
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
✍ Muito inferior a Civ e Humankind ⚠️ Colocaram lacrate em um jogo 4X, surreal, empoderamento na casa de Athena é d+ 👍Motivos positivos: ✔️ Dublagem e legenda -pt-br ✔️ Assistir as tropas lutando é maneiro 👎Motivos Negativos: ✖️ UI, gráficos e som é bem abaixo da media ✖️ Sistema bagunçado de linha de produção, sei lá o que tentaram criar ai mas ficou horroroso ✖️ O estilo de unidade no mapa é horrível ✖️ Os lideres nem som tem, na moral.... ✖️ Os eventos até são legais, mas se repetem tanto que até enjoa ✋ Considerações Finais: Gastei 118R$ nesse lixo que chamam de jogo, esse jogo no máximo vale uns 70R$, quem teve a brilhante ideia de criar uma "linha de produção" tão bagunçada assim, chega a ser medíocre, vc fica 4H craftando item inútil e clicando em vários menus com uma UI desprezível. E ainda apesar de tudo isso, se vc jogar com uma líder mulher vc vai poder fazer empoderamento feminino lá na casa de Athena, depois que eu vi esse evento eu ataquei Atenas e taquei fogo no templo com todas empoderadas lá dentro. Nota: 1 ⭐
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Severe one more turn syndrome for more than 60 hours. But the fun is gone. I am giving a positive rating as I think it would be unfair not to given that I have been playing this game like crazy over the past week or so. However, it does not seem like I will play this game for as many hours as Humankind, Civ 6 and Old Word. The problem may just be my expectations for this game. I thought the game would be a more laid back type of 4X game concentrating on economics and building triumphs (wonders) rather than warfare. But playing on the third highest difficulty (grand duke I think) it is obvious that if you want to win you have to kill, kill, kill and expand, expand, expand otherwise you will not have enough "prestige" which is basically the score in this game. What I like about Civ 6 and Endless Space 2 is that once you have a certain reasonable amount of cities/solar systems you can stop expanding and just have enough of a military to defend yourself, but you can stop killing everything in sight and just by building stuff you can win the game on the highest or second highest difficulty. In Ara, however, it really seems that without constant expansion you cannot get enough prestige on the higher levels. Now, that would not be so bad (humankind is the same) if the game had a decent combat system. But the combat is poor and that is where I think the devs made a mistake. If you create a 4X game that is heavy on the expansion X of the 4X formula then you need a decent (fun) combat system. Humankind had an alright system, but really, if you want to play an expansion style 4X game play Shadow Empire or Distant Worlds 2 or at least combat heavy games like AoW games. A game like this, which I thought was going to be a turn-based Anno sort of game, should not force you to expand this much. This causes another problem. At the beginning of the third Act I have 12 cities. It is too much. You have no connection to the cities. When I build a new improvement I am like "Oh great, my 254th tannery in my 34th city, how NOT exciting..." (obviously I am exaggerating the numbers but you get the idea). So yeah, I do not think this game brings much to the 4X genre and there are better 4X games out there. Nonetheless, if you are a big fan of 4X games and you have had enough of Civ 6, Humankind, etc. I guess you should give the game a try when it is on sale.
