
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
getting better with every patch
Très bon 4X
Good game, got 29 hrs in the first three days and when I'm not playing I'm thinking about it
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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
Rating: 7/10 One line why: scratches that Civ-itch like nothing other than Civ itself, but is not without its flaws. ---------------------------------------------------------------------------------------------- [h2]First Impressions[/h2] First impressions were, unfortunately, not great; it felt like a cheap Temu Civ knockoff. The icons are inconsistent, the wild animals look almost like they forgot to take out placeholders, and they pop in and out of existence when you zoom. The UI looks like it was designed for a mobile game, and fails to provide useful information in many cases. It's just not the most intuitive either, which considering how poorly explained some things are, is a problem. Even when you go into [strike]the Civilopedia[/strike] Encarta (OK, I quite liked that little nod) a lot of the information is surface deep and doesn't really cover mechanics that it would actually be useful to know. However, once I'd got past that, I found there was quite a fun Civ-a-like with some interesting bits and a far less jarring era system than Civ 7. [h2]After some 95-ish hours[/h2] I can say I really like the way the map doesn't use hexes; not all regions are created equally. Some regions have more districts than others, and with the way some types of buildings buff others, it makes it almost like a little mini-game working out what to slot where. Stability has been OK, I've had a handful of CTDs, only about half-a-dozen mind, and since the game auto-saves every turn you don't lose anything really, except time. Though I'm not sure whether this is a bug or something odd - in my current game, I seem to have lost road access to an ally, Argentina, despite the fact that there's an abundance of roads connecting our civs, so I can no longer trade with them. I think it happened when I captured the Persian capital, when Canada took a couple of their other cities. This means I have a city which is surrounded by Canada on three sides and ocean on the fourth, and therefore has no direct road access to anyone other than Canada, including the rest of my civilisation. I wonder whether that's caused a quirk. Which seems pretty weird if you consider Britain, at the height of empire, had land borders with nobody and somehow managed to do quite a lot of trade :| Seriously, sea trading doesn't seem to be a thing in Ara. [h3]Combat[/h3] The combat system is a bit basic; it does give you these nice little ways to put armies together from individual units, and gives you small bonuses for putting the right units in the right slots - and you can further boost those armies by adding a paragon character to lead them. So, it's more akin to Civ 7 in that respect... but, unlike post Civ 5 games where you can only have one unit/army on a tile, in Ara you can plop a load down like the doom stacks of old, and that removes some of the strategy and simply makes it into a "numbers go up" game. About the only thing to remember is to have artillery on hand once your opponents have city walls. [h3]Then there's crafting[/h3] This feels like a good idea which they just got carried away with. I quite like it in principle, take tailoring for instance. You have a resource such as wool, which you can craft into cloth (at a weaver or tailor) for a basic component to use to make say tunics - which provide a small boost to health (and I think prosperity) when equipped in one of the amenity slots on a city. But from tunics you can get garments, which are essentially just upgraded tunics - and from there fine clothes. It's the same with food stuffs, there's preserved foods, dried foods, fresh foods, gourmet meals, basic cured meats and fish, grain stores... it really needs paring back a bit. Especially when you consider there are also slots in the buildings to provide additional buffs, that also take craftable goods. You want to make fine clothes, and you do, they're one of the best boosters for cities, well, you're going to want to make looms or sewing machines to improve your tailors, which means you need to craft them, and they might require ore or metals, or cash. Oh, and tailors also get buffed from being in regions with religious buildings, so there's that to consider as well. I do like the way that raw materials offer a choice - sheep for instance can be harvested for wool, or, erm, sheep (I'm gonna guess meat) depending on whether you need wool for tailors or meat for cured meat (for gourmet meals for instance). However, there are also Llamas which are basically identical from a functional standpoint. Then there are cows, pigs, and goats - all functionally similar. Just trim it back a bit. There is one other [b]major[/b] problem with the crafting system however, and that's the interface. To increase the amount of an item you're wanting to produce, you have 2 options. You can click the plus or minus buttons to set the amount you want to produce/store (e.g. if you set iron ingots to 50, then that foundry will produce iron ingots until you have 50 in store). or you can set it to infinite. The real problem with using the plus and minus buttons is that the game then seems to do some kind of global recalculation each time; which on a large map, in the later game, can take a second to run. So if you want to set your iron ingot limit to 50, that's 50 clicks, each of which take a while to process - which is absolutely tedious. There's no free-type box and the maximum value you can set is 99 ... which is incredibly annoying when there are "wonders" to build that might require 100 of some resources. [h3]Winning[/h3] The AI seems passable, but the win conditions are, odd. You basically need to accumulate enough prestige to pass each era, and ultimately have the most at the end of the game. However, eras progress based on scientific progress - so science determines when the game ends, but prestige determines who wins it. One recommendation I'd make here, set the game speed to epic. It doubles the amount of time things take to research, which means your manufacturing and upgrades keep better pace with scientific advancement - so you might actually get to build some of those late-game units before the game ends. There are loads of ways to get prestige, from population to religious spread, but they're not explained in any great depth, you can work it out though. However, I'm not sure how they're weighted - population seems to be the most important, and wonders less than you might think. [h2]In conclusion[/h2] If you like Civ with a hint of Anno - you might well enjoy Ara. It's not without its problems, but there is fun to be had, and it definitely has that "one more turn" feel to it.
J'aime beaucoup ce jeux pour le moment, il y a juste ce qu'il faut de micromanagement avec le système de craft, et le système de craft est bien complexe et intégré comme je les aimes :)
Its ok. Its like they took Civ and humankind and made a baby.
good game come with good developer
Gameplay und Grafik top
Het lijkt op civilization maar toch anders. Het is leuk en goed bedacht. Het verg wel meer denk werk dus meer naar de realiteit van ons alledaagse wereld. Ik zou zeggen neem dit spel, u zult geen spijt van hebben.
Schönes,neuartiges und Sehenswertes Aufbauspiel
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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