
Conqueror's Blade: Three Kingdoms is an open-world action war game blending hero combat and troop command. Lead legendary armies alongside allies to siege cities and claim vital resources. Forge alliances, crush rival factions, and seize the realm with steel and strategy!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About

The Eastern Han Dynasty is crumbling, and the majestic capital of Luoyang has been ruthlessly engulfed in flames.
In this era of rising heroes, you shape your own destiny. Choose to pledge your loyalty to historic warlord factions, or stand together with other players to build your own forces and carve out your legacy in a chaotic world.

The game features dozens of historical units from the Three Kingdoms era. You can recruit elite troops once led by iconic figures like Lu Bu, Cao Cao, and Guan Yu, including renowned forces such as the Tiger and Leopard Cavalry.
From cavalry and archers to infantry and shieldbearers, diverse combinations of unit types and formations offer infinite tactical possibilities for strategic combat.
Victory on the battlefield relies on mastering unit counters and flawless teamwork with your allies. Exploit these tactical counters, coordinate offenses and defenses with your comrades, and pinpoint the enemy's weaknesses in an ever-changing battlefield to secure a decisive triumph.

You will face a spectacularly expansive and vibrant open world of the Three Kingdoms.
From historic cities and unyielding mountain passes to desolate frontiers and the heart of the Central Plains, every location is a strategic prize fiercely contested by you and rival players.
Beyond the endless warfare, this land breathes with the rhythm of daily life. Watch peasants tend to crops outside the walls, while merchants and caravans bustle within the cities.
Travel across diverse regions and experience the distinct cultures and customs of each territory.

Across this expansive open world, classic moments—such as the famous Oath of the Peach Garden—and fascinating hidden anecdotes take place, waiting for you to personally explore and witness.
Every discovery can bring unexpected rewards and achievements, leaving an unforgettable mark on your glorious journey.

Dynamic weather, day-night cycles, and shifting seasons will dictate your army's marching pace and the flow of combat.
Dense forests and tall grass conceal your movements, treacherous muddy swamps slow advancements, and blinding sandstorms or toxic miasma introduce unpredictable variables.
Master your surroundings and turn these natural conditions into the ultimate tactical advantage to crush your enemies.


Every great military campaign relies on a solid foundation of fortifications.
Construct defensive towers to halt enemy charges, establish medical camps to support your frontline, and build production sites to forge siege engines and amplify your firepower.
Read the battlefield and adjust your deployments in real-time to maintain absolute supremacy over your opponents.

An army marches on its stomach. Every supply route is a vital lifeline that decides victory or defeat.
You and your allies must personally escort grain and ration convoys, constantly fending off enemy raids and deadly interceptions along the way. Once a supply line is severed, even the most overwhelming advantage can instantly collapse. Protect your logistics, and you secure the key to victory.

Inherit the peerless martial prowess of epoch-defining generals like Guan Yu and Lu Bu to dominate the battlefield.
An all-new mechanic allows you to learn and execute the exclusive signature techniques of these historical legends. Experience uniquely stylized skill animations and devastating power.
Channel the exclusive abilities of different Three Kingdoms heroes to plunge into enemy formations and execute your rivals.

A brand-new combat mode introduces a thrilling, high-stakes 5v5vE experience.
Players will dive into dangerous, heavily guarded zones to fight over top-tier loot against rival squads.
It is a ruthless game of survival—if your character dies, all your carried items will be dropped.
Only the team that slays the final boss can claim victory and leave the battlefield fully loaded.

