- Release Year: 2021
- Platforms: Windows
- Publisher: Chatty Pillow
- Developer: Chatty Pillow
- Genre: Simulation
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: business, City building, construction, Managerial
- Setting: Fantasy
- Average Score: 0/100

Description
In Kingdom of Assetia: The Clicker Game, players assume the role of the Mayor of Anywhere, a village that was once a prime adventuring hub but has been devastated by a disastrous flood. The core gameplay involves clicking to restore and rebuild the settlement, combining elements of city-building and managerial simulation within a fantasy setting.
Where to Buy Kingdom of Assetia: The Clicker Game
PC
Guides & Walkthroughs
Reviews & Reception
steamcommunity.com : so with all upgrades maxed out the “clicks” are really worthless… so seems broken.
Kingdom of Assetia: The Clicker Game: Review
Introduction
In the vast, often overcrowded landscape of the indie gaming scene, particularly within the niche of idle and clicker games, certain titles manage to carve out a modest existence through sheer persistence or a unique hook. Kingdom of Assetia: The Clicker Game, released in September 2021 by the solo developer Chatty Pillow, is one such title. Marketed as a fusion of the addictive clicker loop with the tangible satisfaction of city-building, it promised a fantasy-tinged experience of restoration and progression. Yet, a year after its Steam debut in January 2022, its legacy is not one of groundbreaking innovation or critical acclaim, but rather a cautionary tale of ambition constrained by limited resources and design flaws. This review will dissect Kingdom of Assetia through the lenses of its development context, narrative ambitions, mechanical execution, artistic presentation, and ultimately, its place in gaming history, concluding that it represents a flawed, yet earnest, micro-budget experiment within a crowded genre.
Development History & Context
Kingdom of Assetia is the creation of Chatty Pillow, seemingly a solo developer operating on a shoestring budget, a common reality for many indie creators. The game was built using the Unity engine, a popular choice for its accessibility and robust asset library, which proved both a boon and a bane for the project. The developer explicitly acknowledged their artistic limitations in the Steam store description: “As I am a single developer and not an artist I had to use store assets anyway but to challenge myself I used only assets that were offered for free.” This deliberate decision to utilize exclusively free assets from the Unity Asset Store and other sources fundamentally shaped the game’s visual identity and development priorities. While commendable as a constraint-driven creative challenge, it inherently limited the potential for unique art direction and cohesive polish.
Released on Windows on September 5, 2021, with a wider Steam launch on January 25, 2022, Kingdom of Assetia entered a market saturated with idle and clicker games. Titles like Cookie Clicker (2013) and Adventure Capitalist (2015) had already established the core loops, while competitors like Retro Clicker (2021) and The Billion Clicker (2022) vied for player attention in the same year. The genre was characterized by simplicity, progression through incremental gains, and often, minimal narrative framing. Chatty Pillow’s vision was to add a layer of tangible progression – the physical act of rebuilding a village – onto this established formula. However, the technological constraints of working alone with free assets meant that the vision often outstripped the execution. The development landscape of 2021-2022 also saw increased scrutiny on early access games and indie titles, with communities on platforms like Steam quickly identifying bugs, inconsistencies, and design shortcomings, which heavily impacted Assetia‘s reception.
Narrative & Thematic Deep Dive
The narrative premise of Kingdom of Assetia is deceptively simple, serving primarily as a thematic wrapper for the core gameplay loop. The player assumes the role of the Mayor of Anywhere, a village described as a “former prime adventuring hub” that has been catastrophically flooded. The immediate task is not grand heroism or intricate political intrigue, but the humble, arduous work of restoration. The narrative thrust is driven by the player’s actions: clearing rubble, rebuilding structures, and managing resources to bring life back to the desolate settlement.
Characters are almost entirely absent beyond the Mayor persona. There is no cast of memorable NPCs, no rival factions, no overarching villain beyond the disaster itself. Dialogue is minimal, confined to brief tooltips explaining upgrades, resource production, and goals. The world communicates primarily through visual cues – the state of the village, the functionality of buildings – and the player’s own sense of accomplishment as progress is made. This stark minimalism forces the narrative to emerge organically from gameplay. The central theme is renewal and resilience. The flood represents utter devastation, and the player’s relentless clicking and investment symbolize the slow, often frustrating, process of rebuilding from nothing. It speaks to themes of community (even if abstractly represented by buildings) and the satisfaction of seeing barren land transformed into a thriving (if silent) settlement. However, the lack of deeper narrative context or character interaction prevents this theme from resonating on an emotional level. The story is purely functional: you are the Mayor, the village is destroyed, fix it. The “Kingdom” in the title feels aspirational rather than realized, as the scope remains firmly that of a small village, not a grand kingdom. The narrative is ultimately a skeleton upon which the gameplay mechanics hang, lacking the flesh and blood that would elevate it beyond a simple justification for clicking.
Gameplay Mechanics & Systems
The core gameplay of Kingdom of Assetia revolves around a three-pronged loop: Clicking, Resource Management, and Progression.
