
Shape the Roman Empire in this genre-defining strategic builder game. Build cities while expanding your influence through Roman provinces. Govern using your economic prowess, diplomatic skills, or military might.
Most likely between $18.8M and $53.3M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $38.99 | 69% | approximately $31.3M |
| PlayStation | $58.49 | 82% | — |
| Epic | $38.99 | 91% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $29.50 on Steam · China (−24%). Compare 16 prices in 14 markets →
Reviews
Themes across 1050 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
bad game ... einfach unfertig, langweilig und nicht repetitiv. DLC'S sind Scam
The Story just stops. As a city build and trading sim the game is great to play. Story mode ends abruptly after act 2. The compelling story lines in acts 1 and 2 just stop. Reading through the online posts, act 3 was in development but would not be ready for the holiday release. Instead of delaying the release to include the complete story arc, the story stops, cut off at the knees. While there may be a world where act 3 is released as a Patch, more likely, given the choices so far, it will be released (if ever), as as DLC for a price. I paid the full meal deal for a full meal experience. The story just stops.
Recommended? No, and here's why After spending hundreds of hours with Anno 1800, I expected Anno 117 to build upon what is arguably the strongest entry in the series. Instead, it feels like a sequel designed to minimise risk rather than maximise creativity. What disappoints me most is that Anno 117 doesn't feel like it was driven by developers asking, "How can we make the best Anno ever?" Instead, it gives the impression that executives and investors were asking, "How can we make the next profitable Anno?" Many of its design choices seem focused on accessibility, broad appeal, and creating a platform for future DLC rather than delivering a bold evolution of the franchise. The biggest problem is that Anno 117 rarely feels like a meaningful step forward. The core gameplay loop is almost identical to previous entries, but without the same sense of scale, complexity, or satisfaction. Production chains are simpler, city progression feels more linear, and many of the systems that made Anno 1800 endlessly replayable have been streamlined or removed. Rather than innovating, it often feels like certain decisions have been made more impacting at the expense of depth. Compared to Anno 1800, there's simply less to manage, less to optimise, and less to discover. Anno 1800 constantly rewarded expansion, logistical planning, and mastering increasingly intricate supply chains. Every new population tier fundamentally changed how your empire functioned. In Anno 117, progression feels much flatter, with far fewer moments where your city truly evolves into something spectacular. The naval gameplay is another noticeable downgrade. Ships instantly rotate instead of carrying momentum, movement lacks the satisfying weight of Anno 1800, and the removal of wind mechanics makes naval gameplay feel less dynamic. Even visually, I can't get behind the new ship designs. The oversized towers mounted on many vessels look absurd, resembling floating siege towers balanced on wooden hulls rather than believable Roman warships. They completely break the immersion and make naval battles look unintentionally comical. The campaign doesn't help either. It feels more like an extended tutorial than a memorable Roman story. The characters are forgettable, your choices rarely feel meaningful, and the narrative barely explores the incredible history of Ancient Rome. For a setting with so much political intrigue, engineering marvels, military conquest, and cultural depth, the game does surprisingly little with it. Perhaps the most disappointing aspect is how much the game feels built around future expansion. Rather than shipping as an ambitious successor, it often feels like the foundation of a live-service roadmap where features and content will be sold back over the coming years. That may sound harsh, but it's difficult to ignore how heavily the experience appears designed around future expansions instead of delivering a complete, ambitious sequel from day one. Rather than feeling like the next great Anno, it feels like another platform-an expensive, DLC monetisation platform that will eventually be sold back to players piece by piece. Visually, the game is undeniably attractive, but graphics alone can't carry a strategy game. Once the novelty of the Roman setting wears off, there's little that stands out as genuinely new. The economy lacks the complexity of Anno 1800, city building feels familiar rather than exciting, and the overall experience never reaches the same highs. Newcomers will probably enjoy it, but veterans expecting the next evolution of the series are likely to come away disappointed. Anno 117 isn't terrible, but it's a disappointing sequels in the series. Instead of delivering the next evolution of Anno, Ubisoft has produced a safer, shallower experience that relies on a new setting and future DLC rather than meaningful innovation. And for a series that has always evolved with each entry, playing it safe is perhaps the biggest disappointment of all.
Étant un grand fan des jeux de gestion et de construction de villes, j'ai apprécié la prise en main d'Anno Pax Romana. L'interface est claire et les premières heures donnent envie de développer sa cité. En revanche, je me suis vite rendu compte que le jeu est assez vide en profondeur. Il manque des mécaniques de microgestion, de politique ou d'administration qui permettraient de varier les parties. Au final, on tourne rapidement en rond. L'aspect naval est également assez limité, et la stratégie militaire manque de profondeur et de variété. Même constat pour le système de commerce, qui est très simpliste et n'offre pas vraiment de possibilités intéressantes. J'ai aussi rencontré un problème avec le système des niveaux de cité. Les malus de sécurité et de bonheur semblent être basés sur le niveau de la cité plutôt que sur le nombre d'habitants. Résultat : malgré toutes les infrastructures de sécurité en place, il m'est impossible d'obtenir un bilan positif concernant la gestion des incendies. Cela donne l'impression que certaines mécaniques sont déséquilibrées. Le jeu possède une bonne base et un réel potentiel, mais il manque aujourd'hui de profondeur pour maintenir l'intérêt sur le long terme
Why do I have to type a review on a game a dislike or compare to its predecessor? I saw the would you recommend this game, No, now I have to type? YOU! type.
Great game. Don't listen to the haters. If you are interested, check it out. It is very fun.
如果你是新接触纪元系列,建议直接1800。如果你是只玩了纪元1800再玩这个,会感觉很不适应,建议体验一下1404再来玩。
AI Voices suck. Why not pay actual humans? At least they sound AI generated. The AI generated assets suck too. Why not pay actual artists? Even if the voices are real, how am I to believe any person had a touch in any of the product decisions? Why not make the lower labour costs reflect the price? if you want to serve AI slop, do so at a reasonable price. (which is 10€)
Bleibt alles in allem weit hinter Anno 1800 zurück. Spielfluss ist deutlich langsamer und weniger animierend. Grafik ist toll, aber das macht noch kein gutes Anno. Ein stärkerer 1800 Klon wäre wünschenswerter gewesen, es wirkt wie ein grafisches Upgrade das von 1800 Niveau aus meiner Sicht wirklich nicht mehr nötig gewesen wäre, mechanisch scheint es hinter 1800 deutlich zurückzubleiben. Die Bugrate ist fast ein Jahr nach release immer noch beachtlich.
An unfinished mess. Go play anno 1800 instead. Ubisoft will never be able to make any good games again.