
County of Fortune: the city builder that asks you to zoom out
You do not build a town here but an entire county, with its villages, its trading rivers and its noble houses. Out today, 5 November.

Gladiator school management, auto-battler fights, permadeath and a war elephant in the arena. Out today, 5 November.
Alexandrosse
The first image I saw of Dominus Gladiatus was a war elephant with an archer on its back, turned loose on four gladiators in an arena strewn with petals, while the emperor watched from his flower-draped box.
The second was a list of men to buy at market, with their prices.
The whole game sits between those two pictures.

The fights are an auto-battler. You control no blows: you recruit, train, equip, decide who is ready and who needs rest, then release your men onto the sand and watch.
That is a design choice that says a lot. All the interest moves upstream of the fight, into the week before it. Morale, injuries, fatigue, each man's specialisation, the gear you paid for. And when it goes wrong, there is nobody to blame but a decision taken three screens earlier.
Above all, death is permanent. A lost gladiator does not come back, and he is not a line in a spreadsheet: he is a man you bought, fed and trained across weeks of play, and whose hole in the roster now has to be filled.

The frame is not an open campaign. Six Domini compete for prestige, you pick one, and you face the others one after another through a 160-day tournament. Each rival has their own methods and their own ways of damaging your ludus from outside.
That 160-day limit is the good idea. It turns every decision into a trade-off: training a beginner costs time you may not have, buying a veteran costs money, pushing him too hard costs a man. You do not grow a school at leisure, you run.

The name on the publisher's box is PlayWay. Anyone who follows Steam releases knows exactly the reaction that triggers: an enormous catalogue of simulators ranging from very good to forgettable, and a store page that always promises a little more than the game delivers.
But the developer is not a studio assembled for the occasion. Brain Seal Ltd has been going since 2007, in the United Kingdom, and already has the Dark Quest series and Story of a Gladiator from 2019 behind it. These people have done gladiators once already. Dominus Gladiatus looks like the version they wanted to make the first time, with the management attached.
The art direction points the same way: everything is hand-painted, the provincial arenas are made of wood and splinters where Rome's is marble, and the crowd is drawn face by face. It costs nothing to say so, and it is handsome.
That leaves the usual unknown with management auto-battlers: readability. If you cannot tell why a gladiator just died, the whole system collapses, because there is no longer a lesson to take from it. That is the first thing I will be watching.

Out today, 5 November, on PC, with console versions announced. A demo sits on the Steam page for anyone who wants an idea before losing a dominus to it.
If you wore out Story of a Gladiator back then, come and say on the InsertCoins Discord whether this disguised sequel looks like it holds up.
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