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The Click & Idle Loop: The primary interaction involves clicking on the central Statue in the village plaza. Each click generates a small amount of Gold. Upgrading the Statue increases the base gold per click and often adds passive generation over time. Early on, clicking feels impactful, providing the initial capital needed for the first major building upgrades. However, as evidenced by numerous player complaints (e.g., “so with all upgrades maxed out the ‘clicks’ are really worthless… ~ 100S but need N+ for upgrades”), the value of active clicking diminishes rapidly in the mid-to-late game compared to passive income from upgraded buildings and timers. This highlights a common challenge in clicker games: balancing active and passive rewards. The idle element is present, with income generating while the game is closed, though the lack of robust cloud save functionality (a major bug reported at launch) severely undermined this core idler feature.
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Resource Production & Crafting: Beyond gold, players manage various Goods (Wheat, Flour, Iron Ore, Iron Bars, Eggs, Cookies, Moonshine, Mushrooms, Flowers, Trees, Bushes, Pine Trees) and Magic Stones. Production is handled by:
- Buildings: Reconstructing and upgrading structures like the Bakery, Blacksmith, Wheat Shop, Tavern, and specialized resource gatherers (e.g., for Mushrooms, Flowers). Each building produces a specific good or set of goods. Upgrades increase production speed and capacity.
- Timers: Many goods are produced using a timer-based system. Players can assign resources (e.g., Wheat + Fuel) to a timer slot, which then produces the crafted good (e.g., Bread) after a set duration. This introduces a layer of management, requiring decisions on resource allocation and timer duration. However, this system became a major point of contention. As one user passionately argued, the displayed crafting chances were “misleading” because they applied per timer instance, but players could run multiple small timers sequentially instead of one large one, making the listed percentages less useful for strategic planning than they appeared at first glance. The “Donate” function, intended to be a key progression mechanic (donating goods to the “Flying Castle” to unlock new areas/talents), was also frequently reported as non-functional (“Clicking in donate does nothing”), breaking a significant part of the mid-game loop.
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Progression & Upgrades: Progression is primarily driven by:
- Building Upgrades: Investing gold into upgrading existing structures, unlocking new production capabilities, increasing efficiency, and visually enhancing the village.
- Talent Reset & Reallocation: A central feature is the Talent Crystal. Players spend Gemstones (a rare resource obtained through low-probability events, like finding Ore during production) to unlock permanent upgrades (“Talents”) boosting production of specific goods or global bonuses. The crystal also offered a Reset Talents button, allowing players to reassign points. However, this was plagued by bugs, with players reporting that resetting talents often did not return their invested Gemstones (“it didn’t return any gemstones back”), effectively locking players into suboptimal builds or punishing experimentation.
- Achievement Unlocks: The game features 29 Steam Achievements, largely tied to fully upgrading specific buildings, producing massive quantities of goods, or accumulating vast sums of gold. While providing goals, the repetitive nature of many achievements (e.g., Produce 1000 Wheat, Mine 500 Iron Ore) mirrored the repetitive gameplay.
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UI & Interface: The interface is functional but utilitarian. A bottom bar displays key resources (Gold, Fuel, Magic Stones). Clicking on a building opens a menu showing its level, production rate, upgrade costs, and relevant production timers. The Talent Crystal menu allows viewing and managing talents. However, the UI suffers from a lack of clarity. Feedback mechanisms are sometimes weak (e.g., confirming a donation succeeded), tooltips can be sparse, and the visual design is basic, failing to guide the player intuitively through more complex interactions like timer management or talent synergies. The “diagonal-down perspective” mentioned in MobyGames specs gives a slightly elevated view of the village but doesn’t significantly aid in readability or immersion.
The core systems, while conceptually sound in blending clicker, idle, and city-building, were undermined by significant bugs (talent reset, donation), poor UI communication, and a progression curve where active clicking became largely irrelevant too quickly, reducing the experience to a largely passive “check in every few hours” chore for much of its lifespan, as one disgruntled player noted: “so NO FUN AT ALL…. every browser game is better then…. sad.”
World-Building, Art & Sound
Kingdom of Assetia presents a stylized, low-polygon fantasy village environment. As explicitly stated by the developer, the visual direction is almost entirely composed of free assets sourced from the Unity Asset Store. While described as “pretty decent 3D graphics” in the store description, this reliance on pre-made assets results in a noticeable lack of cohesion and originality. Buildings, flora, and props feel like disparate elements assembled together rather than a unified artistic vision. The “Diagonal-down” perspective provides a clear overview of the village layout, which is crucial for the city-building aspect, but the overall aesthetic leans heavily into generic fantasy tropes – rustic houses, a central statue, trees, bushes – without any distinctive cultural or architectural flair. The atmosphere is one of quiet industry and potential restoration, but the limited visual variety and asset reuse prevent it from feeling truly lived-in or immersive. The “Flying Castle,” mentioned as a destination for donations, remains an abstract concept rather than a tangible, awe-inspiring landmark due to the visual constraints.
