
Arinoa: Conquest is a real time grand strategy game with a focus on hero units, and combines elements of strategy, resource management, and light RPG mechanics. Gather resources, build your army, and conquer your enemies within the harsh world of Arinoa.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 8 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Starting with a small settlement, you'll gather resources, construct buildings, and gradually expand your influence. As your faction grows, you'll face challenges both internal and external.
Gather resources and construct buildings to grow your faction.
Build up your armies and recruit unique heroes and mercenaries to lead them.
Raid procedurally generated dungeons for armor and powerful weapons.
Research new technologies and unlock new abilities to stay ahead of other factions.
Form alliances, conduct trade, or wage war against other factions.
Genres
Reviews
The game has potential, but it needs a lot of work. Like, a lot. I hope the developer will not drop the game after release. I know asking a developer for things is like asking Santa for things, but I'll still try. 1. UI. The game needs separate menus for viewing cities and army compositions. Buttons for switching maps from dungeons to the world. A button for continuous production, and even better, adding units directly to a squad. Priorities for resource distribution among cities. A menu for working with garrisons!, so we can quickly transfer units between them and order the production of units for garrisons. Behavior grid for units and custom aggression radius for squads. Ideally, the ability to customize the behavior of individual units by archetype (warrior, archer, skirmisher, caster). 2.Gameplay. The game is sorely lacking points of interest on the map. Production can take place anywhere. All cities are identical. Resource buildings are randomly distributed. This could be addressed by slightly complicating the economy. Adding city specializations (economics, military, science) would be helpful. Adding a limit on the number of buildings within a city radius that would increase with the city's level, allowing industry to be concentrated around high-tier cities, creating a point of interest. It would also be nice to see terrain modifiers and tags on units. Exmp.(A cavalry tag would give +10 damage on the field and -10 movement in the forest, and so on. This wouldn't be too difficult to implement and would add meaningful unit variety.) !The ability to quickly and easily move units around the map. I tried to transport 100 units across the sea on boats, and it was torture.! 3.Pathfinding. This is a historical problem of all RTS and the solution always requires workaround. The game has a problem with unit collisions. Given that squad units literally follow the commander, it's not uncommon for units to push the commander in the direction of a previous order or due to enemy aggro, which prevents the commander from moving and stalls the entire squad. When giving an order to a commander, there shouldn't be any collision with other units. This will help avoid the problem. Better yet, remove collision altogether when heroic units move. 4.Diplomacy. The idea of making diplomacy more than just a war/peace switch is understandable, but having a complex and unclear system when the core gameplay is so straightforward like a stick is odd. It's best to scrap the entire voting concept altogether and use the system from Warhammer 3 as a basis, which is transparent and ideal for quick decisions. Exmp. (Make peace -15 = +10 War Weariness. -25. We're stronger. Add 10k to the deal and make peace. Simple. Fast. Clear.) P.S. I wish the developer patience and hard work. I highly recommend against focusing too much on complex mechanics and having a clear idea of what the final gameplay will look like. The rest can always be tweaked in the DLC.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
Surprising better then I expected, giant battles of blobs of units is very enjoyable.
[b]Стоит ли играть?[/b] Да, стоит — особенно если вам нравятся инди‑проекты, которые не пытаются казаться больше, чем они есть. Игра простая до предела. Двигаешь юнитов по карте, смотришь, как они дерутся, развиваешь технологии. Но именно эта простота и делает её доступной и уютной. [b]Важно понимать[/b] если задать слишком большой размер карты, компьютер может начать страдать. Это не минус, а скорее естественное ограничение маленького проекта, который ещё растёт. Сейчас баланс в игре условный. Если шагнуть вперёд по технологиям слишком рано и создать сильного юнита на старте, он превратится в настоящего мутанта на стероидах. Это забавно, но ломает ранний темп — мир почти не давит, и экономика развивается не последовательно, а скачками. Игре бы не помешал лёгкий пресинг окружения на старте, чтобы игроку приходилось выстраивать развитие более аккуратно. Но это вопрос будущих обновлений, а не критика. Отдельно стоит упомянуть обучение: его нужно уметь скипать. Сейчас некоторые этапы могут баговаться, и помогает только цикл «сохранение → загрузка». Не критично, но заметно. [b]Плюсы:[/b] Идея автора — интересная, с большим потенциалом развития. Честность механик — всё работает прозрачно, без скрытых модификаторов. Живой инди‑дух — видно, что разработчик делает игру с интересом. [b]Минусы:[/b] Баланс пока сырой, особенно на старте Обучение требует доработки На больших картах производительность падает [b]Итог[/b] Это спокойная, честная игра, которая не обещает невозможного, но даёт именно то, что должна: простую механику, интересную идею и ощущение, что ты наблюдаешь за проектом, который может вырасти во что‑то гораздо большее. Если вам нравится анализировать механику, наблюдать за развитием юнитов и поддерживать авторов, которые делают всё сами — попробуйте. Здесь нет ширмы, нет попытки скрыть недостатки. Есть только игра, которая развивается, и разработчик, которому действительно интересно её делать. Хочется пожелать разработчику не бросать проект и довести его до ума. Потенциал у игры действительно большой, и уже сейчас видно, что она сделана с интересом и желанием развивать идею. Если получится со временем прикрутить ИИ, улучшить баланс и добавить русский язык — выйдет интересно. Удачи в развитии проекта, он того стоит.
Pretty unique game. I love that you can put custom portraits. It's something I've been looking for in a game like this. Wish there was a way to edit the portraits for existing unique units. I think there's still a lot of room for improvement but the developer seems pretty active and responsive. Best of luck !
부대지정, 유닛들이 자동으로 1부대에 합류하는거 수정하고, 유닛들이 가만히 있지를 못하는걸 수정해야 할듯. 패트롤 지정도 안먹히는 듯 하다. 사실 어떻게 패트롤 지정하는지도 모르겠음. 깃발을 땅에 꽂았는데 아무 반응이 없음. 하지만 게임의 잠재력은 있습니다. 1년뒤면 어쩌면
Lags a lot on 512x512 maps and saves does not work. The game is great, but needs a lot rework.
잠재성이 있다고 느껴집니다. 편의성 개선이 되고 세력 추가 등 좀 더 개발되면 좋을 것 같아요.
아직 모르겠는데 뭔가 좀 더 개발되면 되게 재밌을 듯 함
편의성 개선 하면 괜찮은 게임이 될듯
잠재성이 있다는게 이런 느낌이구나.
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