When the global war reaches its boiling point, all top-tier factions will march on the ultimate battleground: Luoyang.
The final showdown unfolds in a massive new warzone, where nearly a hundred players fight simultaneously, fiercely contesting key strongholds, camps, and strategic chokepoints.
Building fortifications, deploying siege weapons, and reinforcing the frontline—every single tactical command can turn the tide and become the key to victory.
In this absolute climax, overpowering your enemies requires more than just brute strength, courage, and cunning.
It ultimately depends on the unspoken trust between you and your allies, as well as the battle-forged instincts you've honed throughout your relentless campaign.
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Languages: English, Simplified Chinese*, French, German, Spanish - Spain, Russian, Turkish, Japanese, Polish, Traditional Chinese, Spanish - Latin America, Korean +3 more
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Themes across 366 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Если бы можно было поставить по цифровой шкале это 4,5. В режиме есть интересные идеи. Отряды реально понравились- выглядят исторично, разнообразно с прикольными фишками. Бои тоже норм: есть тактика, разные роли и ситуации, где правда нужно подумать. Система классов местами удачная, местами каличная, но если допилить получится круто, главный минус нету возможности самому настроить скилы и пасивки оружия кторые я хочу под себя .Порадовал сбор ресурсов тем что появился в нем хоть какой то реальный смысл. Но минусов тоже прилично: Главная проблема- закрытые классы и гача прокачка , из за чего прогресс завсисит не от скила, а от удачи или тотального доната как в рулетке. Система в целом перегружена ремонтом, расходниками и сложным крафтом. Плюс режим ощущается конкретно сырым: баги, анимации и технические косяки заметны. В ИТОГЕ: идеи хорошие, но реализация пока не дотягивает, Игра не огонь но отрицательный все таки не заслуживает настолько. Если пофиксят технику, упростят спорные механики и пересмотрят гачу у режима есть реальный потенциал стать лучше.
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Hours played at review time, across 366 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
weiterempfehlenswert
새로운 컨블이라고 그렇게 흥보하더니 이게 맞나 싶을 정도로 최악... 기존 컨블 시스템을 어느정도 가져와서 한다면 모를까... 스킬모션 거의 똑같을 정도로 가져오고 진삼국무쌍 갬을 배겨서 가져왔나,.,, 아니 심지어 병종 모집하려면 채집은 필수같은데.. 직장인들은 완전 불가능,,,
What keeps me interested in this game is not a single hero, progression system, or reward track. It is the combination of direct action combat and unit command. You are fighting on the battlefield yourself, but you also have to control a group of soldiers, manage formations, choose positions, and pay attention to what is happening beyond your immediate fight. That combination creates a kind of battlefield experience that is difficult to find in most multiplayer action games.A good match is rarely decided by personal kills alone. Positioning a shield unit in a narrow passage can stop an enemy push long enough for teammates to regroup. Pikes placed at the correct angle can punish a careless cavalry charge. Ranged units can pressure an exposed position, but they can also disappear quickly if they are left without protection. Cavalry can completely change a fight when it attacks from the flank, yet charging too early or entering from the wrong direction can waste an entire unit in seconds.That is why learning the game feels different from simply learning a character’s attack combination. You need to understand unit roles, formations, terrain, objective timing, and the movement of the frontline. The same weapon can feel completely different depending on which unit you bring into battle. Even a relatively basic unit can be valuable when it is used in the correct place. In [insert a real match or map], my unit [describe what it actually did], and that moment was more satisfying than getting a high personal kill count.Siege battles are where these systems work best. Attackers have to move siege equipment, reach the walls, open routes, capture objectives, and maintain momentum. Defenders need to choose where to hold, when to fall back, and which positions are worth sacrificing. When both sides understand the map, the battle develops a real rhythm. One team pushes, the other stabilizes the line, and a flank or well-timed reinforcement can change the situation.Teamwork makes the