dota-2
Sovereign Tower hides brutal consequences beneath a cosy management facade
You play as the Sovereign after opening a magic tower door and rising from life as an itinerant leper to lead a nation. Each day you hold audiences with citizens, diplomats and rulers, issue decrees and send knights on quests that test stats such as strength, agility, charisma, luck, magic and wit. Knights have hidden positive and negative traits and personal preferences that affect success and morale; advisors can be sent to spy to reveal those traits. Player choices change how knights, social classes and foreign powers view you, creating high-stakes, often ruthless outcomes.
- Player begins as an itinerant leper who becomes Sovereign by entering a magic tower and immediately takes on national leadership duties
- Daily gameplay loop: hold audiences with commoners, diplomats and other rulers, dole out decrees/advice, then assign knights to quests
- Quests use ability checks (strength, agility, charisma, luck, magic, wit) with only some requirements revealed; each knight has invisible positive/negative traits and preferences that affect success and satisfaction
- Advisors can spy to uncover knights' hidden traits, and choices reshape opinions of merchants, scholars, nobles, “people” and international actors, altering outcomes across the game world