First Time Loading Solomon Furious Worlds
So yesterday, this ad for Solomon Furious Worlds keeps popping up while I’m trying to read the news, right? Shiny graphics, big explosions, promised “ultimate mobile strategy domination.” Figured, okay, let’s see what the fuss is about. Downloaded it, took way longer than Clash of Clans ever did. Already a bad sign, my data plan whimpered.

My Clash of Clans Habits Screwed Me
Booted it up. Looks kinda… busy. Like someone threw up shiny UI elements everywhere. Me and my phone, we got history – Clash of Clans veteran, Rise of Kingdoms dabbler, you know the drill. So my muscle memory kicked in. Tapped where the Army Camp should be in COC. Nada. Tried swiping like in RoK. Got a weird hero animation instead.
Thought maybe a tutorial would save me. Oh boy. It dumped like a million things at me: heroes with weird names, four different resource types flashing, buildings I didn’t recognize. No gentle easing-in like good games. Felt like being thrown into the deep end wearing concrete shoes. My thumb hovered over the uninstall button so fast.
Actually Trying To Play This Thing
Stuck with it, figuring the core loop must be solid, right? Wrong. Here’s the messy truth:
- Building Stuff? Slog. Felt like watching paint dry, even worse than early COC days. Wait times are insane unless you pay. And the upgrade costs? Might as well ask for my firstborn.
- Units? Total Cannon Fodder. Sent my first wave out. They marched in a straight line like lemmings, got wiped by one defense tower. Strategy? Nah. Just throw bodies at the problem until your wallet cries.
- Heroes? Shiny, Useless Meat Shields. Unlocked this big guy called “Kael.” Fancy armor, fiery sword. Dude gets stuck on a tree during an attack, then gets one-shotted. Worthless unless you pump serious cash into leveling him up instantly. Pay-to-win smell got real strong.
So How Does It Stack Up? Badly.
Gave it a solid two days, grinding when I could stomach it. Here’s the breakdown vs. the big boys:
- Vs. Clash of Clans: COC feels clean, understandable. You build, you attack, loot. Progression takes time but feels fair. SFW? Feels cheap and predatory. Like comparing a well-made chair to one from a 10-cent store.
- Vs. Rise of Kingdoms: RoK gives you vast troop movements, epic battles. SFW battles feel like tiny, chaotic brawls on a postage stamp. Strategy depth? RoK has oceans. SFW has a muddy puddle.
- Vs. Lords Mobile: Okay, Lords is kinda pay-to-win too, BUT its core city building feels smoother, events are actually engaging, and troop variety is huge. SFW just feels like a clumsy rip-off trying too hard to be everything.
The Final Nail & What I Think
Opened an event. “Amazing Rewards!” it screamed. Needed to kill specific monster bosses. Found one. My measly troops barely scratched it. Timer ran out. “Get stronger!” the pop-up yelled, helpfully offering a “Special Starter Pack” for $20. That was it. I laughed. Hard.

Solomon Furious Worlds feels like it was designed by committee trying to cram every popular mobile strategy trope into one game without understanding any of them. It’s shallow, overloaded, paywalls slapped everywhere, and fundamentally not fun unless your idea of fun is emptying your bank account for pixelated junk. Seriously, stick with the established giants. Or play anything else. This one’s a hard pass.
Why do I sound so bitter? Spent real days on this turkey. My phone battery cried. My patience snapped. Saw that same damn ad today and physically recoiled. Lesson learned: just because the ad screams “ULTIMATE” doesn’t mean it won’t suck.