
Lead your people to victory on an ever-evolving world in this strategy game featuring asymmetric factions led by powerful heroes. Build your empire, wield political influence, and raise grand armies to wage war in a race to uncover dark secrets buried within the planet.
Most likely between $3.5M and $9.9M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $24.99 | 83% | approximately $5.9M |
| Xbox | $49.99 | 74% | — |
| PlayStation | $49.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $15.63 on Steam · Ukraine (−37%). Compare 17 prices in 15 markets →
Reviews
Themes across 1340 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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positive critical· bar length = how often the theme comes up
Reviews
有潮汐机制控制游戏流程,数值没像前几作那样后期崩坏,种族特色玩法还算有趣,任务事件的数量和回报也给足了,不过ea时期的变态玩法全砍,正式版只多了一个种族和两个原有种族的变体,总评能玩,但体验很难绷。 主要玩法绑定了英雄带队战斗探图下本,但自动战斗的战损控制拉完了,逼迫玩家手操打高收益。中期开始任务点乱刷,灾厄乱刷,满编小派系乱刷,火星兵乱刷,运营全靠英雄到处救火,那我为什么不去玩英雄无敌? 上古纪元的0战损自动战斗比这家强太多了。 打完一局感觉和拼多多文明一样,好像什么都有,什么都凑合,但没有一个长到出彩的核心玩法吸引玩家不断点下一轮,通关只是为了看派系剧情。 最后这没节操的骨折进包厂又双叒是做一半开坑新作人类2,想玩的50以下再考虑吧
Age of Wonders 4 is just so much better in terms of game play and flow.
I'm coming from Age of Wonders4 and was hoping this game could compete with that one. Unfortunately it didn't feel complete. The entire UI feels sloppy to use, which is a big problem. City building is there, but it feels like it could be more. I'm going to withhold my thoughts on combat for now. Edit: I feel like my initial opinion was a bit harsh but still on point. There's plenty of bugs in the UI that are place holder text. I've had rebellions with placeholder units (literally a grey figure). A game that's been out for this long should not have place hold text or units frequently. I'm constantly required to hold shift to look at various things when it should be more intuitive. It's a lot of small stuff adding up. I'm going to downvote this for now and revisit this later after a few more updates, in hopes they make it more user friendly.
Gave it a good try but unfortunately i dont enjoy it. AIl rounds kinda played out the same. AI sits in their base, collects points like crazy and aspect is always at the top of the leaderboard. There is no conflict, noone ever attacks each other. Even in endgame everyone doesnt care, whether i had the wincon unlocked or someone else, nothing. Half the wincons dont work anyway and AI is only a threat if i let it cheat, they play dumb and either feed units into mine by parking them right in front of me or summon stack after stack because they get infinite recources it feel like. Taking out any faction is such a slog, but its the only way to beat some AI. Whatever those anchor wearing frogs are smoking they always have more of everything at all times, double or triple so on higher "difficulty", which translates to "more recourses on anything, less upkeep etc.". How convenient that the game doesnt tell me how much they cheat either, there is just some vague description about how higher difficulty is for players looking for a challenge. Which, to be fair, is the same formula all other 4x games use. What i dont like how the tech tree is identical for everyone, some slight variation because some buildings have different names and effects but thats about it. It makes no sense. Why can necrophages learn how to build a dam, they dont even have hands except the big one. Is he building all the dam? Why do they get tech towards better farming or trading or whatever like everyone else? Why to they even BUILD farms to begin with? Would love to see the lore behind that. The bugs plowing their fields, building windmills and stuff. It makes no sense. I thought they were meant to be a plague, consuming everything on their way. If they were more of a threat the kin race would maybe be more viable too, playing a defender with noone thats actually aggressive is pointless. They have nothing going for them, all they do is build garrisions to waste time until their eventual downfall after like 20 turns of waiting for walls to crumble. There could be changes to the icons and different names instead of the regular farm/mining camp etc. Something thats more thematic, it breaks immersion immensely in my opinion. Aliens playing farmers and miners, i thought space was more diverse then this. There are so little classes in general, i feel the necrophages should be much stronger individually if they are the only ones that actually fight / get bonuses for fighting. They would be much more interesting that way, have them be a threat and remove the silly diplomatic tree as well. Feels weird having nice talks or the option to compliment them, befriend even tho they should be hostile to everyone. Maybe bribing could be a thing, feed them population so they ignore you, or have them focus on someone you dont like (aspects mainly), use them and be used by them instead of playing house. Unless i dont get the lore right, maybe they are more