Antihero is a Turn-Based Strategy game, developed by Tim Conkling and published by Versus Evil, and which came out on Steam and GOG Dot Com on 10th July, 2017, before being ported to IOS devices on January 2nd, 2018.
This game is set in the ersatz version of the Victorian London, and is devoted to running a Thieves' Guild. There's both a story-driven campaign, the various skirmish scenarios played against the AI, and the multiplayer, which can even be played via email.
Tropes present in Antihero:
- Cheap Gold Coins: Averted. You generally only get 1 or 2 coins in revenue per turn from the buildings you control, but your expenses never go beyond the low 10s.
- The Coup: One of the skirmish scenarios is set in a palace, where your goal is to organize one.
- Dirty Cop: Both you and your rivals will eventually be able to call Truant Officers on the buildings occupied by rival's Urchins, who'll imprison everyone they manage to catch and leave the place vacant again.
- Dumb Muscle: Thugs, which can be placed to block streets. However, they are not going to fare so well against a well-equipped gang.
- Fog of War: The map of the city is covered in the literal thick British fog at first, which only lets through the mere outlines of the streets and the names of each location. This shows that your fledgling guild hasn't yet located fellow members of the Underworld in that area, and so it takes a Spymaster spending a turn scouting out the district in order to remedy that.
- From Nobody to Nightmare: You start out as a single Spymaster no-one's heard of, and finish the game as someone who has London's entire underworld under their thumb, and has likely ordered the deaths of multiple people to get there.
- Hyperactive Metabolism: Played with. While food or drink doesn't provide healing, investing in Fine Ale and Hard Stuff boosts the maximum health of your thugs.
- Meaningful Name: Vicious Wren? Widow's End? Stag Town? Dagger's Edge? How about Lesser Welt or Old Custard? The randomly assigned locations' names all add to the grubbiness of the city.
- Murder, Inc.: As your syndicate grows in renown, certain interests will want you to act in that role, and offer well-paid contracts to get rid of their enemies.
- Procedural Generation: While the key locations like The Palace or The Wharf obviously stay in place, their internal layout changes with every new game.
- Professional Killer: The Assassin. Unlike a Gang, which kills people through brute strength, and does so alongside the other activities like kicking Urchins out of the buildings, he is a true professional. If you can afford his servives, he will immediately wipe out the entire enemy gang, then wait until you might need to pay up again.
- The Syndicate: In the large campaign and multiplayer, your goal is to assemble one.
- However, skirmish maps often present more localized scenarios. Be it stealing invitations for the balls to ply a complicated intrigue in The Masquerade, or taking control of The Wharf as a steamship's crew, before a rival ship muscles you out.
- Tech Tree: A suitably grounded variation, with the Skullduggery, Sneakery and Stabbery trees.
- Trap Master: The Spy protects your buildings through placing traps in them. These kill anyone trying to attack or infiltrate the building, but have to be reapplied afterwards.
- Worker Unit: Urchins act as one, since they are the ones who infiltrate buildings, which allows you to derive revenue from them, or use them for other purposes. For instance, keeping urchins in a church is surprisingly useful, as they'll be spying all day, and eventually obtain blackmail information that allows you to gain favors from the city rulers.
- You Require More Vespene Gas: While the main resource is obviously gold, the secondary one used to gain upgrades is...gas lanterns.