experience even better. Playing with a coordinated group reveals how much depth the combat system can have. One player can call positions, another can protect the ranged line, while someone else holds a gate or prepares a cavalry flank. The battlefield may look chaotic, but a coordinated team can gradually turn that chaos into something organized.The recent reductions to durability consumption and Unit Kit crafting costs help because players have more freedom to experiment with this system. It is easier to test different unit combinations when every unsuccessful attempt does not feel like a major resource penalty.There are still areas that need improvement, particularly balance, stability, interface clarity, and onboarding. New players can easily feel overwhelmed by the number of systems introduced at once. However, the foundation remains compelling. Fighting as a hero while commanding troops through a large-scale siege is the reason I continue to give the game time. As long as that experience remains the priority, the game has something genuinely distinctive to build upon.
Polecam.
[h1]Conqueror's Blade – Three Kingdom’s[/h1] [hr][/hr] Acredito que já posso dar uma opinião formada em relação a isso que foi feito para ser um evento especial de comemoração do sétimo aniversário do [i]Conqueror's Blade[/i], mas que não sei se e bem a proposta dos dev. [hr][/hr] Em si e notável a semelhança com o servidor principal, apesar de ter suas peculiaridades, e isso acaba se tornando um ponto muito negativo, visto que grande parte dos jogadores não gostaram do sistema de progressão extremamente massivo e acabaram quitando nas primeiras [i]10 horas de jogo.[/i] Esta expansão veio com a proposta de ser um evento, onde você consegue progredir simultaneamente entre os dois servidores, com o intuito de ser totalmente [i]free[/i], mas a realidade que encontramos foi um pouco diferente. Apesar de muitas recompensas durante a progressão, e extremamente impossível realizar grande parte das missões sem gastar dinheiro para conseguir pegar ressonância e upar os espíritos dos heróis, requisito de muitas missões para liberar as tropas douradas e as skins exclusivas que foram prometidas quem jogasse [i]Three Kingdom’s ( Até o momento não consegui completar nenhuma canção, onde estas recompensas estão) [/i]. [hr][/hr] Um sistema de [i]gacha[/i] onde as recompensas são baixas em relação ao gasto necessário, era melhor ter deixado igual o servidor principal e dando skins no gacha no lugar de ser recursos importantes para a evolução do personagem. Achei bem interessante a proposta da primeira recarga do jogo contar para os dois servidores tendo vinculado seu personagem principal, e dando um bônus por isso para os dois servidores. [hr][/hr] A jogabilidade e bem similar ao [i]Conqueror’s Blade[/i], possui novas armas e equipamentos, muitas são habilidades reutilizadas que existem no servidor principal, porém você possui um sistema de Espíritos de Herói, o que determina o tipo de arma e habilidades a ser utilizados, não podendo assim trocar uma habilidade específica. A [i]ULT[/i], possui um sistema de carregamento ao contrário de ser um tempo de recarga fixo, basicamente você precisa aplicar [i]DPS[/i] para carregar ela. Sistema de Coleta e [i]Craft[/i] achei mais simples que o do servidor principal, apesar de serem basicamente a mesmas coisas, a vantagem e que você não precisa ficar refinando para [i]craft[/i], apenas coleta, faça sua artilharia e seus kits de unidades, isso não significa que seja fácil, pois e bem massivo, e sua coleta e limitada por dia, além dos kits de unidades e artilharia serem limitados a certas regiões do mapa. [hr][/hr] A progressão dos passes de batalha serem compartilhados com personagem vinculado foi uma ideia sensacional, podendo assim adquirir apenas uma vez em um dos servidores. Mas tirando isso e extremamente exaustivo, acredito que o Conqueror's Blade Servidor Principal falta muito conteúdo [i]PvE[/i] e missões, Three Kingdom’s conseguiu entregar isso, novos conteúdos [i]PvE[/i], alguns com elementos [i]PvExPvP[/i], entretanto faltou bastante a parte [i]PVP[/i], porem possui diversos pontos de melhorias, a dificuldades dos acampamentos deixou essa parte [i]PvE [/i]bem mais interessante, chegando muitas vezes ser mais difícil que batalhas com outros players. [hr][/hr] A proposta de [i]Three Kingdom’s[/i] foi a intensa guerras de territórios por facções dos três reinos, nos primeiros dias foi