
Immortal Empire is a multiplayer tactics role playing game. Control a party of up to 5 immortals as you travel through a unique fantasy world, using spells and strategy to defeat your enemies. Play co-op, versus, or solo through a compelling campaign storyline with fully voiced characters.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English**languages with full audio support
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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Не поддерживается русский язык
Immortal Empire is a 2D retro pixel isometric turn based multiplayer RPG. It's written in Java. Don't laugh, it's true. This is seriously written in Java. That's what these guys think is the best possible gaming engine for 2022. Technically, this is exactly what you would expect from a Java app dumped on Steam. It doesn't display properly in fullscreen and the hamfisted developers never tested the game on a high end rig, so if you have DPI scaling settings enabled it won't fit your screen right at all. The retro graphics are somewhat okay for what's basically a browser game, but that's not the problem. The game is heavily infested with nasty mobile app tier microtransactions, and on top of that, this massively Pay 2 Win browser game has completely insulting cash grab DLC, over $180 USD worth. $180 USD for a Java browser game. Screw that. [quote][url=https://partner.steamgames.com/doc/store/reviews]Developer Response![/url][/quote] The developer has weighed in to inform everyone they didn't read the [url=https://partner.steamgames.com/doc/store/reviews]Developer Usage Rules[/url] for Steam "partners", or they deliberately ignored the part where Valve says: [quote]Though it may be tempting, not every review needs to be responded to. A developer response will frequently draw more attention than the original statement, potentially turning a small issue into a much larger community discussion. It's also not a good idea to use this feature to refute customer opinions. Your direct attention can be seen as validation or a defensive attempt to silence your customers.[/quote] The developer admits the game was written originally in 2007 and not kept up to date or fixed when it was launched in 2015. The developer seems unaware it is now the year 2022. Why haven't they updated their game properly? Who knows, but this remains a compromise/defect that gamers shouldn't be putting up with. Now the fun part. The developer has deliberately lied about the $180 price tag associated with the microtransactions and DLC for this game. Here's the SteamDB page linking to the DLC: https://steamdb.info/app/344190/dlc/ Oops. Why did the developer deliberately lie about this? It's a mystery, but game reviews are about games, not the developers, no matter how dishonest they are. The developer now switches to attack gamers and reviewers instead of owning up to the defects in their games... that along with their previous dishonesty shows exactly who we're dealing with here. Pathetic attacks, too. I've written a lot of reviews... yes. That means I know exactly what I'm talking about when it comes to decent games. The developer thinks they're undermining my review while reminding people how familiar I am with gaming? That's not a sensible strategy when you shift into attacking the reviewer rather than accepting the truth. I didn't play the game for a very long time: Yeah. It doesn't take a lot of time to see the developer has $180 USD price tags on the full content for the game (something they bizarrely chose to lie about when the DLC and prices are right there!). It also doesn't take a long time to identify this retro pixel crapfest was written in Java. What a complete BS attack at a reviewer to try disqualify a valid and factual review. If I played this game for 4 hours, would the game engine suddenly switch to Unreal? Would it suddenly get 3D graphics and contemporary video game art to validate the $180 USD price tag that the developer lies about? No, no it wouldn't. The developers pointless and disingenuous attacks at the reviewer instead of the facts of the review change nothing, apart from to show gamers just how disreputable they are. The consumer hostile, dishonest developers embarrassing display does not change any of the facts about this product, but it does provide another very solid reason for gamers to think twice before wasting their time downloading this. My review stands unaltered.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Мужики, спасайте, если наберём 10 лайков и 5 наград, то жена подарит ящик пива
Game is Dead and everyone is aware but would people nice to see it grow even if it's by 1 or 2 players.
buggy black screen and classes locked behind payment wall
Immortal Empire çok oyunculu bir taktik rol yapma oyunudur. Düşmanlarınızı yenmek için büyüler ve stratejiler kullanarak benzersiz bir fantastik dünyada seyahat ederken en fazla 5 ölümsüzden oluşan bir partiyi kontrol edin. Tamamen seslendirilen karakterlerle ilgi çekici bir kampanya hikayesinde iş birliği, karşılıklı veya tek başınıza oynayın.
