Game 16: Border Pioneer
- Plays All The Things
- 1 day ago
- 14 min read
I follow Yogscast games on Bluesky, and they published this little number.
Border Pioneer "is a pixel art city-building game that combines survival and defense elements."
So, build a city, defend a city. Sounds simple enough.
Apparently I start with an Adjutant to help me out.

Looks like it's a card-based town builder game with exploration.

The king's envoy brings you some initial resources and your starting card deck. The cards so far are buildings and they cost and generate the various resources - houses cost food and generate people for instance. The resources are gold, food, hammer (used to build buildings) and population. Interesting, cards have a limited total number of uses, so one card might only let you place 1-2 farms and then it disappears.
Building placement matters, your logging camps generate additional resources if they're next to trees.

Between turns monsters appear so there's a tower defense thing going on, you also get military units to play around with and can buy more as cards.

I significantly mismanaged my food in the tutorial and have run out at the start of Month 4. Fortunately Steve the Adjutant's ability is to give me 200 food once if I run out, which saves me from, embarrassingly, failing at the tutorial.

I end up dismissing a couple soldiers to free up population to place more the fields, which slows food loss to the point where we can at least make it to month 6.
That fixed, by the time month 6 rolls around we have a respectable little military that has no trouble with the tutorial boss.


Looks like the 'campaign' is a series of discrete levels in the same format. Level 1-1, explore for 9 months (you don't really 'explore', just survive it seems).

This level is a little more complicated than the tutorial, the enemies have two routes into town. I'm closing one route off with a wall which should 'encourage' enemies to go the other way and fight at the left chokepoint, but if the route is too long enemies will try to get through the wall instead.

I got a nice upgrade for 'sniper' towers from the first monster chest so I'm going to focus on getting as many of those as I can.
And this Orchard is very much going to help with the food supply!

Oh nice, your units can't actually die!

I don't actually end up getting many sniper towers but it doesn't matter, I now have a barracks that spews out a ton of little guards and I'm capping off this level's military with this juggernaut of a Heavy Support unit.

Just to go a little crazy on my first run, I got 'Militia Conscription' which spawns a bunch of farmers - but statistically the militia are better than higher level guards?!? A whole lot better, in fact - can we have them join the military full time?


A mob of conscripts, backed up by professional infantry and mercenaries, with support from archers and fire and ice mages, led by a huge hulking bruiser in plate armor makes this a settlement the monsters will regret assaulting.


Ok, I MAY have misread how conscripts work and they MAY have all gone home before the battle actually happened.

The foes are mostly killed within seconds of stepping out of their portals. The loss of the conscripts makes no difference - but of course this is the first level. I'm playing on the second highest difficulty so I expect this won't be as trivial as we move forward.
Victory is achieved, and I unlocked another Adjutant option, Thaars.

The second level sees us rebuilding a town formerly destroyed by Goblins. There's some pre-existing defenses here so I'll defend using them, forward of the town.

The addition of a medical tent prompts a change in tactics - now the main force will initially defend the first wall closer to the portals, then when a couple solders get wounded they'll run back to the medical tent to heal up and form a second line of defense with the towers.

I got an event to open a chest in exchange for adding a couple enemy mages to the next wave, how bad could they really be?

They're Necromancers and they keep summoning skeletons! The first defense line quickly shatters and the horde rushes through before most of the front-line units are healed. Thaars barely saves the day when he's healed up and I run him around behind the enemies to attack the wizards. By the time they fall the enemies have smashed all the second line towers and only a few archers and holding the remaining enemies back, but thankfully I discover that walls / towers get repaired after a battle.
If you don't fully lose this game against a wave, you'll still be in decent shape - your defenses don't get worn down nor do your soldiers die.
Food issues lead to some economic stagnation, which leads to a weaker military at the end of the scenario than the absurd strength we had for level 1.


