
Build a nation starting at any point in human history and compete for supremacy in this epic turn-based strategy game. Engage in diplomacy, fight wars, and go head-to-head with other leaders from history.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About
Ara: History Untold is an evolution in historical grand strategy, featuring beloved classic PC strategy mechanics alongside innovative gameplay like a national crafting economy, true simultaneous turn resolution, a non-linear technology tree, and cloud-backed synchronous/asynchronous multiplayer - all with an expansive and vibrant presentation where you can zoom out from surveying the very edges of your empire all the way down to your citizens living their daily lives. In Ara, there are no pre-set paths to victory, leading to endless possibilities. Your choices will define the world you create, your experience, and your legacy.

Explore an Immersive Living World:
Explore a dynamic living world filled with life and charm across sweeping landscapes ranging from tropical jungles to sand-swept deserts as you discover the resources you need to develop your nation. Witness the world come to life in vivid, realistic detail as citizens move throughout the world and react dynamically to times of health and sickness, war and peace, wealth and despair with unique biomes, cultures, and eras representing the diversity of human experience.
Build Your Nation:
Serve your people and grow your prestige with numerous Improvements, from forges to libraries, citadels to cathedrals, public parks to industrial factories - as well as a global variety of the greatest architectural Triumphs ever conceived and built by human hands.

Guide your people through the eras of human discovery:
Nurture your people’s brilliance and invention as you progress your Nation through twelve unique Technology Eras, making the hard choices about where to focus your Nation’s greatest minds. As you near the end of each Era, you’ll have to decide how fast to push your scientists along the path to the future - at the risk of the present.

Oversee a rich and detailed national economy:
Harvest the bounty of the natural world and deploy the labor of your people with a depth-filled National Crafting system. Will you manufacture Amenities - like lavish feasts - to provide your cities and citizens with powerful benefits, or invest in the creation of Equipment - the weapons of war - to prepare your Armies to defend your nation or conquer your rivals? Whatever paths you choose you’ll need to carefully optimize your resources and production to achieve the most efficient systems if you want to outpace your rivals to fortune and lasting glory.
Rule Your Way:
Choose from dozens of history's most influential figures to embody as you reshape the world through your choices. The unique and varied global Leaders and Nations in Ara emphasize a wide variety of different playstyles. Experiment with gameplay-impacting Traits and powerful Leader Abilities drawn from the effect they had on world history. Whether friend or foe, each Leader has a distinct personality based on their historical background that informs their AI behaviors.

Grow your Nation:
Extend your reach and expand your Nation’s borders through claiming new territory, conquering cities, spreading your Religion, or by expending Influence. How your Nation grows and defines new borders is up to you.
Experience True Simultaneous Turns:
Every turn each nation's actions and choices resolve simultaneously, leading to suspense, anticipation, unique outcomes, and surprising twists on the classic turn-based formula. The fate of your people will be determined by your decisions and your ability to predict your opponent’s next move, putting your skill as a leader to the ultimate test.
Defend your people by land, sea, and air:
Warfare in Ara is presented in the Living World, as thousands of years of military conflict reflect the progress and martial prowess of your people. Develop technologies to advance your weaponry against your rivals, hone your wartime economy and industry to gain the edge, and outthink your opponent’s strategies as maneuvers resolve authentically at once thanks to the power of True Simultaneous Turns.
Prove Your Worth in Online Multiplayer:
Combining the speed and surprise of True Simultaneous Turns with the power of the cloud - multiplayer in Ara is fast, seamless, and able to be enjoyed asynchronously with a wide range of options to tailor you and your friend’s experience to the way you want to play together.
A Microsoft Account is required to play online multiplayer.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 821 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I don't want to spend hundreds of dollars for a complete experience, especially at launch. This game has been out over a year and the COMPLETE game, bar any 'cosmetic' items is only $25 (Sale) or $50 MSRP. Not $70 for 75% of the game at launch.. ahem Civ 7. I am not well versed in this genre of game, but, my initial impression is this game is an accessible and simplified introduction for people who would like to give grand strategy and 4x gaming a try.