civilized then their intro cinematic makes them out to be, who am i to judge on appearances. The smaller villages were interesting for like the first 30 minutes, but they quickly lose their appeal. Every round i played i would just annex them by doing their quest or destroy and ignore them, then not bother anymore, its not interesting and once annexed they dont do anything either, just taking up space. I know they give some slight bonuses but really, its not engaging at all. Not a fun mechanic. I also dont like how the faction leaders just look.. boring. The only one that looks cool is the necrophage, everyone else looks uninteresting. The game would benefit from some faction creator like Age of Wonders has, they dont even need fancy animation or anything. Some sliders, some units that i get to configure and "character" settings for AI, whether they are good/evil, aggressive/passive. The community could do the rest, they just need the tools to do so. The current state of the game is very bland, very little variety in how games play out. There seem to be changes coming to diplomacy and how enemys "remember" you doing something bad, but i dont think that will change anything about my complaints with the game.
Since the latest major updates here are my main criticisms by category: Quests. It's weird that I'm exploring the map and frequently come across locations relating to other civs' quests, especially when they're ceremonial sites and I'm looking for nearly identical ancient ruins. I'm still having issues with quests not counting districts built before I got the quest to build districts. Diplomacy. The number of buttons on the screen feels like an illusion because you have to click them all just to see what the AI wants in exchange - that should just be on the main screen not requiring a click, especially because it's an immutable value at that point in time. There's no civ-style offering deals or choices to that effect so it seems like wasted UI. Hero Skills. I never take the hero skills that give exp to units because exp has never stopped me from upgrading them. The techs to upgrade your faction and minor faction units are buried in the tech tree, which has always been the only obstacle for me. City Management. There's little choice of going tall versus wide because of the heavy limitations on number of settlements and on the number of attachable territories. Not only are the limits low, but they're mainly increased by research. It would be great if there were other paths or a choice involving tradeoffs between the city cap and the attachment cap. I also think the settlement limit is too hidden (only in the empire screen) especially for its low threshold and high penalties - many times half my empire would fall into mutiny because I accidentally exceeded it, which felt unrealistic on top of everything, and more of a chore to fix than anything. Also I wish I could control which province units get produced in when I have a city with multiple attached provinces. Tidefall. There should be a small chance for tidefall to "skip" a region that would normally be revealed when the water recedes. I wish there was more variance with how your empires could look because by end game even if you settled your capital on coast it's now in the middle of a vast stretch of land exposed by tidefall. Every once in a while a coast remaining a coast all game would help games feel more distinct. As a sidenote, this is also why I play with many lakes, which does help make maps feel different. Fortresses. These don't feel like they add much to the game and are more just temporary roadblocks if you instant resolve combat. If your faction quest requires you to clear one you have to wait until you research the techs that let you upgrade units to have a high enough number to clear them. Original review: I've played since the start of open access, keep trying new patches, and always leave feeling frustrated because the games all feel the same, you can't vary your strategy at all on higher difficulty without getting outpaced by AI cheating, there are far too many bugs and quality of life issues given the beauty of the map and obvious love some parts of the game have gotten, the combat is not anything at all I want from a 4X but it's the only system that links through to the others (badly and randomly, but at least it connects), I complained months ago about how the end of battle sound effect is obnoxiously loud and can't be muted and interrupts the absolutely gorgeous soundtrack every 5 seconds if you play necrophage so I either don't or just mute the whole game, which is an incredible shame given how much love the soundtrack has received. These devs don't seem to care that their 4X is beyond repetitive and are putting all their effort into story rewrites for a story that is the exact same every game and always will be, to lead you to victory conditions that are laughably monotonous. Rethink all of this.
