
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
Ein super 4x Spiel, das mir persönlich besser als Civ gefällt.
Version 1.4 Review. I’ve been saying for years that I’d love to play a turn based version of Anno. With its focus on production chains, just like the Anno series, I should therefore love this game – and bought it very shortly after version 1.0 release after watching some Let’s Play youtube videos as a result. But I don’t. Why? Because whilst it’s based on some great concepts – I love the diversity of resources and the emphasis on economics and city building rather than warfare for instance – I think Ara suffers from a fundamental flaw. Whilst games like Anno, Stardew Valley, Oxygen Not Included and Civ IV (which is the best PC game I’ve ever played) have a tendency to give you the resources you need or provide workaround mechanics (like monarchy in Civ IV if you lacked happiness resources) and let you succeed or fail based on the choices you make or what you produce with those resources (which may involve going to war to acquire more resources), the developers of Ara seem to have decided instead to force early game choice upon the gamer by imposing scarcity upon them. In my view, production and crafting take too long in the early game – relative to both research speed and per number of turns. Whilst Civ IV solved this problem by deploying the slavery mechanic (which allowed you to convert local population into production), the developers of Ara have decided instead to follow the route taken in Civ V (which I loathed as much as I loved Civ IV) to use gold to speed production. Since gold is a global resource however and has other uses, including to (i) expedite the crafting of even basic items like feasts (needed now in my experience since the impact of their duration has been cut to 5 turns from 10) and (ii) satisfy some diplomatic missions, it must be used sparingly initially to accelerate the production of improvements. In my experience, Ara’s use of early game boosters (such as tools or plows) doesn’t solve this issue because their bonuses are applied to a base production that is too low. This is particularly noticeable when producing or crafting in cities outside the capital, where production is at least boosted at the outset by the hearth. In my view, this imposition of scarcity also extends to border expansion – with city growth and border expansion also too slow in the early game. The result is that cites aren’t able to access the resources in surrounding regions they’ve been settled for, for some time. This is despite using the relevant amenities (such as grain stores or herbal tea) to boost city growth. Whilst I appreciate that some of the above might replicate the struggle faced by early civilizations and may be needed to slow the pace of progression, given that I’ve found that late game cities in earlier versions of Ara tend to have been swimming in gold, in my view it tends to lead to too many turns passing by prior to that point without me feeling as if I’m making many decisions that actually shape a civilization. To solve this, I suspect that early game production in cities outside the capital needs boosting (or maybe boost the early production of all cities and reduce the production boost from the hearth) and / or early game production and / or crafting costs need to be lowered – perhaps at the expense of later game increases to smooth out game pacing. Alternatively, or perhaps in addition depending on how this is issue is resolved, early game border growth may need hastening in my view. As it stands however, I find that the combination of (i) low production, (ii) hard and low early game city caps, (iii) slow border growth and (iv) the inability to use gold to materially boost production until well into the game, mean that I’m unable to make a sufficient number of decisions per turn to develop my cities to maintain my interest in a game. As a result, it’s time for me to acknowledge that - for now at least – I’ll enjoy my gaming time more if I put Ara down and return to playing either of my existing games of Stardew Valley or ONI – which leave me feeling as if I make more choices that shape my farm or colony per hour of gameplay in the early game than Ara currently does whilst I’m trying to nurture a civilization. Hopefully that’ll change in a future version of the game – and if it does, I’ll be happy to edit this review.
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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
Игра хорошая,но при отдалении грузит комп, оптимизировать этот момент и все будет круто!
