
Clash II is a turn-based strategy game in a world steeped in ancient magic. Immerse yourself in its history and explore forgotten land full of magical creatures. Gather and train an army, expand your stronghold, upgrade your heroes! Lead one side of the conflict and decide the fate of the continent!
Modeled estimate, not a reported figure. How we estimate →
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The United States storefront in every case, so this compares stores and not countries.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 109reviews | 72% | — | $14.9K |
| $4.99 | 36ratings | 70% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Mi się podoba, ukończyłem całość. Szkoda, że nic nie wiadomo o dalszym rozwoju. Tu by się przydało więcej kampanii i nacji. Troszkę też brakuje opisu jednostek i więcej lora. Ogólnie polecam
Good game. Strangely cheap.
Ta gra to jakieś nieporozumienie. Mogli chociaż dorzucić tutorial.
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Languages: English*, Polish*, German*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Too many bugs for me unfortunately...
Cool game
Daję plusik bo gra przywołuje wspomnienia o części pierwszej w którą się kiedyś zagrywałem, ale prośba do twórców- dajcie więcej mapek do trybu potyczki. Cztery mapki to niezbyt dużo.
Jako weteran pierwszej części tej gry jestem bardzo zachwycony ,godne następstwo jedynki .
Clash II is a fantasy turn-based strategy game developed and published by Prime Bit Games SA that blends kingdom management, tactical warfare, hero progression, and large-scale conquest into a classic-style strategy experience inspired by older generations of fantasy war games. Set within a continent fractured by endless conflict, magical forces, and rival civilizations, the game focuses on long-term planning and battlefield tactics rather than fast-paced action. It embraces many traditional mechanics associated with classic turn-based strategy titles while modernizing certain systems enough to remain accessible to contemporary players. The setting revolves around a world shaped by war, political instability, and ancient supernatural powers hidden beneath ruined lands and forgotten kingdoms. Players command one faction in an ongoing struggle for survival and dominance, slowly expanding territory while uncovering pieces of the world’s history through exploration and conquest. The fantasy setting succeeds because it creates an atmosphere filled with danger, mystery, and constant tension between competing powers. Ancient ruins, magical landscapes, and fortified cities all contribute to a world that feels large enough to support extended strategic campaigns. Combat serves as the core of the experience and relies heavily on tactical decision-making. Battles take place on turn-based grids where unit placement, terrain advantages, movement range, and attack timing all play important roles in determining victory. Every encounter rewards patience and careful planning rather than reckless aggression. Poor positioning can easily lead to devastating losses, especially during larger battles where enemy forces surround vulnerable units. The slower pacing of combat may not appeal to players seeking fast action, but it creates a satisfying sense of strategic depth for those who enjoy thoughtful military planning. Army composition is another major strength of the game. Players recruit numerous unit types ranging from infantry and archers to magical creatures and specialized fantasy warriors. Each unit possesses unique strengths and weaknesses, encouraging experimentation with different tactical combinations. Certain troops perform best during defensive operations, while others excel at flanking enemies or delivering devastating magical attacks. Building a balanced and effective army becomes increasingly important as enemy forces grow stronger throughout the campaign. Hero development adds further depth to the strategic systems. Commanders gain experience during battles, unlocking new abilities and bonuses that improve both battlefield performance and kingdom management. These heroes gradually become central figures within the player’s empire, capable of influencing difficult encounters through powerful skills and leadership advantages. Watching heroes grow stronger over time creates a rewarding progression system that helps maintain engagement throughout longer campaigns. Outside of combat, Clash II includes settlement and kingdom management mechanics that give the world a stronger strategic foundation. Players construct buildings, gather resources, strengthen defenses, and expand infrastructure in order to support larger armies and unlock more advanced units. Managing resources effectively becomes essential because overexpansion or careless spending can leave entire regions vulnerable. This economic layer helps the game feel more immersive by connecting military success