
Gears of War: E-Day: a new foundation, and a lot of missing rooms
The movement has never been better and Unreal Engine 5 delivers. But Horde lost its 50 waves and there are only six maps.

A year of silence, reviews calling it a dead project, and then a new chapter, a new boss and a rebuilt Endless Mode.
Alexandrosse
InsertCoins.press Score
6/10
Verdict
Mixed
If you go and read Toy Shire's Steam reviews right now, you will run into sentences like this one: the game has been abandoned, which is such a shame. No update in over a year.
Those reviews are honest. They were written by people who were right at the time.
And they have been out of date since the day before yesterday.

Toy Shire launches into early access, takes a substantial summer update in June 2025 adding the Attic chapter, then an overhaul of Endless Mode in August 2025.
And then nothing. For over a year.
In the economy of early access, a year of silence is a conviction. Reviews turn, people write that it is dead, new buyers read the reviews and walk on.
Then, on 21 September 2026, an announcement: the full release is coming on 6 October. It arrived. With, the following day, a hotfix unsticking a chapter 5 boss and sorting out triceratops who could not get under a tablecloth.
I do not know what happened during those fourteen months, and it is not my business. What I do know is that the studio came back to finish its game, and that is rare enough to be worth flagging before anything else.
Kevin has new toys. His old ones are no longer petted, no longer looked at, no longer taken out of the box.
So they have banded together, and they are attacking.
You command the little green army men, and that is an excellent opening idea because it immediately answers the question of why there are towers. Because a child builds ramparts out of blocks, that is why.
And the game does not stop at defence. You attack too. You build your troops up in the right positions, then launch assaults into enemy territory. The two halves compete for the same resources, so every soldier sent on the attack is a soldier not holding a lane at home.
Tower building alone will not be sufficient, it says so on the store page, and it is true in play.
Different enemy troops appear at different locations, and you have to build your towers according to their traits.
That is the tactical heart of the game, and it is also what rescues it from the classic pattern of stacking the best tower everywhere. Here one room sends you dinosaurs, another robots, another building blocks, and a tower that excels against one is useless against another.
You also have to clear the paths and guard the open routes, because the levels have distinct layouts depending on which room you are fighting in.

And it is substantial.
A new chapter, the Hall. Kevin cannot sleep and goes down to play in front of the fireplace after a rainy night. He finds things there that can barely be called toys.
New enemies specific to that room, new army units that finally complete the green army, and a new boss, described as wanting nothing more than to burn your soldiers to a crisp.
And an Endless Mode 2.0. That one matters, because the old Endless Mode was players' complaint number one. Several reviews explain the problem precisely: the random draw gave you obstructions without giving you towers, and you ended up with no way to defend at all. That was not difficulty, it was a card distribution that could make a run impossible from the start.
Version 1.0 rebuilds it entirely. That is exactly the fix it needed.
There is also a character customisation system, announced alongside the update.
I am not going to erase fourteen months of complaints because an update shipped.
Balance has been the game's black mark for its whole life. The reviews are numerous and specific: an act 1 boss that refuses to die on normal difficulty, late levels that do not grant enough points to stop even the first wave. One player with fifteen hours describes spending hours hunting for a combination that works, without finding one, after a first five hours he genuinely enjoyed.
1.0 announces balance changes, and so does the following day's hotfix. But two days after release, nobody can tell you whether the curve is fixed.
Bosses are not telegraphed. Several players raise the same unfairness: a boss arrives without your having been able to build for it, and since you do not know in advance how it behaves, preparing on a first attempt is impossible. Restarting a level because you could not have known is the kind of punishment that makes people put the pad down.
The runtime is short. One player estimates two hours for the main content pre-1.0. The new chapter extends that, obviously, but do not make this game your month's programme.
And there is a creative mode letting you build your own levels with over a hundred objects. A good idea on paper, which lives or dies on community sharing, and the community here is small.

The art direction. Genuinely.
One player wrote the best description of this game I have read: a child-like tower defence that brings back the shellshock of the Army Men series. That is exactly it. The tone is childlike, the toys are adorable, and the battle under the table against triceratops and forgotten robots has something sincerely melancholy about it.
The sound of a room filling up, the animations, the late-afternoon light on a shelf: somebody in that studio knows what the memory of playing on the floor looks like.

649 positive reviews out of 747, nearly nine in ten. But remember that figure covers the game's entire life, and the version we are discussing is two days old.
At under five euros, for a two-way tower defence with a real visual identity and a studio that has just proved it had not given up, it is an easy recommendation.
Just wait a few weeks if balance matters to you. It is the one thing 1.0 promises that nobody has been able to verify yet.
And yes, one player is still asking for his tanks. Come and back him up on the InsertCoins Discord.
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