
Disciples GOLD takes the phenomenal gameplay, stunning graphics, over 100 spells and a powerful scenario editor of Disciples and adds new scenarios and gameplay features that set the new standard in Turn-Based Strategy.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.29/day in the week to Aug 6 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Epic 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 | 420reviews | 86% | — | $52.3K |
| $9.99 | — | — | — | 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 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I've played this for many hours elsewhere, and I was really surprised that this ran straight out of the box on a win 11 comp when I've had nothing but issues with Disciples 2. No finagling required. Other than that it's the same old Disciples. Love it or hate it.
当年配了第一台机子,去淘盗版盘本来是想买英雄无敌3的,阴差阳错买了这个,结果竟然玩得不亦乐乎。 如今,欲买同载桂花酒,终不似,少年游。
Amazing game only topped by the second
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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**languages with full audio support
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Disciples Sacred Lands Gold developed and published by Strategy First is a landmark title in the realm of late-1990s turn-based strategy, blending empire management, tactical combat, and RPG progression within a dark, war-torn fantasy setting. As the expanded edition of the original release, the Gold version refines and broadens the experience with additional scenarios and content, offering players a substantial strategic campaign rooted in atmospheric storytelling. Rather than focusing solely on large-scale conquest, the game emphasizes deliberate planning, character growth, and methodical battlefield positioning, distinguishing itself from more fast-paced or spectacle-driven strategy games of its era. Set in the grim world of Nevendaar, the game revolves around four distinct factions: the noble Empire, the stoic Mountain Clans, the sinister Undead Hordes, and the demonic Legions of the Damned. Each faction possesses its own visual identity, lore, technological tree, and combat philosophy. The Empire relies on balanced forces and divine magic, the Clans emphasize resilience and straightforward strength, the Undead manipulate attrition and fear, while the Legions wield destructive sorcery and corruption. This asymmetrical design encourages multiple playthroughs, as mastering one faction’s strengths and weaknesses does not directly translate to another. Strategic depth emerges not just from troop numbers, but from understanding faction-specific mechanics and leveraging them effectively on both the campaign map and battlefield. The overarching gameplay structure combines a strategic world map with turn-based tactical encounters. On the strategic layer, players expand territory by capturing resource nodes, fortifying cities, and moving hero-led armies across a grid-based landscape. Resource management is streamlined compared to some contemporaries, focusing on gold and mana rather than a sprawling economic system. This simplicity shifts emphasis toward troop composition and hero development. Heroes function as the backbone of each army, gaining experience, equipping items, and learning spells that can dramatically alter combat outcomes. Their progression lends the game an RPG sensibility, fostering attachment and long-term investment in key characters. Combat unfolds on static, side-view battlefields where units occupy fixed positions. Unlike more dynamic tactical systems, positioning here is less about movement during battle and more about pre-combat arrangement and turn order. Units attack in sequence based on initiative, and strategic decisions often revolve around target prioritization and spell timing. The absence of free movement within battles may initially seem restrictive, but it reinforces the importance of preparation before engagement. Carefully chosen unit upgrades and spell selections determine whether an army thrives or falters. Spellcasting plays a particularly vital role, with a wide range of offensive, defensive, and summoning abilities that add variety and tactical nuance to encounters. Atmosphere is one of the game’s defining strengths. The art direction embraces a dark fantasy aesthetic, with hand-drawn character portraits, brooding landscapes, and detailed unit designs that convey the bleak tone of perpetual war. Though technically dated by modern standards, the visual presentation retains a distinctive charm rooted in its era. The soundtrack and ambient audio further enhance immersion, blending orchestral themes with ominous undertones that reinforce the high-stakes conflict among divine and infernal forces. The overall mood feels somber and weighty, contrasting with the brighter fantasy tones found in some contemporaneous strategy franchises. The Gold edition significantly expands replay value by including additional campaigns and standalone scenarios. These missions vary in objectives, from straightforward territorial domination to more specialized tasks that demand careful pacing and adaptation. The slower tempo of turns encourages thoughtful decision-making rather than impulsive action, appealing to players who enjoy deliberate strategic planning. Multiplayer support, while limited compared to modern standards, adds further longevity for those interested in competitive play. From a contemporary perspective, certain elements may feel antiquated. The user interface reflects late-1990s design sensibilities, occasionally requiring patience to navigate menus or interpret information. Tutorial guidance is minimal, meaning newcomers must learn mechanics through experimentation. However, for players accustomed to classic strategy titles, these aspects contribute to its nostalgic authenticity rather than detract from the experience. Ultimately, Disciples Sacred Lands Gold remains a compelling example of classic turn-based strategy craftsmanship. Its faction diversity, emphasis on hero progression, deliberate tactical combat, and brooding atmosphere create a distinctive identity that has endured over decades. While it lacks the graphical fidelity and streamlined interfaces of modern entries in the genre, its depth and strategic focus continue to reward those willing to engage with its methodical pacing. For enthusiasts of traditional fantasy strategy who appreciate character-driven armies and atmospheric worldbuilding, it stands as a memorable and enduring entry in the genre’s history. Rating: 8/10
Yes.
Прошёл полностью. Было интересно посмотреть на начало развития серии. Некоторые элементы геймплея интересные, и заставляют по новому взглянуть на классическую формулу. Самое запоминающееся - одолел компанию за некров на сложной сложности. Основным героем взял вампира, по началу было сложно, на 3 миссии пришлось напрячься, 4 миссию не заметил, финальный город брал одним героем в соло. Полностью раскаченный и забафанный герой-вампир это эпично.
Play this game today is like going back to my gold times
МНЕ ХОЧЕТСЯ ПЛАКАТЬ ВИДЯ ТО ЧТО ОНА ВСЁ ЕЩЕ ПРИЯТНА ДЛЯ МЕНЯ.
Mam do niej sentyment z czasów młodzieńczych. Podoba mi się to, że nie stawiamy w ilość jednostek, tylko w ich rozwój i awans.
Love old school games. And this will always be one of my fav turn based games.
Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $52.3K | 490 | 92% | $4.99 | |
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| $52.3K | 211 | 90% | $10.99 | |
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