is something, but replay value was scored near the floor even by players who tried to give the game a fair shot. If you are hunting for a hero-focused hybrid with both build variety and RTS troop management, the genre has far better options now. Dimensity is a curiosity - a debut from a small team that clearly had ideas, constrained by budget, execution, and time. It does not deliver the narrative payoff RPG players want, nor the strategic depth that RTS fans need. The combo-attack warrior build is the most functional path through it, and even that feels undercooked past the first few hours. Approach only if budget pricing makes historical curiosity feel worth a few sessions of frustration. Monika, Scout Team

Dimensity
RPG

Dimensity

Jul 21, 2010Dagger GamesStrategy First
GamerScout Says

When even the Steam community wonders aloud if anyone actually played this, the answer is: probably not enough people. A budget action-RPG hybrid that tried to cross Warcraft's hero mechanics with hack-and-slash looting, and landed somewhere awkward in between.

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About Dimensity

I respect the ambition here, I really do. Dagger Games, a small Bulgarian studio making their debut, took on the genuinely tricky task of blending real-time strategy with action-RPG hero mechanics - a hybrid that smart developers still struggle to pull off cleanly. The idea is that you control a single hero, your Iomar, leading armies, bashing through enemies, and leveling up alongside units you construct and command. On paper, that sounds like a scrappier, more personal take on Warcraft 3's hero system. In practice, the seams show immediately. The character setup has some genuine texture to it. You pick from four races - Human, Firbolg, Elemental, and Ghost - and then choose between a warrior or mage class. Warriors are weapon-dependent, with combo attacks tied directly to the armament you equip, while mages must commit to one of two available magic schools at the start, with the unchosen school locked away unless you find scrolls mid-campaign. Three core stats (strength, dexterity, intelligence) level up alongside skill points, and loot is tiered across common, magical, forged, set, and ancient categories. That loot ladder and the scroll system are the most interesting design ideas in the whole package. The RTS layer lets you raise guard towers, train soldiers, bowmen, healers, airships, and cannons to fight alongside you. Structurally, there is a game here. The problems are hard to overlook. The two separate campaigns - one for the humans, one for the Firbolgs, with events set five years apart and storylines that reportedly converge at the end - sound more compelling than they feel in execution. The writing is functional at best, and the world, a God-of-Light creation myth with warring races and corrupted men, never develops enough texture to make you care which side you are on. Point-and-click combat that reviews from launch described generously as "a bit 1990s" has not aged into retro charm. Blurry textures, cloned enemy units, and an engine that apparently throws loading screens at you more than it should were criticisms at release - and there has been no meaningful update since. Players on modern systems have reported needing to manually configure GPU settings just to get past the main menu, which is a rough first impression for any game. Multiplayer supports up to four players, and skills and items carry across sessions - a decent hook in theory. But with a playerbase that SteamSpy pegs near zero average playtime and a Steam review score sitting mostly negative, finding anyone to play with is its own dungeon crawl. The Challenges mode offers solo missions outside the main campaign, which is something, but replay value was scored near the floor even by players who tried to give the game a fair shot. If you are hunting for a hero-focused hybrid with both build variety and RTS troop management, the genre has far better options now. Dimensity is a curiosity - a debut from a small team that clearly had ideas, constrained by budget, execution, and time. It does not deliver the narrative payoff RPG players want, nor the strategic depth that RTS fans need. The combo-attack warrior build is the most functional path through it, and even that feels undercooked past the first few hours. Approach only if budget pricing makes historical curiosity feel worth a few sessions of frustration. Monika, Scout Team

Tags

singleplayermultiplayertier:sub-5Hero-Focused RTSHybrid RPG-RTSDual CampaignArmy BuildingScroll-Based MagicLoot TiersCombo CombatFour Playable RacesLow-Budget Debut

System Requirements

Minimum

OS
Windows XP SP2 or Windows Vista
Sound
Direct X compatible soundcard
Memory
512 MB RAM (1 GB for Windows Vista)
Graphics
Videocard with Pixel Shader 2.0 support
DirectX®
Direct X 9.0c
Processor
2 GHz Intel Pentium 4 or AMD with SSE2
Hard Drive
4 GB space free

Reviews & Ratings

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Game Info

Developer
Dagger Games
Publisher
Strategy First
Release Date
Jul 21, 2010

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