If you like to micromanage, this might be the game for you. I'm talking dictating what kind of product each factory in each city in your nation level of micromanagement. I'm talking printing individual gold coins for the realm. I'm talking thousands of turns waiting for horses every six turns at the beginning and managing herds in the midgame and then watching them become nearly obsolete at the widespread use of the car (which you make individually in your factories after producing their component parts at your other factories). If you like this idea, buy the game at full-price, you'll enjoy the crap outta this. Everyone else - consider very carefully, but my payoff has not been worth the investment. That said, I'm writing this after 241 hours, approximately my third attempt at a playthrough and around turn 1100. Anyway, I'm no where near a satifisfying conclusion though I suppose I could make war and end the game faster. Actually, war is declared on me every 20 turns by the same ineffectual neighbor before I finally decided to build siege weapons and be done mopping their attacks every new war. They became my enemy when I made an alliance with someone they were against or something. The diplomacy isn't exactly strong, you'll have to fill in most of the details of the talks yourself. The long and short of it is this game is slow, a bit boring, and endlessly bogged in minutia. I plan to try finishing this game by reaching the scientific era without skipping any tech because I made the opponents too garbage or something, so it's not a real race, so expect the hours to go up on my play, but I can't imagine a very large segment of the population enjoying this game. Which is a bummer, I was hoping for a major studio competitor to CIV to drive innovations and now I'm just hoping CIV doesn't copy this. Bright spots: The leader felt like it had a lot of advantages I could lean into and so agency through the avatar felt good. They did great with the diplomacy avatars having little videos and such, feels polished in that regard. Wonders or Great Works or whatever were a serious consideration when you have to designate all the farm land and all the skyscrapers and all the factories and you run out of space too quick - this kind of challenge was interesting but too predicated on the need for individual factory building and individual factory building queues. The fine granular lives of the visible citizens is beautiful. So far as polish goes, it has most the bells and whistles you expect/hope from a AAA game.
Das Spiel sieht wunderschön aus und hat interessante Ideen. Aber es verkommt im Mid- und Lategame zum langwierigen Inventarmanagement-Spiel. Es nervt, jedes Gebäude einzeln Güter zuweisen zu müssen, zu merken, dass jetzt wieder irgendwas zu wenig produziert wurde und man von +100 auf -400 Nahrungeinkommen in einer Runde gesprungen ist, weil zwei Städte gleichzeitig gewachsen sind und plötzlich alles vor die Hunde geht. Das Kämpfen ist sehr behäbig, langsam und gnadenlos. Von der schönen Grafik habe ich auch nichts, wenn ich 80% der Zeit in unübersichtlichen Menüs mir Gebäude und Waren zusammenklicke. Fazit: das Spiel ist mehr Arbeit als Spaß. Bleibt bei Civ.
UI is cumbersome and a micro-managing nightmare. I'd rather try to create a pivot table in Excel instead...It would be less expensive as well. Last, but not least, Eva Peron as Argentina's leader instead of General San Martin (or any of the other [i]actual[/i] nation leaders)? Too leftist/commie/Peroncho/Kircho/woke for me.
The UI is a nightmare, you're expected to constantly go into the different tabs of your buildings in order to add ammenities, tools, items etc but theyre displayed in the order they were built so if you just got upgraded tools the 4 workshops you have are scattered in a huge menu. It's micromanagement hell, the gathering resources and turning them into goods is a great idea, Anno 1800 does it but you don't have to be constantly updating every single individual building to make use of it all every time you research a new tech.
This is a solid 4x game that meshes traditional 4x concepts with a production chain system that enhances the experience. While not without its faults, Ara is a lot of fun and feels just different enough from other 4x games to stand out. I'll touch on the big topic for many players: production chains. Some players love them, some hate them. Personally I don't often get into production chain games, preferring colony sim and crafting games. I think Ara finds a nice balance between serious production chain game and standard 4x game. While there are a lot of things to craft and different ways most resources can be used to craft other things, I never felt overwhelmed. The different production chains gives you flexibility to determine how to focus each city and what to focus your empire on. The city expansion system feels well paced. As cities grow, you claim new regions. Each region claimed will generally contain between 2 and 5 zones with each zone being a building space for a single building. This means each growth gives you more than one building slot at a time. I generally feel like space keeps pace with demand as long as I don't neglect city growth. I also like the tech progress system, although progress is a little too fast in the mid and late game. Tech is organized into 12 Ages. Within each Age there are ~10-12 techs but you can progress to the next Age after completing ~4-6 of them. When you choose to progress to the next Age you lose the ability to go back and complete any research you skipped, but you can always choose to research everything in an Age before progressing. One thing I really like about the system is that many things appear under multiple techs in different Ages. This allows you to research it early if you have a need for it or skip it and get access to it later (but not everything is available multiple times in the tech tree). You can easily see this info in the tooltips when looking over research to make your decision. This makes for more interesting decisions in early game techs since you might be able to pick up some, but not all, of the things you miss by skipping a tech. Graphics are pretty. I don't get much into fawning over the details. It looks very nice. Taxing on my old 1080, late game lags for sure, but not unexpected. The AI seems to be pretty bad at war. Not uncommon for 4x games but still a bit disappointing. They constantly throw units into battle when they will surely lose. Overall I am really enjoying Ara. The production chain system is robust without feeling overwhelming and the core 4x concepts are well implemented.