bem interessante, mas com o passar dos dias se tornou obsoleto visto que a massiva progressão, afastou grande parte dos jogadores, deixando de lado [i]Three Kingdom’s[/i] e focando apenas no servidor principal de [i]Conqueror's Blade. [/i] O sistema de ser intercalado os dias de guerras de território era para deixar bem mais dinâmico e ativo, coisa que não está acontecendo nas guerras recentes (Até o momento desta analise). Grande parte dos territórios hoje são dominados por uma única aliança, inibindo desta forma as batalhas intensas de território, dificultando muito a experiencia do jogo. [hr][/hr] Acredito que possui pontos positivos, mas possui mais pontos negativos. A sensação e que queriam um hype em cima desta [b]DLC[/b], mas ela não estava pronta para ser lançado, e a falta de conteúdo da temporada passada do servidor principal de [i]Conqueror's Blade[/i], gerou uma pressão da comunidade em cima da desenvolvedora, fazendo ela lançar antes da hora, poderiam ter deixado de ser um evento de comemoração de 7° Aniversario como haviam dito anteriormente e sido lançado em outro momento mais polido. [hr][/hr] A Ambientação e músicas ficaram incríveis. Os gráficos estão muito mais bonitos, mas falta bastante otimização gráfica, e de interface, presenciei alguns bugs durante minha experiencia, erros de tradução e o que pude reportei, alguns foram corrigidos outros ainda não. Talvez [i]Conqueror's Blade – Three Kingdom’s[/i] não seja um jogo para todo mundo, principalmente para jogadores do ocidente. [hr][/hr] Minha Avaliação positiva não significa que o jogo seja bom, mas que possui pontos positivos que gostei, apesar de mais pontos negativos do que positivos. Se a ideia dos desenvolvedores e fazer um servidor de temporada, o qual possui um reset toda temporada, devem aplicar muitas melhorias, e principalmente melhorar a progressão de desbloqueio de tropas e coleta de recursos, visto que muitos jogadores iniciais abandonaram o jogo pois o custo de se obter as recompensas, demandada muito tempo, ainda mais com o jogo vazio. Espero que as melhorias e pontos positivos possam ser implementados no servidor principal, e que se forem continuar esse desenvolvimento, não deixe de lado [i]Conqueror's Blade (Servidor Principal)[/i] onde é que as coisas realmente acontecem e funcionam. [hr][/hr] [h2]Notas: [/h2] [*]Ambientação: 8/10 [*]Gráficos: 8/10 [*]Trilha Sonora: 9/10 [*]Optimização: 7/10 [*]Progressão: 5/10 [*]Conteúdo PvE: 7/10 [*]Conteúdo PvP: 4.5/10 [*]Monetização: 3/10 [spoiler][h2]Nota Geral: 6.5/10[/h2][/spoiler]
La plus grosse arnaque que j'ai vu après celui de Ashes of Creation. Le gameplay est bien, on pourrait pensez que c'est Conqueror's blade 2.0, mais non. Il a aucun siège comme dans CB et c'est ultra P2W. Fuyez pauvres fous!
BERBAT
The reductions to equipment durability and Unit Kit crafting costs are not flashy changes, but they improve the part of the game players interact with every day. Durability now drains at roughly one-fifth of its previous rate, while several Unit Kit material costs have also been reduced. These adjustments matter because experimentation is a major part of the game. Players need to try different units, formations, weapons, and positions before they understand what works. When every unsuccessful battle creates a large repair or replacement bill, people become less willing to test new ideas. Lower costs do not automatically create better balance, and they do not remove every resource problem. High-tier units can still require substantial investment, and players will have different experiences depending on how often they fight. Even so, reducing the cost of failure makes the strategic side of the game easier to explore. I would rather spend time thinking about which unit can hold a gate or counter cavalry than calculating whether I can afford to use that unit at all. These changes move the resource system closer to supporting the battles instead of getting in their way. The long-term effect still needs to be observed, but the immediate direction is sensible: let players use the equipment and troops they earned, learn from mistakes, and focus more on battlefield decisions.
Идея запустить независимые сезонные серверы, где все игроки начинают в равных условиях без преимуществ ветеранов, — отличное решение для привлечения новичков и возвращения старых игроков.
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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