Titanium Court mashes together genres and cultural references to tell a strange, funny tale


I would love to tell you everything about my favorite game of the year so far. But that would be doing a great disservice to Titanium Court. I’m not even sure I could explain it all, anyway.

Titanium Court is a run-based game with elements of permanent progression, so it’s technically a roguelite. However, you cannot really break Titanium Court like you can with Balatro. There are multiple ways to win a run, but you have to play by the rules. Gradually learning what those are — and how the game suddenly changes them — is a big part of what makes this so effective.

I can at least break down the core gameplay loop for you. There are two stages to each battle in every run aka a “war.” The first is a match-three segment (think Candy Crush Saga), in which you gather resources by lining up wheat fields, rivers, hills and forests. At the same time, you’re setting up the terrain and positioning your own tile (the titular court) for the second stage. For instance, water will stop foot soldiers entirely, so you can position yourself behind a barricade of rivers to block them. But you’ll need to be careful, since a chain reaction of matches can wipe out your carefully constructed defense.

At the same time, you’ll be moving around enemy strongholds. You can line up three or more matching enemy bases to eliminate them, but you don’t gain any resources from those. Plus, you can only make a limited number of moves in this phase. So that makes for an interesting risk-reward conundrum. A timeline shows you which enemies will attack and when so you can plan accordingly.

The second phase is where the tower defense element really takes hold. You’ll use what you’ve collected to recruit soldiers to attack enemies or defend your base, add workers that will gather more resources and maybe deliver magic attacks. You can trade at shops and markets as long as you haven’t wiped them from the grid, since they’re bonded to terrain tiles. When you’re ready to fight, you hit a play button and the battle takes place automatically.

Nothing’s as simple as it might seem at first, because this is a game that will mess with you. I was scolded for trying to buy my way to victory by trading too much, with the game calling that approach “boring” and closing the shop’s doors for the round. Perfectly fair. I chuckled the first time that happened. When I thought I was being clever by using the introspective power of self-reflection (you’ll see) to win a boss fight, I was swiftly shut down.

Between wars, you’ll explore the titular court as its newly anointed queen, trying to figure out what on Earth is going on and, ultimately, how to get home. Here, Titanium Court morphs into a blend of old-school adventure game and bizarre visual novel. This is where much of the magic lies, and where you gradually learn about the story and even how to play the game.

Titanium Court

AP Thomson/Fellow Traveller

Developer AP Thomson’s writing is smart and funny. I lost count of the number of jokes I’ve laughed out loud at. His narrative takes you in startlingly unexpected directions. It feels like a grand performance and Thomson is the master of ceremonies. It’s a confidently authored experience that offers further evidence as to why absolutely no one needs a generative AI game platform that seeks to “kill the scripted RPG.”

Titanium Court won the prestigious Seumas McNally Grand Prize at the Independent Games Festival Awards earlier this year and it’s not hard to see why. Thomson and his collaborators have cooked up something really special here.

It’s a game with dragons and ballet, baseball and bike races, shower thoughts and wormholes. There are road signs in a world in which faeries believe cars are a figment of your imagination. It references Catan, the Civilization series, Jenga and A Midsummer Night’s Dream. It skewers capitalism and social inequality. I’ll let you discover the details of the job system, which completely upends how you play the game, yourself. I haven’t been this engrossed by a game since Ball x Pit. It surprises and delights at almost every turn.

Titanium Court is certainly not going to be for everyone (there’s so much reading!) and I’m going to stop here before I tell you too much about it. You can get a taste by checking out a Steam demo that’s available for PC and Mac. The full game arrived today. It usually costs $15, but it’s 20 percent off until May 7.



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Learn the difference between accountability and responsibility — and why building a more accountable team starts with what you do as a leader.

Do you want your team to be more accountable?

If you’re like most of the CEOs I work with, you do.

You want clear ownership. You want clear communication. You want consequences for missing targets.

But here’s what most CEOs miss: holding accountability is your responsibility, not theirs.

In this essay, I’ll explain the difference between accountability and responsibility, and share the questions you need to ask to make sure you’re doing your part.

What is accountability?

I define accountability as the ability to account for one’s actions and decisions.

There are two sides to accountability: 

  • Being accountable: that’s the person giving an account.
  • Holding someone accountable: that’s the person they are giving it to.

The most common form of accountability is a report that shows:

  1. The numbers
  2. The story behind them. 

In fact, the word account can refer to numbers (think accounting) or stories (an account of what happened).

Reporting is powerful because it forces people to check in on their goals, what they’ve done, and what to do next. And great reports can create a self-managing system where the report does a lot of the heavy-lifting.

Accountability has benefits: it helps people remember and focus on their goals, and it can maximise their learning. Plus, it keeps stakeholders informed.

However, accountability is only half of the equation.

The other part is responsibility, and without it, accountability isn’t nearly as helpful.

What is responsibility?

I define responsibility as the ability to respond with effective actions and decisions.

So is the manager or the teammate responsible for getting results? 

This needs to be crystal clear:

  • Your team is responsible for getting results.
  • You are responsible for the team itself.

Your team is responsible for planning their work, making commitments, and solving problems in order to get results.

However, you are responsible for selecting the right people, communicating expectations, and supporting them as best you can.

Accountability is a service. It’s goal is to increase a person’s level of responsibility.

Haven’t you craved some accountability so you followed through on something important?

It actually starts with you, not them.

The first step in driving accountability is to check in with your responsibilities first: 

  • Have you selected the right people? 
  • Have you communicated expectations? 
  • Have you supported them and provided them with accountability?

Because the consequences you want aren’t actually on them, they are on you.

Answering these questions? That’s accountability.

Actually doing something about them? That’s taking responsibility.

Related Reading: 

Originally published on February 25th, 2026

 

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