The sound design is minimal. The store description highlights “lovely music,” suggesting an ambient soundtrack intended to be pleasant and unobtrusive during long play sessions. However, details about specific tracks or their dynamic nature are scarce. Sound effects for clicks, building upgrades, and resource production are likely present but, based on the general lack of mention in reviews and discussions, are either unremarkable or insufficient to significantly enhance the sensory experience. In essence, the audio serves a purely functional purpose, failing to elevate the world beyond its visual limitations. The art and sound work together to create an experience that is functional for its core loops – clicking, managing timers, watching numbers grow – but utterly fails to transport the player or create a strong sense of place. The fantasy setting feels like a skin draped over a mathematical progression system, lacking the depth and detail that would make the “Kingdom” feel like a real place worth investing in emotionally.
Reception & Legacy
Kingdom of Assetia: The Clicker Game arrived on Steam to a wave of mixed-to-negative player reception, immediately marred by the critical bug of no functional save system. As one user angrily posted: “Closing the game just makes you start over, In an idle game that’s pretty messed up if you need to do it in one run. Can you please fix this?” This fundamental flaw severely damaged its initial appeal and became the most common complaint in the early Steam discussions. While the bug was likely patched relatively quickly (though explicit patch notes are scarce in the provided sources), the damage was done. Player reviews on Steam (as seen on the Community Hub and aggregated on sites like Steambase showing a “Player Score” of 44 and a low “5” rating) consistently pointed out the save issues, the misleading percentage displays in crafting, the broken donation system, the buggy talent reset, the rapid obsolescence of clicking, and the overall feeling of being an unfinished or poorly balanced experience.
Critical reception appears minimal to non-existent. Major review aggregators like Metacritic list the game but show no critic reviews, only a placeholder description. MobyGames lists the game but also shows no critic scores or reviews, only user-contributed data. This lack of professional attention reflects its status as a micro-budget title from an unknown developer, unlikely to garner significant press coverage unless it achieved viral success – which it demonstrably did not. The Kotaku source only provides a basic summary and links to screenshots/videos, devoid of any substantive review or analysis. GameFAQs shows no user ratings beyond basic stats.
In terms of legacy, Kingdom of Assetia has not left a significant mark on the gaming industry or the clicker/idle genre. It is not cited as an innovator or a notable influence. Its primary legacy is as a case study in the challenges faced by solo developers using asset stores and the perils of launching unfinished or poorly balanced games into a crowded market. While it shares mechanics with countless other clickers and incremental games, it did nothing to push the genre forward. Its Steam page remains active, and it continues to be purchased by some curious players or completionists (Completionist.me data shows 43.68 owners as of the last update, with average playtimes around 8h 50m and a high completion rate of 93.9%, suggesting dedicated players pushed through despite flaws), but it lacks a dedicated, passionate community or ongoing development. It exists largely as a footnote, remembered primarily for its launch bugs and the developer’s candid admission about its asset origins rather than any gameplay brilliance or artistic merit. It stands as a reminder that ambition and a core idea are not enough; technical polish, design balance, and a functional user experience are paramount for even the simplest of games to find an audience.
Conclusion
Kingdom of Assetia: The Clicker Game is a profoundly ambitious yet deeply flawed micro-budget indie project. Its core concept – merging the addictive simplicity of the clicker loop with the tangible satisfaction of rebuilding a fantasy village – holds undeniable appeal. Chatty Pillow’s vision of a solo developer creating an entire world using only free assets is a commendable exercise in constraint-driven creativity. However, this ambition ultimately collides with the harsh realities of development limitations and design execution.
The narrative is a functional but skeletal framework, lacking the depth to make the restoration emotionally resonant. The gameplay systems, blending clicking, idle progression, resource management, and city-building, possess seeds of good ideas but are consistently undermined by crippling bugs (save system, talent reset, donation), poor UI communication (misleading percentages, unclear feedback), and a progression curve that rapidly diminishes the importance of its core clicking mechanic, reducing the experience to a passive chore for much of its duration. The world-building, while charmingly presented, is hampered by its heavy reliance on disparate free assets, resulting in a visually generic and unimmersive fantasy setting. The sound design is functional at best.
Its reception at launch was marred by critical save issues and ongoing technical problems, leading to a legacy of negative player reviews and a general lack of critical attention. While it retains a small niche of dedicated players who pushed through its flaws, it has failed to exert any meaningful influence on the clicker genre or the broader gaming landscape. It remains a cautionary tale: a game with a charming idea and honest intentions, ultimately undone by technical shortcomings, design imbalances, and a failure to deliver on the fundamental promise of its core loop. Kingdom of Assetia is not a forgotten masterpiece or a hidden gem; it is a flawed experiment, a curiosity documenting the challenges of solo development in the asset store era, and ultimately, a game that serves as a reminder that ambition must be matched by execution to leave a lasting mark. Its place in history is secured, but only as a minor footnote in the vast library of indie clickers.