
From the Command & Conquer veterans at Petroglyph comes the first ever survival RTS set in the savage world of Conan the Barbarian. Play solo or team up in multiplayer in Conan Unconquered’s action-packed co-op Mode where you build a shared stronghold and fend off the hordes together.
Modeled estimate, not a reported figure. How we estimate →
Media
About
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, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
"I rather like the Conan stories." -- Tolkien
This game cannot be launched at all and I was refused a refund. Support said that the product exceeded 2 hours but that is because I bought this as a bundle with Conan Exiles and I played 2 hours on Exile. For Conan Unconquered, the start screen doesn't even load let alone play. Moral of the story: Never buy anything as a bundle in case you can't get a refund with no time to test them all.
Conan Unconquered is a survival-focused real-time strategy game developed by Petroglyph and published by Funcom that deliberately shifts the traditional RTS formula away from expansion and conquest and toward endurance, preparation, and attrition. Set in the harsh and violent Hyborian Age, the game places players in a constant defensive posture, tasking them with building and maintaining a fortress capable of withstanding escalating waves of enemies. From the outset, it is clear that Conan Unconquered is less about dominating the map and more about surviving against overwhelming odds, embracing a design philosophy that prioritizes tension and long-term planning over aggressive momentum. The core gameplay loop revolves around resource generation, base construction, and wave-based survival. Players gather essential resources such as wood, food, iron, and gold through specialized buildings rather than mobile workers, which simplifies micromanagement but increases the importance of placement and timing. Every structure built represents a trade-off between economic growth and defensive readiness, and poor decisions early on can have devastating consequences later. Enemy attacks come in increasingly brutal waves, forcing players to constantly reinforce walls, reposition defenses, and adapt to new threats rather than settling into a comfortable equilibrium. Combat encounters are defined by scale and pressure. Enemy hordes can number in the hundreds, flooding toward the base from multiple directions and overwhelming unprepared defenses in seconds. Defensive structures like towers, traps, choke points, and layered walls become essential tools, and success often hinges on funneling enemies into kill zones where numbers can be thinned before they breach the inner core. Hero units, including Conan himself, provide powerful abilities and a much-needed tactical edge, serving as mobile problem-solvers who can turn the tide of a collapsing front if deployed carefully. One of the most compelling aspects of Conan Unconquered is how it creates moments of emergent drama. Battles often feel desperate, with walls crumbling, resources running low, and heroes fighting amid collapsing defenses as waves intensify. Victory rarely feels clean or effortless; instead, it comes through narrow survival, where holding out for just a few more seconds can mean the difference between success and total annihilation. These moments give the game a strong sense of identity, reinforcing its focus on survival rather than domination. At the same time, this design approach can also expose the game’s limitations. Without a traditional narrative campaign or heavily scripted missions, progression is largely self-directed and cyclical. Matches follow a similar rhythm regardless of map variation, and while procedural elements and difficulty scaling add replay value, the lack of major structural changes between runs can make the experience feel repetitive over time. Players seeking story-driven objectives or varied mission design may find the sandbox nature limiting, especially in solo play. Visually, Conan Unconquered opts for clarity and functionality over spectacle. Environments are readable and units are easy to distinguish even during massive battles, which is crucial when managing defenses under pressure. However, the presentation can feel dated compared to more modern RTS titles, with relatively simple animations and effects. The audio design supports the grim atmosphere with martial music and the sounds of clashing steel, though it rarely stands out as a defining feature of the experience. Cooperative play adds a significant layer of depth and enjoyment, allowing two players to share responsibilities and coordinate strategies. In co-op, the game’s punishing difficulty becomes more manageable and engaging, as players can divide tasks such as economy management, base layout, and hero control. Many find that Conan Unconquered feels most complete when played this way, as shared decision-making and communication help alleviate some of the frustration inherent in its unforgiving design. Overall, Conan Unconquered is a focused and uncompromising survival RTS that knows exactly what kind of experience it wants to deliver. It offers intense defensive gameplay, meaningful strategic decisions, and moments of hard-earned triumph that resonate strongly with fans of wave-based survival and classic RTS design. While its repetitive structure, lack of narrative depth, and dated presentation may limit its broader appeal, players who enjoy high-pressure strategy and defensive planning will find a challenging and memorable experience. It may not redefine the genre, but for those willing to embrace its relentless nature, Conan Unconquered provides a brutal and satisfying test of strategic endurance. Rating: 6/10
