The first word I think of, looking back on my first 20 turns of Solium Infernum, is anxiety. With all of Hell laid out before me, and so many ways to seize it for myself, I had to make the most of every turn and those precious two actions I could take. But that’s the appeal of Solium Infernum, a remake of a classic strategy game from Armello creators League of Geeks; it offers a plethora of options but limits their frequency, making each turn a hellish clash of subterfuge, cunning, and two-faced lies.
In the annals of PC cult-classics, Solium Infernum is as much hidden as it is a gem. This strategy game from Victor J. Davis and Cryptic Comet certainly inspired some love when it first hit the scene in 2009. It picked up steam as a darling among bloggers at the time, even inspiring a particularly good series of journals from writers over at Rock Paper Shotgun.
League of Geeks, who you might know from fellow strategy title Armello or the Early Access space anime throwback sim Jumplight Odyssey, are reviving this classic with Davis’ blessing. The result is a strategy game that is fairly faithful to the original, while providing a new look at the battle for the less-appealing side of the afterlife.
If you’re new to Solium Infernum, the general stage-setting is fairly straightforward. The devil has left Hell, and in their absence, the many Archfiends are now competing for rule over Pandæmonium. Your chosen Archfiend competes with several others, who can all muster forces, enact stratagems, scheme, taunt, lie, and more to get what Prestige they can, eventually seizing the title.
One of the most fascinating, incredible parts of both the original Solium Infernum and its remake is the map. Hell, you see, goes on forever. It’s also
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