TLDR: Changed recommendation to "No" because the game begins to hang and stutter at around 20 cities. This is on an i9 64GB RAM and 5090Ti graphics. Poor programming, which explains why they have such small maps. Its needlessly complex in some areas, shallow in others. Not at all intuitive, but it grows on you when it all starts to click. Graphics are great for a Civ-like until they hang in late game. Weird restrictions like one stadium for your entire empire, 3 ceramics, but unlimited factories. Secret military base comes at the same crammed 'future tech' level as CRISPR, mechs and arcologies? Combat is a serious PITA because all units move simultaneously, so when you try to intercept an enemy troop or bandit, they move out of a region as you move in to attack, and you end up chasing them all over the place. Enemy (and player) can waltz right into city and lay siege, you can't eject foreign missionaries, nukes take four years/turns to launch, etc. I do like the goods concept and city stats and related modifiers, and some other neat content in ARA. If Civ6 (not Civ7 AKA the dumpster fire) had its game, rules, building, combat, environmental, techs etc, but with ARA's fine details and goods management system, I would play that game forever. As it stands, Civ6 (esp with mods) is still far far superior than ARA. ................................................................ Graphics: Good attention to detail, randomized variety. Little minions running around, talking, carrying tools, working, etc. Very immersive. Interface: Sucks. Bad. Tutorial doesn't tutor well. Hard to figure out how to build things, how to make armies, how to increase production, which buildings do what. Its a bit of a mess. Hopefully it straightens out a bit. Technology: Follows the same dumb-dumb steps of Civ7, in that if you rush to the next age you can't go back to get older techs. "Great work on that trebuchet, boys! But how'd you tie it all together? Our scientists never did figure out how to make rope ...". Some of the new techs allow you to catch old techs in a way (you get rope from a couple different techs) but then certain research isnt as attractive, and you dont know which ones will be 'offered' again in later techs, so ... just really poorly done. Improvements: You start with an assigned zone which has 2-5 regions. Building affect a region, or the city, or the zone? Hard to tell. Improvements take up a region despite realism. Farmland and lumbermills are regional sure, but a bakery shouldnt take up 20 sqkm. Nor should the Effiel Tower take up 300sqkm (entire zone). Cities can make 50 goods that make life better for its citizens, but cant only apply 1-5 of them? "Well I say, that's a fine lookin horseless carriage there, Mr. Ford. Real shame we can't give to folks here; they're all full up on bread and cured meats ..." Start: Need options to start with a settler instead or zone assignment. Need ability to set more game parameters. Some are available, like how much ocean v land, how wet but not nearly enough. Also needs the ability to set victory conditions. Ending the game based on score or turns or whatever is blah. Little annoyances: Grammar and spelling errors like "Their graciously accept your gift". Looking out for "All your bases belong to us ..."