Kreatywne podejście do tematu
I picked this up when it was 50% off, because they are apparently in the process of doing a major rework of the entire game to address player feedback, and I was curious. The first of a series of big updates came out last month, apparently. I played the first 45 turns, and yeah, it needs... a lot more work. It's polished and very pretty, but the gameplay is slooooooooow and kind of dull. At the *beginning*, where 4X games are typically at their best. You move your Scouts around and reveal new regions, and the Scouts move super slow (one region per turn), and then the delayed gratification of the we-go system, where you don't reveal new terrain until the following turn, makes it feel even slower. The Scouts uncover region after region and slowly reveal a map that is absolutely beautiful, but also kind of empty and uninteresting. You find a ton of supply caches, which I guess are this game's version of a goodie hut. Every one of them contains some random assortment of goods, but I have no clue what any of the goods are used for, and the caches are so plentiful that you quickly stop caring. It actually reminds me of the exploration in the Galactic Civilizations games, where you are scooting around space picking up an endless stream of uninteresting scrap and random bits and bobs that are just floating around for some reason, and it quickly starts to feel like you are doing chores, like someone sentenced to community service picking up trash on the side of the road. There is also a sparse scattering of resources around the map, but it's not immediately clear what any of them are good for. Mousing over many of them pops up an unlabeled flowchart diagram that presumably tells you how they can be used in crafting, but only if you are already intimately familiar with the game and can identify all of its one billion goods and materials by icon alone. They all feed into the game's complex crafting system, presumably, where you harvest raw materials and turn them into goods that can boost city growth or production, or that are sometimes required to build wonders or other things. But there are so many different goods, and so many different buildings and improvements needed to churn them out, and the path to making anything or getting anywhere is so slow and laborious, it makes my eyes glaze over. It's like someone looked at Civ and was like "This game needs 1,000% more micromanagement and much slower pacing." Just putting a Spearman in my starting town was a weirdly complicated ritual of a) building the unit, b) assembling it into an army or squad or formation or whatever they called it, c) mustering it into the town, which takes several turns. Note that the mustering is a separate step that you have to go through after the unit has already been built. And I'm like can I just have my spearman already? I guess we'll see where their revisions and updates take it, but I'm not sure there's a game worth salvaging here.
As much as I like several aspects of this game, I will not recommend it. I would not have entertained buying this if it was not on sale and CIV 7 was not such a disaster (Huge fan of SId Meier and played all since CIV 1 first came out). I am also writing this now at 10 hrs played cause the game crashed. Allies will break their alliance, disparage you (thus reducing your relationships with everyone they are neutral/friendly with to near 0 even if you were "Close" with the 3rd party civ), turn on you and declare war for no reason and no warning, even pacifist Canada. The AI settles cities halfway across the map from their capital in the early game and not near any visible resources (maybe they know where the late game resources are?). I don't like that it costs the same to expand to a two zone region as a five zone region. You cant create a shorter road route to two of your cities if another civilization built one through your town already, even when it's longer. The music gets old real quick. I do not like having hard limits to the number of a certain improvements nationwide (city wide sure), make it a soft limit where production is reduced incrementally after a certain number. Wonders don't seem important to the AI and were not a priority to me either. I was nearly at the end of Antiquities Age and no one had built a wonder yet (sorry, "Triumph") on a large map with 10 civs. Tho a bit tedious, i do like the crafting aspect, it is unique. I like the military formation choices, tho I do not like the turns it takes to muster and having to reform/re-muster to change formations or join separate units into a formation. Leveling up units should be more dynamic, adding special skills or at least increase their HP. Aside from the unique crafting mechanic and no skill gains on unit leveling, this game seems to desperately want to be a CIV game. They incorporated so many mechanics and concepts from CIV 4-6 yet tweaked them and/or renamed them enough to avoid a lawsuit. Even Humankind was more of a breakaway from CIV (until 7). Guess I'll stick with CIV 6 (with visual mods).
Starker Civ Konkurrent mit vielen, durchaus genialen Mechaniken, die man sich auch beim Genre-Primus wünschen würde.
