A spiritual successor that lacks spirit
The original Majesty was one of my most played games as a kid. I easily sank hundreds of hours into it, and over a hundred more as an adult with the Steam remaster. It was a game full of charm and quirks and just the right amount of challenge, and to this day I still never get bored of playing it.
I've long wished for a spiritual successor to the Majesty series. The sequel, Majesty 2, didn't hit quite the same mark as the original. A few games here and there have come close in their own ways, but none have captured the entirety of the Majesty spirit.
I'm sorry to say that though Lessaria has most of the form of Majesty (and even the same Advisor voice actor as the original - the inimitable George Ledoux), it is lacking the spirit that made the original so compelling. Including demo time I'm 7 hours in and about halfway through the campaign missions, but I've already lost interest in continuing.
My interest is surely not helped by a lack of sandbox mode; DESPITE what the store page claims, there is no sandbox mode - just a single endless survival mode set on one static map layout. If you, like me, derived most of your playtime in Majesty's sandbox mode, you will be immensely disappointed.
Mechanically, Lessaria is an indirect control RTS like the original Majesty. You have control over building placement (in this case on a visible grid) and upgrades, and hero recruitment, but your heroes act on their own volition - choosing to explore, or fight, or shop, or flee, with some classes tending toward certain behaviors (e.g. Rangers like to explore, and Rogues are more easily motivated by coin). Like in Majesty 2's expanded flag system, you can entice heroes toward certain actions with bounties to Explore, Attack, Defend, and Avoid, and Lessaria is very transparent about which heroes find your price suitable, eliminating the guesswork of how large of a bounty is sufficient.
As mentioned, kingdom building takes place on a grid, so you can more easily see where a building can be placed. However, Lessaria limits your building area to a relatively small portion of the overall map, beyond which you can never expand - with the exception of trading posts, which must be placed on specific (sometimes hard to spot) pre-set locations, like in Majesty 2. This means your ability to exert map control with defensive structures is much more limited, and your heroes will be wandering far afield from the relative safety of your base.
Lessaria addresses this distance problem with a portal system - for a small sum of gold, you can build a portal structure in your city and permanently link it to several pre-placed portal sites across the map (once you've scouted them), allowing your heroes to instantaneously travel to and from far-flung locations. It's a good solution, and generally the portal sites are well-placed on Lessaria's hand-crafted (not randomized) maps.
Beyond the hard limit of space constraints, Lessaria imposes a softer limit on what you're able to accomplish through a new resource: population. As your city expands, you will need to (manually, as opposed to automatically in the Majesty series) build peasant homes. These contribute population (and tax income), which are spent to recruit heroes (refunded when the hero dies) and to build certain economic structures. At certain thresholds of population your overall gold income gets reduced, making it harder to expand beyond a certain point. You won't be able to build a grand kingdom here as you delay pursuing your objective to let gold accumulate, and you won't be able to recruit more than perhaps two dozen heroes total.
Speaking of delays, Lessaria adds one other mechanic to ensure the player can't take things easy. Waves of monsters will attack your kingdom on a set timer, with a wave strength rating of 1-5. Each successive wave will increase in strength, with the upper end being strong existential threats that can quickly wipe out your kingdom. The wave strength is reduced every time you destroy a monster den - but these dens are limited in number, and the waves are not. If your heroes are overzealous and destroy the dens too quickly, you will have no way to mitigate the strength of the assaults for the rest of your mission. And a lack of dens will not affect the strength of the assault - assault waves spawn out of thin air, with no regard for how many (if any) monster dens remain. This effectively imposes a timer on every scenario in the game, and encourages the player to counter-intuitively preserve monster dens until they are needed to reduce the strength of the assault wave, in order to buy enough time to accomplish the scenario objectives to win.
Finally, and perhaps most disappointingly, your units just lack personality. There's no cries when a unit dies ("I'm mellllllltinnnnnng!"), and in fact death happens so quietly I often don't notice until I click a guild and see an opening. Units have very few voice quips, which you only hear when selecting them, or when zoomed in far enough to hear them during a fight (the sound mixing on the game needs some polish). There's no jaunty cries of "tax collector!", or building animations when, say, the tavern or blacksmith are being visited by a hero. All those little audio and visual details that gave the original Majesty its charm and humor are missing here.
In summary, Lessaria is a spiritual successor that lacks the spirit that made the original Majesty so good. It tries some mechanical tweaks to the formula with mixed success. It bears evidence of systems that were tried and either abandoned or never expanded on (resource gathering, random hero personality traits that affect their stats but can't be interacted with). There are several places lacking polish (audio mixing, mismatched written and spoken dialogue, typos). And it completely lacks the sandbox the store page claims it has, and which gave the original Majesty such longevity (for me at least).
If you're a fan of the original Majesty and craving something to scratch that itch, I can't say Lessaria will do so. It didn't for me. Maybe come back after a few more patches, for additional polish, balancing, and hopefully an actual sandbox mode.