Ara was developed by Oxide Interactive, under the umbrella of Xbox Game Studios. And if that weren't enough, I'll add that the studio was founded by former Firaxis members who had worked on Civilization. Ara is closer to a specific turn-based city builder or a tycoon focused on manipulating production chains than to a traditional 4X strategy game. And you know what? It's a really solid game. The developers deserve applause for giving gamers a very varied selection of nations - the usual suspects (like England, Rome, Greece) but also a lot of unexpected ones (such as Argentina or the Cherokee Nation). Although they do not have unique units or structures, they can at least be proud of their own bonus set and an animated leader. Their models' quality is a little behind the rest of the graphics, however, rival avatars are still there to represent them, and their presence - as the competition has shown - is not so subtle. 🧠History Untold's approach to claiming land and city-building is the first and most obvious feature that sets it apart from other games in the Civ series. With each new population milestone achieved, the next portion of the map can be filled up by the player - of course, this new area consists of several hexagons and is rich in resources. The development team argued that this illation was because they wanted to show the natural processes of border formation to be like rivers, mountain ranges, etc. I have to say that this reasoning is no good and it infers nothing of what I experienced on the screen at that time. The majority of the territories are nothing but very precisely cut squares and rectangles. If this is meant to show the type of borders which exist in the world, perhaps it only shows the ones that can be seen in post-colonial Africa. Nonetheless, this approach is highly effective. It makes the game more interesting tactically, especially when it is used in conjunction with the other methods that I had to learn very quickly during the first few minutes of the game. In Ara, the placement of buildings is done on tiles within the areas we control rather than in the center of the city as in Civ or Humankind. Not even the idea of districts from those games is present here in a lesser form. Each library, well, apartment, and playground here consumes precious land, which means we have to always think about what is the best thing to build at any given time and, in some cases, even to tear down already-constructed buildings. Whether you appreciate this kind of gaming or not, Ara could be a nightmare or the ideal place to blow away hundreds of hours. However, I can only tell you that the creators of the game somehow gained control over this chaos, and all these connections among the characters can really be very pleasant. I did not have that feeling of being forced to break through a deadlock to get anything going. In this game, you can literally build a country that runs like a well-oiled machine, where the different cities are working together and forming a large mechanism that operates at the highest level of productivity. Of course, it is a very hard and long task, but it is possible. And this was the very aspect that amazed me most, while the constant opening of the windows and the optimizing of the production gave me the "just one more turn" syndrome. The way the developers at Oxide Interactive managed to achieve something that Firaxis has struggled with for years is also significant. History Untold is engaging practically until the very end, as there's always something to do. The work never ends, because there's always room for improvement and to squeeze a little more productivity out of your citizens. So what exactly is the goal of this kind of gameplay? The answer is simple and, unfortunately, not very satisfying. In Ara, the only way to win is by gaining the most "prestige" or "points." This is a Civ-style winning game, the most boring of the available options. Points are granted for almost all activities. You can gain prestige by unveiling new technologies, refining the production rates of your cities, attacking competitors, or making great works like oil paintings or sculptures. Consequently, if you opt for pyramids, for instance, you must realize that this will prevent you from constructing up to five more buildings in that area. ✅The Good. - Satisfyingly perfecting supply chains - A land-grabbing mechanic that forces strategic planning; - A strong focus on population satisfaction - A multitude of nations to choose from - Where the cities keep sprouting up, it looks really lovely at their backdrop. - Superb, elaborate, and very polished micromanaging system of the city ❌The Bad. - Optimization that leaves much to be desired - AI regularly sending its troops to certain death - The interface could use some improvements - The very artificial-looking elimination of the slowest-developing opponents in subsequent eras - Elements that are completely unconvincing and taken from classic 4X games like diplomacy, war, and religion, their low quality pulling down the rest of the gameplay I do not share the opinion that Ara is a game that all Civ fans would like to play. Furthermore, I would even claim that a lot of those who are hard-core fans of Sid Meier's games would very soon get hooked on Oxide Interactive's product. No other "Civ" title demands such patient consideration of the most minute particulars and relentless surveillance of micro-dependencies. Prior to making the decision to acquire Ara, it would be wise to determine whether your aspiration is to rule over other planets or the lands of your rivals, or, rather, "merely" to oversee the output of cement and plows. 🧾In Conclusion. For me, it's a truly solid game, but it would benefit greatly from completely removing most of the 4X elements. The presence of such primitive diplomacy and a tedious military aspect works against it and interferes with what truly makes the game shine - micromanagement of cities. Perhaps one day we'll see a second installment of History Untold, and then the developers won't be playing by half measures, but will focus entirely on what they've done best. I'm really rooting for that. I'm convinced that many players who love the Civ series will quickly become addicted to Ara. No other Civ game requires such meticulous attention to detail and constant monitoring of micro-dependencies. 6/10🔚