Ey evlat, tarihin tozlu sayfalarını karıştıran bir seyyah olarak, bu oyunu bir imparatorluğun yükseliş ve çöküş destanı gibi ele alacağım. Ara: History Untold, Oxide Games'in ellerinde doğmuş, Microsoft'un gölgesinde büyümüş bir eser; 2024'ün sonbaharında ilk nefesini almış, ve şimdi, 2025'in son günlerinde, birinci yılını kutlayan Anniversary Edition ile taçlandırılmış bir miras. Bu sürüm, oyunun temelini sarsan Revolutions güncellemesiyle zenginleşmiş: Yeni uluslara özgü birlikler, liderlere has özellikler, kültürel fetih mekanikleri ve yapay zekânın keskinleştirilmiş kılıcı eklenmiş. Sanki bir ortaçağ kralı gibi, geliştiriciler halkın feryatlarını –o mikro yönetim yükünü– dinlemiş, arayüzü yontmuş ve dengeyi yeniden kurmuş. Steam'de 70'in üzerinde olumlu oy, Metacritic'te 74'lük bir skor; bu, bir hanedanın sağlam temellerini müjdeliyor, zira 1.900'den fazla yorumun çoğu, zaferin tadını övüyor. Oyunun kalbi, Neolitik Çağ'ın sisli ovalarından başlayıp, Sanayi Devrimi'nin dumanlı fabrikalarına uzanan bir yol. Sen, tarihin büyük figürlerinden birini –Kleopatra'nın entrikalarını mı, yoksa Cengiz Han'ın fırtınalarını mı– giyiniyorsun; bir ulus kuruyorsun, kaynak zincirlerini örüyorsun. Bu, sıradan bir fetih değil; bir ekonomi mimarisi. Odun, taş, demir... Her biri, tedarik hatlarının damarları gibi akar, şehirlerini besler. Teknoloji ağacı doğrusal bir zincir değil, dallanan bir orman: Bilim, kültür ve askeri yollar iç içe, her seçim bir kelebek etkisi doğurur. Savaşlar, Living World'ün animasyonlu tablolarında canlanır; askerlerin tozlu ovalarda çarpışmasını, gemilerin dalgaları yarışını izlemek, bir ortaçağ elyazmasının minyatürlerini canlandırmak gibi. Diplomasi ise bir satranç tahtası: Müttefikler kur, casuslar sal, prestijini yığ –zira zafer, sadece kılıçla değil, entrika ile kazanılır. Anniversary Edition'ın yenilikleri, bu destana yeni bölümler ekliyor. Kültürel fetih, orduların ötesinde bir silâh: Sanat, din ve geleneklerle rakiplerini erit; ulusuna özgü birlikler –Roma lejyoneri mi, yoksa Samuray mı?– safları doldurur. Yapay zeka, eskisi gibi uyuşuk bir köylü değil artık; rakip liderler, senin hamlelerini öngörür, ittifakları bozar. Mikro yönetim yükü hafiflemiş: Tooltip'ler aydınlanmış, arayüz basitleşmiş; saatlerce menülerde boğulmak yerine, imparatorluğunun nabzını tutabiliyorsun. Multiplayer, bulutun büyüsüyle senkron veya asenkron akıyor; dostlarınla, zamanın ötesinde bir meclis kuruyorsun. Görsellik ise büyüleyici: Prosedürel haritalar, minyatür ölçekte canlanmış; bir karınca yuvası gibi, her ev, her ağaç kıpırdıyor, tarihî bir tablonun içinden yürüyormuşsun hissi veriyor. Lakin, her destanda gölgeler vardır. Bu oyun, bir Rönesans sarayını andırır: Muhteşem, lâkin karmaşık. Başlangıçta büyülenir, orta çağda yorulursun; zira kaynak optimizasyonu, bir simya ustası titizliği ister. Arayüz, hâlâ yer yer labirentvari; yeni oyuncular, bu derinlikte kaybolabilir. Savaşlar tatmin edici olsa da, yapay zekânın eski kalıntıları –bazen öngörülemez aptallıklar– hikâyeyi sarsar. Yine de, Anniversary Edition bu yaraları sarmış; zafer anı, bir imparatorun taç giyişi gibi tatlı: Ulusun zirvede, her kararın meyvesi önünde diz çökmüş. Son sözüm: Ara: History Untold - Anniversary Edition, strateji krallığının taht kavgasında iddialı bir varis. Eğer tarihî bir bilgeysen, bu oyunu bir vasiyet gibi oyna; saatlerini ver, karşılığında bir çağın efendisi ol. Ben, bu dijital kroniği oynarken, kendi hanedânımın yükselişini yazdım –ve sen de yazabilirsin. Değer mi? Evet, zira tarih, sadece okunmaz; yaşanır.
I've played many 4X games over the years and was looking for something to scratch that itch after being disappointed with the direction and UI of Civ VII. I've really enjoyed my 10 hours in Ara so far and like the crafting, mustering of troops and living world feel. Winning by prestige with 3 acts where the worst civ in each act is eliminated is a very cool idea that I really like. Overall, it's been a great experience so far and I'm looking forward to continuing to learn the game!
For those who enjoy Civilization, ARA will feel familiar yet fresh. The added pressure of keeping your civilization relevant from era to era is fun and keeps the momentum of the game going. On another note, I play on a ultrawide screen and love the format.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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