Dear GOD this is the worst RTS game I've ever played. I don't even know where to start. I guess the performance issues. The stuttering in this game is downright hilarious because it just doesn't make any sense for a game that uses RTS models and effects straight outta 2007. I mean seriously I couldn't help but chuckle at how odd it was for a game that looks like this to run this poorly. Just wild. The game itself is also just a travesty and seems to want to make everything as annoying as possible. For starters there are tons of "neutral" enemies on the map and once you expand just ever so slightly you're now playing a game of cat and mouse chasing single units that have decided to approach and attack your base, this becomes a CONSTANT annoyance and you are CONSTANTLY having to take and move a couple units around to various points to deal with single enemies, and many times if you're busy or in the middle of a wave you will completely miss them and they will easily take out multiple crucial buildings. This becomes a major problem on top of this problem because its a frantic no win situation trying to keep up with this mechanic and prevent it from slowly destroying buildings. Using defensive towers can help but doing so creates more problems to deal with as this ties up units you have that you very well need during wave defense periods. plus the way certain buildings work means they can only be built with certain distances between them, so this is forcing you to expand your base outwards, making the towers a useless resource sink because you have to constantly keep building more and more of them as the base expands, it's a never ending loop that forces this overwhelming feeling that you can never quite stay ahead of everything and expand like you need to. Instead of having rival factions with their own bases this is simply built more in line with a tower defense system where new waves of enemies come periodically, this just isn't a fun system as there are multiple unit types and strategies that you will never use and aren't even in the game because there is no "offensive" side to the game other than some light exploring around the map to gather a few additional resources. It felt like a tower defense game with an RTS foundation and it ruins any type of strategy because you're only ever really in defense mode. So there is no point building out a strategic army because you never have to strategize how to weaken and take out opponents. You're just mass building units hoping it's enough to keep up and deal with everything on the next wave. Its a little much to explain how resource collection works but needless to say it's bad. As you don't actually collect resources you just build certain buildings to generate them instead. This creates another endless loop of mass building houses and other buildings to both keep up with the ever increasing maintenance costs as well as generate resources you can use to expand, it's just a weird system that feels like the devs wanted to make resource collection unique and different but didn't really have any good ideas. It removes most of the strategy from this aspect of RTS games and just makes it a weird loop on expansion and maintaining. I just don't like it. I'm not really sure what the devs were going for here but I just don't care for it, everything feels cheap and pointless and misses the point of what makes RTS games fun and addicting.
Game has good ideas, a pity it is so buggy. Campaign crashes mid game, saves corrupt, co op games crash... it's half way playable.
As an RTS it is mediocre at best. The game play is simple, the builds are simple and the soldiers at your command are simple. You have a single hero characther, Conan, who is OP and then the waves from They Are Billions. This is not that. By a long shot. After 2 hours I feel there was not much new to see or build after 45 minutes. I mean, Im sure there'll be more, but it'll be more of the same. Linear progression, linear challenges, leveling up, etc. Rinse and repeat. I'm old, I've played for 30 years, and ... it takes more to challenge/ surprise me. Rise of Nations is fundamentally a better game, and graphics don't add much here either. The colors are washed out and all brownish.
Horrible RTS game. Poor Performance, mechanics are stupid in co-op. The waves are non-stop. Can't build up, explore, nothing, they just keep coming. Resource nodes are spread out a lot even on standard settings. Not worth the time.
the game looks like fun but after loading and downloading it want even let play the game
I love conan universe and rts but the way this game is not for me . The resource system is soo terrible to me.
not very good
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Kingdom Two Crowns | $3.9M | 39K | 90% | $3.99 |
| Desynced | $2.2M | 2K | 80% | $29.99 |
| The Riftbreaker | $16.9M | 24.4K | 90% | $29.99 |
| Kingdoms Reborn | $4.8M | 9.7K | 90% | $19.99 |
| Force of Nature | $1.2M | 4.2K | 75% | $7.99 |
| Techtonica | $735.3K | 3.2K | 65% | $29.99 |
Related
| Dōkyūsei: Bangin' Summer | $1.1M | 1.8K | 93% | $19.99 |
| Slap City | $1.1M | 2.9K | 95% | $19.99 |
| Atelier Sophie: The Alchemist of the Mysterious Book DX | $1.1M | 1K | 90% | $39.99 |
| Grow: Song of the Evertree | $1.1M | 1.8K | 83% | $24.99 |
| Teddy's Haven | $1.1M | 2.7K | 96% | $14.99 |
| Hammerwatch II | $1.1M | 2.2K | 62% | $24.99 |