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 31: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Japanese* +14 more
Hours played at review time, across 822 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Super Spiel und wichtig es ist nicht CIV oder Humankind! Es ist seine eigene Art und ich finde sie MEGA !:)
Ara sounds and plays very nice ! Maybe I didn't run into the laborious parts of they have been profressively fixed, but I'm having a blast :)
I'm not good at writing reviews for games, but my main problems with this game in particular (despite being a civ 6 clone) is that there is to many button clicks presented on the general UI. The UI over the world map looks like a hot mess of information. It is not fun to navigate or play through. The tooltips get in the way from hovering over anything, which slows down you button clicking even more. Combat is boring and not exiting at all because it's just a "numbers battle" The one thing about this game I thought was really appealing and is why I wanted to play it was the crafting mechanic. I enjoyed the idea of crafting items to temporarily boost production and other currencies. I don't understand why crafting a ancient tool to boost production by 50% would take 40+ turns without investing ALL of your gold. It's a beautiful game with voices and skins and the scenery is really nice, but gosh is this unplayable for me.
Poor interface choices and slow pace ultimately drag down a promising game. Did I mention poor interface? About that interface... I really really want to like Aura and in many ways I do. It's fun for a while but by the mid game it's very repetitive, little happens, you're basically just cycling through turns to advance the years. Eventually I get to a point where I ask myself why am I even playing this? Now let's move to the worst part of the game--it's interface. Is teh long list of commodities search able? No. Can you use page up page down to scroll? No. What about mouse wheel, yes and takes forever to move down the list. What about drag the scroll bars? Well, those are so skinny that they are very difficult to grab. So The player has the choice of trying to grab a scroll bar a few times before it's successful, or of using the mouse wheel for five to 10 seconds while their hand gets sore from all the scrolling. Why is there no search? Why does page up page down not work? Why is it so hard to see your itty bitty little teensy tiny icon for your army? Why is it thus so hard to see enemy armies that you don't even know they're there until you're being attacked? Why is it so hard to see armies because the icons are so dinky Is that avoiding armed conflict is really just avoiding an annoyance? And doesn't that diminish the game? Yes it does. Developers, come on, just make the icon big enough to see for goodness sake! This thoughtlessness of design and poor taste in interface runs throughout the game. Rather than list all the many annoyances I would just say that by version 2 they should have somebody on staff that can coach the developers on interface. We all know developers are bad with interface design, so hire somebody to help you and then you would have a better game! The gameplay itself was never the issue. Locating upgradable structures is a manual process even with the kind of empire wide production view behind the little anvil icon, you still have to click through each structure type manually to see if there are any upgradeable examples. And guess what--You can't scroll here either except with your mouse wheel or dragging the skinny skinny bar that is difficult to click on! This game is like instant carpal tunnel. Overall there is a lot to like about the crafting system and it is automatable to the degree that it kind of takes care of itself and that's great because managing it manually would be a huge drag--so good job there. My complaint here is with the policy setting. You can only set policy when you open an individual structure in an individual city (by finding its icon among dozens of similar icons). If you go to the global view you can change what that structure is producing but you can't change its policy. So in the global view you're thinking here's a building I'd like to switch to the national policy I set up, but then you have to go manually find that exact structure on its individual plot of land inside the individual city view. Some of the production buildings look very similar so you're squinting at these tiny nearly identical icons trying to figure out which one is the crafting structure that you identified in the global view. There is no way to go from the global view to the individual structure view where you can set policy or do other similar things. So there is no connection of any kind between a structure in the global view the same structure in the city view. This is a crazy