I got ARA on release day and was immediately intrigued by the nice graphics and the interesting take on Civ-building. Then, I started playing... and it felt like wading through a thick swamp. In the initial versions I couldn't bring myself to playing more than a few dozen turns, as there was far too much micromanagement involved, complicated, unexplained systems and general slog. It felt like work, not fun. The looks were nice, but the gameplay was mediocre at best - which, sadly, seems to be par for the course as far as the release state of many similar games these days is concerned (Cough... Civ 7 anyone?). Frustrated once more, I was about to give up on ARA and hand in a negative review, but the developers seemed very committed to improving their game, so I held back. And I can say now that it was a good decision. With the interim updates - most importantly the most recent 2.0 one - the game has markedly improved in my view. The devs have been keenly listening to feedback and reworked / streamlined almost every aspect of the game. Economy, pacing, balance,... even the (already quite decent) graphics have been re-thought, overhauled and improved, with new content and gameplay systems (e.g., culture & influence) added for free. Having come back to ARA v2.0, I now find the game enjoyable at last and MUCH less of a chore, while still being a fresh perspective on empire-building. There are still a few rough edges remaining, and some areas need to be improved, most importantly the diplomacy, which is still far too opaque and feels generic. Also, some further optimization is needed - framerates are still too low even on high-end machines. But the devs are on a good path IMHO and I can just hope that they can keep up their pace... So, bottom line: ARA (v2.0) is a good game that has the potential to become truly great. Much more so than Civ 7 anyway. It's now worth the 40-50 bucks, even more so when obtained on a sale. I can now - finally - recommend ARA to any 4X fan.
I started Ara on Gamepass, playing well over 100 hours there. Then bought it here on Steam. So my playtime is longer that whatever it says here. :) Anyway, I've loved Ara since it came out. When I found Civ 7's reveal (and later release) to be so disappointing, Ara gave me pretty much what I wanted. It's like Civ in many respects. It goes from ancient times all the way to the future. But it does also change the formula in ways I enjoy. A few of them are: 1. Simultaneous turns. Unlike Civ, where you move a warrior to a tile on your turn, then another player can't move to that tile, your orders represent your *intent* to do something next turn. Moving a unit to the next tile will happen next turn. Crafting a building (and using the required materials) will start next turn. Response to diplomacy occurs next turn. On the face that may seem odd, but it works in a way I quite like; it removes the advantage the player typically has in Civ, where s/he always has military move priority. In Ara, if you and an enemy player both move into the same tile, they battle. It just seems fairer. The only time this gets a little cumbersome is when you find yourself trying to track an enemy unit around the map. But this has been rare for me. 2. Territories and zones. I love the whole 'living world' thing. Very vibrant and fun. Instead of Civ's hexes, the maps generate territories. These are made up of between 2 and 5 or so smaller zones. These zones are where you build stuff like workshops, farms, etc. In warfare you can pillage enemy zones specifically, giving different resources. Building certain buildings in the same region will sometimes yield benefits (sort of like district adjacency bonuses in Civ 6). There's also some strategy in determining which territories to select as you expand in influence. A triumph (wonder) takes up all regions in a territory. So it's best to build those in territories with few zones. 3. Crafting goods. You spend a good deal of time producing goods for all manner of uses including improvement on your cities' various stats (health, happiness, etc), building units, trade, and increasing productivity of other buildings. As other reviews mentioned, when the game came out, these could get pretty micro. But the devs have done a great job of allowing you to get as granular or macro as you'd like. You can now manage crafting on a national basis. You can use policies that will auto-apply. So you no longer have to tell all 20 of your workshops what to do unless you want to. There are also a ton of strategic and luxury resources to give each player some sort of edge. 4. The Prestige system. Instead of winning a science victory, economic victory, etc., all victories are essentially a score victory. This is kept track of with Prestige. It's an amalgam of all sorts of things, from standing armies to cultural influence to religious prevalence and so on. It's nice to play the game fully designed this way, and not around specific victory conditions. Basically just play the best game you can in whatever area you can. At the end of each of three acts, a player (or I think more if you set it that way) is removed from the game (you can set this to exempt humans). This opens the map to settle their former lands as they disintegrate into barbarian clans. Since release, the devs have done a lot of work. They've added cultural policies (like perks you can 'buy' with influence), vastly improved AI behavior, better trade and diplomacy, huge improvements in performance (especially late game), aforementioned tweaks to the crafting system, nukes (!), and even unique units for all nations. I wish there was a minimap, and I wish the maps could be larger. Would be nice to have true start Earth (currently it's not true start location). I'm hoping to see a major DLC that maybe adds more unique units, buildings, terrain types, maps, and triumphs, an espionage system, world congress of some sort, maybe some natural disasters. But all in all I really enjoy Ara and would recommend it.
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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