Thoughts on Stormbound

My mobile game kick continues this month with another title I’ve found quite likable: Stormbound — developed by Paladin Studios and published by Kongregate (which has hosted a ton of these bite-sized indie games over the years). This particular title grabbed my attention because it features some deckbuilding but also has some turn-based strategy mixed in. These sort of hybrid genres have been becoming more commonplace, but it takes the right mixture of elements to keep things engaging, and Stormbound manages to pull this off. You’ll start the game with a tutorial that explains the basics.

The battlefield is pictured above. This grid is where all the action takes place. Your base is the bottom triangle with the 10 on it, while the enemy’s base is the top triangle. Your goal is to summon creatures on your side of the battlefield and have them make the journey to the enemy’s base, eventually entering and destroying it. Your minions (and spells) come from cards, and you’ll only have a few when you start off. As you beat the tutorial and the game’s campaign levels, you’ll open more cards from different factions and be able customize your deck. Each minion will have different strength (number on the left of the card) and movement (on the right). Some have other abilities that trigger based on certain game states, like doing 2 damage to an adjacent enemy or giving strength to a friendly. The strength of a unit is represented by the number of soldiers that occupy that unit’s square, while the movement stat applies the turn you play the card: if it says 1, then the unit will immediately move to the square ahead of it, attacking enemies too if they happen to be there.

After the tutorial the campaign lies in wait to be tackled. There are four factions consisting of four levels each, so it’s not a very lengthy campaign, but each level you beat will give you some additional cards. After that, it’s up to you to battle against other players and finish daily quests to earn gold to buy more cards. Of course, this means there are microtransactions as well, but they don’t seem to be necessary to win some matches and make some progress.

Gold is the earned in-game currency, while rubies are the RMT. You can buy some single cards and books (essentially packs) for gold, and other options require the rubies but it doesn’t seem too exploitative. I don’t intend to spend any money on it, but it’s still something I like to cover when I talk about mobile titles.

At this point I’ve opened up a handful of cards from each of the factions, beaten a couple of the campaign chapters, and won a couple of PvP fights. Each faction has some uniqueness to them, but they feel fairly balanced. I haven’t done much with the initial deck given, as I don’t have enough faction cards to devote to just one. It’s unclear how much you can mix and match between them either. In the campaign I’ve used nothing but the neutral cards that I’ve opened up, and of course you only face one faction at a time so there aren’t cards from other factions mixed in from what I can tell. Perhaps you can use a mix of neutral and faction cards, but it’s not likely that you can use multiple factions at once. Either way, I’ll find what works and stick with it.

At this point I’m still in the learning stages, but I have enjoyed the gameplay enough to keep going. I’m surprised because usually I can’t find mobile games that appeal to me on a long term — in the past couple of years I’ve only really played Clash Royale, but now I’ve got four titles I’m playing simultaneously and daily. Either that means the quality of mobile games has improved lately, or maybe I’m just finally giving them a chance. Whatever the case I’m glad to have found a few titles that I take with me everywhere I go.