omission! You're literally playing a visual pattern matching game trying to find the structure in the city view that you were just looking at in the global view. In some cases it's hard to find so you just give up and say well that structure just won't use the policy I wanted because I've already invested enough time in hunting for it and I'm tired of hunting for it so I give up! How little would it take to fix this so you can click the structure in the global view and it takes you to the structure in the city view?!? OR allow setting policy in the global view.. How does this not already exist as a feature--it's insane that it doesn't. And this really perfectly illustrates the problem with this game every time you turn around, all over the place, in all kinds of ways, it makes the player go through a lot of extra work to accomplish simple tasks. Can you see an alphabetical text list of the structures in given city? No you cannot. You can hunt through a random grab bag of extremely similar icons though! And as with all lists in this game it's difficult to scroll this one too! Is there any way to tell easily if you already built a certain structure in a certain city--No! Do you consequently end up with duplicate structures you didn't know you had, yes! Next we have land--I'm not sure what the idea is with making land so scarce but your cities pretty much never have room to build. Wonders are generally not worth the space they take up. Later in the game cities grow so slowly that realistically you'll have one or two cities that you can afford to buy land grants for and the rest will just strangle for lack of ability to expand. So that's great--I have 12 cities and realistically only two of them can receive new improvements because it's all about the budget for land purchasing. Piling on the food growth to try to force the city to grow is only of minor benefit here. There'll be all kinds of unclaimed land all over the map but you can't have it Mister player! I have played thousands of hours of Civ and 4x is my favorite genre. Ara Has some great features but ultimately the turn by turn, day by day experience will drive you away eventually. I think most of the annoyances are relatively easily fixable. Make army icon bigger--not hard. Allow alphabetical text list of structures in a city to sort existing and highlight duplicates--not hard. Allow clicking into individual structures from the global view--not hard. Make land growth about 500 percent faster, especially in the later game--not hard. Wonders do not need to take up an entire territory, that just contributes to the artificial land scarcity, easy to change. Make the scroll bars wider--easy. Enable use of page up/page down in lists--easy. The worst defects of this game are easy to fix and it's my hope that the developers will see this review and take it in a constructive way. This game has a lot of potential and it's ruined by trivial problems that are in your face so constantly that they become not trivial. The irony here is the interface is attractive in terms of its appearance, but in terms of its functionality it's the worst.
Le jeu a un potentielle énorme en terme de gameplay mais il a beaucoup trop de points négatifs pour ma part : -spawn des IA juste à côté de votre empire qui vous force à être ultra agressif - IA pas foutue de suivre le niveau technologique du joueur qui rend le jeu trop facile en fin de partie - des bonus débiles entre factions comme la Belgique qui a que des bonus et la France se chope un -10 de relation avec les autres nations mais pas de gros bonus derrière pour contre balancer -pas d'éléments spécifiques au factions du type une unité ou un bâtiment unique à cette dernière qui sans ce type de contenue rend le jeu très répétif Tant que ces points serons présent le jeu ne sera pas fun.
I feel like half my playtime was game lag
Ara is unintuitive, complex to no purpose, and disappointing. If the UI is ever redesigned, and some of the concepts reworked (warfare, diplomacy, the crafting system), there might be something of value underneath. Until then, there are much better games elsewhere.
I Can not stand systems that inhibit play-styles as a feature. Built in antifun systems some how became popular in pseudo historic games even though they were designed for other titles as a correction to difficulty subsystems. I hate the war system in this game; it is the worse of multiple different titles. I don't was crusader kings case belli style play with time limits on wars when you add in other mechanics like mustering and deployed reinforcements while also having repairable walls. Essentially if your 1 catapult gets sniped in an interaction the entire war is over. Unfortunately this game banks on this weird type of combat system that is stack based but not controlled. I really liked the district style experience, but this will never be a playable long term game with its current warfare style. Needs an overall; Don't really know how this made it out of the testing stage. You know why civ succeeded? because it allows the player the rough ability to do what they want in the direction they want, without too many arbitrary rules that it makes the experience pigeonholed into interactions. There isn't a real way to grab a district spot back for literally 100 turns; there should be minor district concessions, there should be mini wars that aren't just skirmishing there should be border movement not just entire city movement which becomes its own massive under taking.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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