I see reviews complaining about the AI being dumb/easy but as someone bad at 4X games I found the gameplay to be enjoyable so unless you are particularly good at these games and want high challenge AI / difficulty then I think it is a fun experience. Perhaps not as good overall as the original endless legend but still quite enjoyable.
This game is a labor of love that I couldn't be more thankful for. So many fresh, new ideas have crammed into this 4x, in a genre that can feel pretty stale with how much time these games can demand of you. Was a huge fan of Endless Legend (1), and never really came across another game that provided the same problems to solve.
If you like Endless Legend 1, you might not like this game as it does not have any gameplay elements in common. Compared to other 4x games, this game does not resemble most 4x games ive played. UI seems AI generated and is a cluster of things you cant click and things that lack information or logic. The game constantly tells you want to do and where to go, at no point did i feel like i was playing a game or controlling a civilization. Its popup after popup, quests, lore, points of intrest, actions. Constantly asking you to acknowledge that something happend outside of actions you took. At every point, the game tells you what to do. Want to build a disctrict? ''Build it there and you get a bonus'', move your army ''no go there instead we want you to fight random enemies that spawn out thin air''. Im sure if you dedicate enough time, there comes a point where you get to play the game and enjoy it... i have not had the willpower to reach that point.
I'm not sure who this 4x is made for but its not for me. The city and territory control system is kinda weird and everything in the game is based on influence. "Streamlined" would be the nice way to put it. Very easy, not much grand strategy. For the most part it felt like a downgrade from the previous endless titles. If you are looking for this type of game I'd reccomend the previous Endless Legend 1 unless you are extremely new to the genre. Diplomacy system is very poor. Tech tress didn't really feel like I was making any real choice. Crafting from previous game is mostly absent. AI is useless Plays quicker I guess might be a positive. Some annoying bugs around. Lack of information, never did get to 4 chosen units before winning through supremacy. Not sure if it was research path or just era for that. Quest/story are terrible and uninspired, maybe AI written?
Bonjour à tous, Initialement j'aurais mis une bonne appréciation et cela est encore valable, il y a quelques mois en arrière. Mais les dernières mise à jour m'ont convaincu de mettre une note négative. Je joue presque depuis la sortie beta officiel et j'ai pu voir les changement dans le jeu au fils du temps. Mais maintenant le jeu ressemble plus à une alpha qu'une béta. J'aime bien détailler attention cela va être longs. mon opinion est entre parenthésé. Bonne lecture Commençons par les points positifs: -Concept innovant "tidefall" qui rends le jeu très dynamique (ce qui est très dur dans ce genre de jeu) -Prise en main bien plus facile que l'opus précèdent (espérons que cela dur) -Vrai différence entre les races avec des spécificités assez poussés -Continuité avec le lore de la licence -Multiplayer disponible et très stable/fonctionnel Points négatifs: -équilibrage héro/classe/race quasi inexistant à l'heure d'aujourd'hui ce qui fait que tout le monde joue les races efficientes, et les autres ne servent à rien (adieu variétés intéressantes ) -Dernière MAJ rendent le jeu injouable (comme citez au début) -Ennemi IA fuient constamment. -bug assez récurrent qui se corrige lors je chargement de sauvegarde quelle tour en arrière sans raison -version test accessible. Alors pourquoi en point négatif. Tout simplement que malgré les remontés des joueurs assez nombreux, le jeu passe en live officiel en conservant une grande majorité des bugs signalés pour tenir les délais annoncés -Et le plus gros point noir les races/factions custom qui sont clairement sorti trop tôt. Pour faire simple rien ne va avec le custom entre : les icones qui se superpose, l'équilibre puissance/cout, effet non appliqué en jeu, descriptif erroné ...... Au final, bien qu'ayant eu beau de plaisir au début. Dépuis l'annonce du calendrier. On sens un bâclage énorme du travail, qui était initialement excellent, pour tenir les délais annoncés. Résultat: une frustration toujours plus grande du fait qu'on ne peux se fier aux effet annoncé (test en fr, eng, spa, it ) et un équilibrage quasi nul. Conclusion: bien qu'étant conciliant sur le fait que le jeu soit toujours en béta. A évitez (surtout en se moment) et peut être regarder lorsque le jeu sortira officiellement (non beta)