Compare Golem Gates prices across 50+ stores and find the best deal. Developed by Laser Guided Games, LLC. Published by Laser Guided Games, LLC. Released on 3/28/2018. Available on PC. Genres: Strategy.

RTS with no build orders and a card hand instead of a tech tree - interesting on paper, genuinely fun in short bursts, but the dead multiplayer lobby is the real elephant in the room.

I've put time into Golem Gates hoping it would scratch that itch between a proper RTS and a fast card-battler, and the short answer is: it mostly does, with some frustrating caveats you need to know going in. The central hook replaces resource gathering and construction queues with a Glyph deck, basically a customizable hand of cards covering combat units, defensive structures, traps, buffs, debuffs, and direct-damage spells. You capture control points across the map to fill an energy meter, then spend that energy to drop whatever the draw gives you directly onto the battlefield anywhere you have vision. No base-building, no tech trees, no build orders. That alone makes it feel snappier than most of its genre cousins. The deck itself tops out at around 100 distinct Glyphs, and you can build around a flood-of-cheap-units gameplan, a buff-heavy composition centered on hero summons, or a trap-and-structure approach that leans defensive. Hero units function a bit like Warcraft 3 heroes - powerful, limited to one on the field, with a unique ability that can flip a skirmish. The shuffle mechanic is the wildcard: when your hand runs dry, there is a 15-second reshuffle window during which you cannot play anything. In a match that moves this fast, those 15 seconds can absolutely swing a game, which means deck size is a genuine strategic variable, not just a number. Lean on a small, tight deck and you cycle fast but draw often; go wide and you get more options but risk awkward dead hands at the worst moment. Here is where the criticism from the community lands hardest, and it is fair. The random draw introduces a luck factor that pure RTS players will find annoying, and turtle playstyles have no home here - the game pushes aggression from the first minute because control points are the only energy source and contested from the jump. Pathfinding is a documented weak point: units occasionally get stuck, take bizarre routes, or stall mid-formation during larger engagements. It does not ruin matches but it will make you swear at your mouse once or twice per session. The campaign's 15 story missions are serviceable and ramp up decently, and the Trials mode offers scenario-based challenge maps that are honestly more interesting than the main story. The narrative is thin and the cutscenes drag. The bigger problem in 2024 is the online population. Multiple reviewers across the years noted that finding a live human opponent was difficult at launch, and that situation has not improved. The versus modes cover 1v1, 2v2, and 4-player free-for-all, and co-op Survival is there too, but you will likely fill those lobbies with AI unless you have friends to bring along. The AI is configurable, which softens the blow, but Golem Gates clearly wants to be a competitive multiplayer title and the player base never materialized. If you are buying this expecting ranked ladder sessions against randoms, recalibrate now. If you are buying it for a personal sandbox - campaign, trials, solo survival, and occasional co-op sessions with people you can actually invite - the value proposition is much more honest. On PC it plays cleanly with mouse and keyboard, which is its natural habitat. The post-apocalyptic visual design is genuinely striking, all ash-grey environments and industrial golem silhouettes, and the soundtrack is one of the better atmospheric pieces in the indie RTS space. Steam user reviews sit at 83 percent positive from a small sample, which tracks with my experience - the people who stuck around like it, and the people who bounced did so over the luck element or dead servers. Fred, Scout Team

Golem Gates
Strategy

Golem Gates

Mar 28, 2018Laser Guided Games, LLC
GamerScout Says

RTS with no build orders and a card hand instead of a tech tree - interesting on paper, genuinely fun in short bursts, but the dead multiplayer lobby is the real elephant in the room.

PC
Best Price Available
0.00
at N/A
Historical low: $

Compare Prices(0 stores)

Loading prices...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Screenshots & Media

Screenshot

About Golem Gates

I've put time into Golem Gates hoping it would scratch that itch between a proper RTS and a fast card-battler, and the short answer is: it mostly does, with some frustrating caveats you need to know going in. The central hook replaces resource gathering and construction queues with a Glyph deck, basically a customizable hand of cards covering combat units, defensive structures, traps, buffs, debuffs, and direct-damage spells. You capture control points across the map to fill an energy meter, then spend that energy to drop whatever the draw gives you directly onto the battlefield anywhere you have vision. No base-building, no tech trees, no build orders. That alone makes it feel snappier than most of its genre cousins. The deck itself tops out at around 100 distinct Glyphs, and you can build around a flood-of-cheap-units gameplan, a buff-heavy composition centered on hero summons, or a trap-and-structure approach that leans defensive. Hero units function a bit like Warcraft 3 heroes - powerful, limited to one on the field, with a unique ability that can flip a skirmish. The shuffle mechanic is the wildcard: when your hand runs dry, there is a 15-second reshuffle window during which you cannot play anything. In a match that moves this fast, those 15 seconds can absolutely swing a game, which means deck size is a genuine strategic variable, not just a number. Lean on a small, tight deck and you cycle fast but draw often; go wide and you get more options but risk awkward dead hands at the worst moment. Here is where the criticism from the community lands hardest, and it is fair. The random draw introduces a luck factor that pure RTS players will find annoying, and turtle playstyles have no home here - the game pushes aggression from the first minute because control points are the only energy source and contested from the jump. Pathfinding is a documented weak point: units occasionally get stuck, take bizarre routes, or stall mid-formation during larger engagements. It does not ruin matches but it will make you swear at your mouse once or twice per session. The campaign's 15 story missions are serviceable and ramp up decently, and the Trials mode offers scenario-based challenge maps that are honestly more interesting than the main story. The narrative is thin and the cutscenes drag. The bigger problem in 2024 is the online population. Multiple reviewers across the years noted that finding a live human opponent was difficult at launch, and that situation has not improved. The versus modes cover 1v1, 2v2, and 4-player free-for-all, and co-op Survival is there too, but you will likely fill those lobbies with AI unless you have friends to bring along. The AI is configurable, which softens the blow, but Golem Gates clearly wants to be a competitive multiplayer title and the player base never materialized. If you are buying this expecting ranked ladder sessions against randoms, recalibrate now. If you are buying it for a personal sandbox - campaign, trials, solo survival, and occasional co-op sessions with people you can actually invite - the value proposition is much more honest. On PC it plays cleanly with mouse and keyboard, which is its natural habitat. The post-apocalyptic visual design is genuinely striking, all ash-grey environments and industrial golem silhouettes, and the soundtrack is one of the better atmospheric pieces in the indie RTS space. Steam user reviews sit at 83 percent positive from a small sample, which tracks with my experience - the people who stuck around like it, and the people who bounced did so over the luck element or dead servers. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopachievementscontroller-supporttrading-cardscloud-savestier:aaaCCG-RTS HybridDeck BuildingNo Base BuildingHero UnitsGlyph SystemCo-op SurvivalPost-Apocalyptic Sci-FiControl Point Combat

System Requirements

Minimum

OS
Windows 7/8.1/10 64-bit
Memory
4 GB RAM
DirectX
Version 10
Storage
15 GB available space
Graphics
Nvidia GTX 480 / AMD Radeon HD 5870
Processor
Intel Core i3 2.4 Ghz/AMD Phenom II 2.5 Ghz

Recommended

OS
Windows 7/8.1/10 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
15 GB available space
Graphics
Nvidia GeForce GTX 770 / AMD Radeon R9 280X
Processor
Intel Core i5 2.8 Ghz/AMD FX-8320

Reviews & Ratings

No ratings available

Game Info

Developer
Laser Guided Games, LLC
Publisher
Laser Guided Games, LLC
Release Date
Mar 28, 2018

Price Alert

Get notified when the price drops below your target!

Create Alert