The layout is interesting, looks like the enemies split initially but I can probably funnel them to one area.

he King did not show up early but I managed to get a rip-roaring economy and have turned that into a mighty military. Thaars leads a mercenary group up front since while mercs cost money every turn, they also earn you money for kills they get so this gives them the chance to pay for themselves.

On the Eve of Battle, Adjutant Thaars gives a rousing speech to the troops, but goes into perhaps too much detail about what exactly they are going to do to the Goblin King's corpse and the men get a little weirded out. The high priest blesses the war-weary soldiers.



The Goblin King tries to flee as his troops are slaughtered, but to no avail - he is cut down where he stands and the mission is complete.

For this next level we're going to try Adjutant Fulmarion, in part because it says the cards will now come from a [Nature] deck instead of [Kingdom], so I'm looking forward to see what that means.

This level switches up the challenge to specifically reach a large amount of food.

Oh my, this is an interesting level shape... kind of like a, uh....

Oh good, you also get a bonus of double food production so a surplus will be much easier.

I just need to make sure I can defeat the monsters.
Yeah, nature was a great choice - by the time the first monsters show up I'm already at +154 food production.

I have a very small mobile force this time, the cages spawn some animals and I try to lure enemies into the center where Treants attack them.

So animal cages and these druid-archer guys give me 'beast companions'. I cannot for the life of me determine what these animals are supposed to be.

Food goal reached. One unexpected benefit of Nature is the presence of these magical wells, which both provide a lot of food AND give your units an instant healing effect after they run out of HP.

We'll give Adjutant Old Bob a shot for the next level.

Hopefully that's helpful against the Orcs we're going to face.
Pikemen are excellent. They hit the enemies from further away AND push them back, meaning a big enough group of Pikemen generally doesn't get hit by melee enemies at all.

Crushed it, onward!
We've gotta kill an Orc Boss. Today's Adjutant will be Robin, who tells all the archers to shoot two arrows at once, which for some reason makes them hit their target less.

This is an intensely forested level.


Robin's ability applies to towers as well, so when the enemy gets within range it's a lot of arrows raining down on them. Between the ice towers and druids and knockback from Ballista towers the slower enemies can't make forward progress, but it takes me a long time to kill them.

These have been my toughest battles so far but I think this Vengeful Militia ability is my key to victory.

Old Bob's 'pikes for everyone' is probably a better combat option,

Done! New Adjutant is Hermi, who pulls from Magic cards.

We're exploring near the Hell Pit, because that's a good idea.

I've probably handled the right side better than the left - on the right I was able to use walls to funnel both spawn areas into one zone. On the left I've got two groups independently fighting.
That done, the next mission to get 3000 gold here is proving quite challenging! I almost lost to the last horde of skeleton-archers that ripped both my units and buildings to shreds as the combined force just rained concentrated arrows on my stuff.

The next wave has even more archers, and I'm thinking of mounting a forward defense right at the portals this time to try to gank as many archers as I can before they form this arrow-death-mob.

Big tough tanky skeletons come out of the portals that I'm set up to guard, and all the archer skeletons pour out of the portals that I didn't guard! My troops get stomped.
Fortunately the big skeletons end up crowding out the archers near the defense buildings, so the defenses there slow down the tanks while the archers are stuck behind them. That buys enough time for the troops to heal and mount a second attack against the archers in the back before they can smash the buildings.
Gold scenario is complete, easily the most challenging so far - I came close to losing it about three times.
Time to kill a Litch! I think Thaars is my favorite adjutant so far, it's nice to have a beefy unit right from the start so you can focus on economy for an additional month or so up-front.
The game is about striking the right balance between food, production, spare population for troops, and military power, so having an early edge in military power gives you more time to ramp up production early.
The enemies also come from all directions this level but I've figured out that walls 'encourage' enemies to move around them and you can set up a traditional tower-defense path if you have enough of them.