directly to long-term planning and territorial development. Exploration also contributes heavily to the overall experience. The world map contains hidden ruins, magical artifacts, secret locations, and optional objectives that reward players willing to venture beyond the main campaign path. These discoveries provide additional resources, lore, and strategic advantages while making the world feel more alive and mysterious. Exploration helps break up the rhythm of constant warfare and encourages curiosity throughout the campaign. Visually, the game adopts a stylized fantasy aesthetic that focuses more on atmosphere and readability than graphical realism. Battlefields are colorful enough to make units easy to identify, while environments such as ruined castles, dark forests, and mystical landscapes reinforce the fantasy setting effectively. The graphics may not compete with larger-budget strategy games, but the art direction remains strong enough to support the game’s tactical gameplay and world-building. The soundtrack complements the experience with orchestral fantasy music that shifts naturally between peaceful exploration and large-scale warfare. Battle themes add intensity during tactical encounters, while quieter tracks help create a sense of scale during kingdom management and exploration. Sound effects during combat are also satisfying, particularly when magical attacks and large army clashes dominate the battlefield. One of the game’s greatest strengths is its dedication to classic turn-based strategy design. Rather than simplifying mechanics excessively, Clash II expects players to learn its systems carefully and think several moves ahead during battles. This commitment to strategic depth gives victories a satisfying sense of accomplishment, especially during longer campaigns where every decision can affect the balance of power. However, the complexity and slower pacing may make the game difficult for newcomers unfamiliar with turn-based strategy titles. Certain mechanics and menus can initially feel overwhelming, and some interface elements lack the polish seen in larger strategy franchises. Extended campaigns may also feel slow at times due to the heavy focus on resource management and tactical planning. The narrative itself remains somewhat secondary compared to the gameplay systems. While the world and political conflicts are interesting, the story focuses more on supporting the strategic experience than delivering emotionally complex characters or cinematic storytelling. Players looking for narrative-driven fantasy adventures may find the plot less memorable than the gameplay itself. Despite these limitations, Clash II succeeds as a thoughtful and rewarding fantasy strategy game built around careful planning, tactical warfare, and kingdom expansion. It captures the spirit of classic turn-based conquest games while offering enough modern refinement to remain engaging for contemporary audiences. Fans of traditional fantasy strategy titles will likely appreciate its strategic depth, satisfying progression systems, and large-scale battles. Rating: 7/10
Nie jest to poziom Heroesów czy Disciplesów, do których niektórzy w recenzjach ją porównują, ale, o ile interesuje cię tylko kampania, to wciąż dobra gra. Historia solidna, dubbing polski na plus i oprawa audiowizualna na niezłym poziomie. To co najważniejsze w tego typu grze: syndrom jeszcze jednej tury jest obecny.
Grę ukończyłem w 100% w niecałe 20h jestem pewien że spokojnie można to ściąć o co najmniej 6h. Rozgrywka nie jest bardzo skomplikowana co z pewnością będzie plusem dla nowych graczy dopiero zaznajamiających się z gatunkiem. Fabuła jest spójna, linie dialogowe na wprowadzeniu nagrane na poziomie. Na plus na pewno oprawa graficzna, która jest przyjemna aczkolwiek nawet na maksymalnych ustawieniach graficznych sprawia wrażenie "nieostrej". Produkt ma duży potencjał, jednak ma się duże wrażenie repetytywność zwłaszcza w późniejszych etapach rozgrywki, gdzie mamy do czynienia na coraz większych mapach z niewielkim urozmaiceniem przeciwników a możliwości rozwoju samego bohatera są mocno ograniczona. AI jest mocno pasywne w stosunku do gracza i kompletnie gubi się wrażenie zagrożenia, za to elegancko stawiają drogi :) 3 poziomy rozwoju jednostki można osiągnąć stosunkowo szybko i ja nie czułem całkowicie potrzeby wymiany podstawowych jednostek na te z 2 / 3 poziomu technologicznego. Grę można bez problemu ukończyć posiadając 3x podstawowy łucznik, 2x jednostka lecząca, bohater i do tego albo jakaś duża jednostka (smok, drzewiec, gryf) albo dwie jednostki defensywne do zbierania na siebie obrażeń. Bawiłem się fajnie i śmiało w tej cenie mogę polecić, mam jednak wrażenie że bardzo dużo jest pola do manewru jeśli chodzi o rozszerzenie obecnej zawartości.
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Players by region
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