
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
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.
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.
If you are a 4x fan, I recommend this game. This is especially true if you enjoy the exploration phase. The mechanic that significantly alters the map at regular intervals helps keep the exploration aspect relevant much longer than in most of the genre. The zooming in for combat is also a nice feature that rewards smart choices at the tactical level. If that is not your thing, though, there is always the option to auto-resolve.
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.
Basically just a next turn simulator. Game UI and UX feels super clunky. It feels like I'm just builing thing for the sake of building, and rarely get positive feedback as to how I'm doing. Love the combat mechanic, wish the old troop customization mechanic will be added to the game.
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?
Dev Team is so amazing! The game is still very young as of this review but the pace the Devs have taken on changes and improvements is truly astonishing. Having filed feedback and bug reports seems to have actually been taken into account and my QoL suggestions seem to have been recognized. It is very refreshing to see a Dev Team that cares and wants to see their project succeed. Great work all around! Hands down the most breathtaking visuals of any 4x I've played. Very fun and unique in the right ways.
界面和UI的设计除了好看之外,对游戏操作体验上基本都是负面的影响。花里胡哨天马行空,眼睛不知道该看哪,根本没有办法专注策略本身。
[b]我的耐心,随着赛亚达的季风浪潮褪去一同消磨殆尽。[/b] 中期尽显颓势,数值开始膨胀,内容也跟着变得无聊;到了第四第五纪元更是达成了一种四处掣肘的处境,这是个相当!相当!相当!突出的问题。不过机制还不错,不论是城市铺地机制,抑或是前哨站都是很好的想法。后续能接着优化、推出新玩法的话,还是相当不赖的4XGame的。