Golem Gates sets out to twist two common traits of the real-time strategy (RTS) genre: games are too predictable, and games are too slow. To mitigate the issue of predictability, Golem Gates borrows card battle tropes with abandon. To speed things up, the game uses point-control resource collection and unit placement anywhere the player has vision. Golem Gates is designed to get around problems in an entrenched genre; as such, it largely assumes the player is familiar with the interface, statistics, and controls of its older genre siblings. If you are willing to learn a little, Golem Gates appeals to genre newcomers and veterans through its streamlined gameplay. Whatever your previous experience, this game messes with genre conventions and pays the price in the form of new problems. It’s interesting; it’s experimental; it feels repetitive eventually.