Another near-catastrophe - my wall shenanigans backfire when I make the northern route just a titch too hard and the AI decides that some of the southern portals will no longer traverse all the way to the north chokepoint, instead breaking through the south wall. I didn't notice until they were half done destroying the housing and nearly at the town hall!

Pulling my troops back from the North to stop this resulted in the Northern wall towers being overwhelmed.

My major mistake this map was putting the town hall close to the right edge of my build area, thinking it's arrow could get some damage on enemies as they traveled up towards the main towers. Unfortunately this just makes the enemies mad at it and they charge directly at it, forcing me to defend it with a part of my force even against fully land-based waves, and unfortunately I can't move it. Just a couple months to go and I have a powerful army, so all is not lost, but this is making the battles harder for sure.



I quite like the battles in this game because it behooves you to maneuver your troops around to hit things like enemy summoners while leaving groups of troops back at the base to hold off the hordes. I wish it had more options for actually organizing your troops, giving them hotkeys would be a much appreciated extra degree of control.
The Lich refuses to die several times, summoning additional monsters when it does, and the horde breaks inside the compound from two directions, but by now my army is strong enough to hold off the attacks effectively.

The next snowy area introduces cold which halves production unless you use Bonfires to keep it at bay.

This area also features these mushroom-giants which take forever to kill and smash soldiers with every attack, but I have enough forces that he can't chew his way through everyone and make forward progress before people get healed and come back.


There's a bunch of damaged mines that you can restore away from the main village.

Well this is a new problem - apparently your town can't get too big or the game starts to penalize you.

Ah well, we've got a great economy so we'll try to hold the population here to get to 9K production.
That one took a long time, finished in month 16.
All right, time to take on the Snowfield boss. At this point I'm finding the gameplay loop a bit repetitive, so if the end of the game weren't in sight I'd probably stop, but with only four levels to go we shall soldier onward!


One of the different enemy types are 'ghosts' which both fly over walls / terrain and can only be attacked when they become visible some distance from the spawn portals, so I detached this little 'Ghost Patrol' force to handle those while the meatgrinder smashes corporeal foes. This proved unnecessary as the ghosts actually fixated on the barricades at the chokepoint and attacked the same area as normal foes did, so for this map I can just keep building up a Death Star of a defense area with both towers and troops.


The Mush-Mother wreaks havoc with my impregnable fortress by carving a path through the terrain to the north! Gah! When I acknowledge that my plans were entirely dependent on the enemy voluntarily walking into the worst place for them it does feel like my own fault.

She almost smashes the town hall before she goes down.

The Final Adjutant comes straight from Game of Thrones, the Mother of Dragons!


The Dragon is cute and fun but he relies on directly-activated abilities, meaning to be effective you pretty much personally have to run him yourself while in combat. This is counterproductive when you need to be managing your overall force and be on the lookout for where enemies are breaking through a defense somewhere else.

As such we're going back to our boy Thaars to finish this out.

The last level features 'multiple routes' for the enemies to approach from but aside from flying enemies it's pretty easy to route them to a single chokepoint.

A group of Pikemen delay the hordes from one portal set while the rest of the army smashes the other.


The battles are getting dense enough that they are slightly slowing the framerate.



The battle starts off with a group of conscripts trying to hold off the demons around a Purification tower, delaying them as long as possible while in the Demon's influence.
I hadn't noticed prior to this that unlike other units, conscripts don't go back to heal during the battle, but when they're slaughtered to a man it's pretty obvious.

The final boss is here! The Demon... Eye!

Most of the bosses do something when they die, and THIS one resets the entire final wave! I'd been pushing the monsters back when he showed up and this results in a mad scramble back to our original positions.

In the confusion Thaars decides to try to fight them by himself.

But the chokepoint and the army are strong, and the enemy doesn't break through.


Wait, I'm now the Duke of Exploration and I can just claim ANY unclaimed lands? Guess I'll just claim every unclaimed land for myself then? Thank you, your Majesty!