This neat thing about this game (which was discontinued in early 2017) is how attacking is nothing like a clash-like, but everything else is.
Attacking is a standard 3D dungeon hacker. You’re a fully controllable character, with several skills to use, a skill tree, equipment, 4 character classes. The whole MMO deal. The rooms are mostly filled with monsters, but there are blob launchers, spinning flame-throwers, traveling floor-saws, pulsing stun fields, attractors, and hidden silence and slow traps. The entire dungeon is maybe 8 large rooms. You have to clear one before moving on (the doors seal.) To make it odder, you queue-up in a group of 4 other live players (the usual Looking For Group queue. You wait while it fills up).
The monsters are: bruisers with an occasional hammer stun, fast wolves with a charging attack, various ranged that can charm, buff monsters or heal them. Or one huge semi-boss monster. The placed devices are easy enough to avoid, but dodging monsters at the same time makes it a challenge. If you like 3rd-person RPGs, it’s a decent game.
The final room is the owner’s actual character — same character class and spells — but computer controlled and massively powered-up. They did a great job, often having a several minutes long battle.
Besides that, it was a normal clash-like. People attack your dungeon, while you attack theirs. You get gold by whacking on their gold vaults. As with every other clash-like, finding the gold is more important than “winning”. You upgrade all of your guns and monsters and monster generators in the usual way, with builders. The room with computer “you” is also your Town Hall, unlocking more stuff as it levels up.
The Clan Castle was very clever. It’s another computer controlled powered-up character, of a guild-mate you choose. But it had a bad kink. To not be overpowering, you could only choose a less-powerful guild-mate. The weakest clan members were out-of-luck. If they were smart, they left for a weaker clan, then you were out-of-luck.
The dungeon-making rules used a point system. Rooms, which are huge, are allowed 20 points of whatever. Some people loved to have a trap gauntlet room, followed by a room with only waves of monsters. It was somewhat popular to choose the room design with obstacles near the doors, then everything concentrated into an entry killing zone. But then players learned to immediately run past into the huge empty room behind them.
I assume a problem leading to the shut down was that matching decent 4-player groups, of similar levels, in a reasonable amount of time, required a big player base. As it was, waits were a few minutes. I’m told some times of day you couldn’t get a team at all.
The thing I mostly remember: your base is built from connected giant stone slabs, flat on top, but ragged on the bottom where they’ve been torn out of the ground and enchanted to float high in the air. You can see other floating bases far off in the distance. It looks nice. And then: gold collectors pump gold out of the floor. It’s like a RoadRunner cartoon.