Some interesting concepts here, but between the outdated UI, mediocre graphics straight out of a 1995 RTS game, and generally poor gameplay, this is not a game I can really recommend to anyone. In a cross between RPG and tactical strategy, you command a troop of "Immortals", basically hero units of various types, with powers, equipment, and stats of different kinds. The better part of the gameplay is spent in regional maps, ordering these units around (sometimes with allies, or summoned units if your Immortals can create those), fighting enemies as well as looting chests. Moving around the map feels awkward and clunky ; it's reminiscent of Age of Empires (the first one) in terms of responsiveness and efficiency... which is to say, it sucks a**. The controls are easy enough to grasp, though I often found myself giving out orders by mistake - this is an isometric game, but the game's recognition of where your cursor is actually located is doubtful at best, and my units would regularly move to a square I did not want. This is especially problematic because the command to "attack" an enemy unit is the same as the one to "move" - so, too many times to count, I [i]thought[/i] I'd asked my ranged unit to attack an enemy, only for them to move up right next to its face like an idiot. There is a "CTRL-click" functionality to prevent misclicks like this, but this is quite awkward to use, because you also need to shift-click to select several units, and the recognition of where your mouse is is [i]just[/i] functional enough to discourage you from needing to CTRL-click most of the time. Either way, one wonders why the developers couldn't have simply programmed a better way of moving about and attacking enemies, rather than requiring a clunky workaround to prevent misclicks. Speaking of shift-click and unit selection, that's another real chore. If you have a unit selected and you shift-click on other units, it will [i]keep your unit selected and put it in the same group of selected units[/i], which is such an asinine and unusual way of doing strategy unit selection. I've never played a strategy game where there was no way of deselecting a unit apart from selecting another one. It's, again, really awkward and clunky - left-clicking on the ground does absolutely nothing, so you wonder why that couldn't have just been a way of deselecting units (which, I might add, is very common in RTS games). I often forgot I had a unit selected, and shift-clicked a group of other units, realizing too late that I ordered that first unit to move to a very impractical location that I didn't intend to. Also, because of the 90's-era graphics, units often bunch up together graphically, and it becomes quite difficult to keep track of which unit is at any given spot in clumps of units, let alone select any specific one. The imprecise and often counter-productive shift-click to select multiple units doesn't help, of course. It's often just easier to select a bunch of units and move them all together, even though, from a strategy standpoint, it'd be better to control them individually given their varied skills. Unit movement fares little better: the game has a sort of "action points" system going on, dictating how much you can do in a given turn. Issue is - units stop automatically when their actions run out, [b][i]even if there are absolutely no enemies left on the map.[/i][/b] This leads to "stuttering" armies that are as responsive as snails caught in the throes of senile dementia, stopping every few seconds to wait for your next (gonna be a tad sarcastic here) very very surprising and unpredictable order to... move to that same location you clicked on a few seconds ago. You'd think so-called Immortals would have mastered the art of moving from point A to point B without some overseer needing to refresh their memory when they shut down like high-maintenance roombas, but eh, that's 90's gameplay for you. The rest of the UI is no better - the map view feels claustrophobic and obsolete, with an inability to zoom out or rotate the battlefield. The menus feel dated and ugly. The graphics, as mentioned, are mediocre. They resemble what would happen if someone looked at the first Age of Empire and said: "hey, I want to create this, but worse". There are a few positive points, of course - as I mentioned, some interesting ideas are here. I like the character progression for the Immortals, and all the Immortal units feel varied and interesting. The character design themselves are not ugly, and although overall the graphics aren't great, there is a sort of rustic charm to them (kind of like revisiting the original AoE II in 2021). The inventory system feels nostalgic, in a good way. The sound design is fine; the voice acting is better than expected (though with a couple amateurish voices here and there - the two dudes at the beginning come to mind), and the music is pretty good. Overall though, not an experience I would recommend. One rage-inducing misclick to go explore the other side of a distant forest instead of shooting at the evil cyclops is one too many.
A fun game that looks like it's going to be super simple after you've been playing Larian games but this is for free and it was a lot of fun.
its not a bad game. i don't personally like the way the leveling/improvement system is handled.
Momentum
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