
Immortal Realms: Vampire Wars is an engaging strategy game set in a dark vampire world in turmoil, that combines empire management and turn-based combat with unique card-game elements.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Sep 1 → 0.14/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





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; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 589reviews | 62% | — | $343.7K |
| $39.99 | 2Kratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun little pass time. Nice artwork. I don't like the card aspect much, but its not to annoying. I wish the game would fill my wide screen.
This is my second playthrough / first ownership of this game. It's really fun, don't let the reviews fool you. Most of those ratings are very old. This game has been offered on Xbox One and PlayStation 4 consoles. It's a great title. Maybe it's not everyone's favorite, but i think this game deserves a positive feedback overall. That's just my opinion. I'll come back and update once I playthrough.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German*, Spanish - Spain, Russian, Simplified Chinese, Korean, Traditional Chinese, Japanese*languages with full audio support
| $9.99−75% |
| 197ratings |
| 79% |
| — |
| not modelled |
| $8.99−70% | 42ratings | 68% | — | not modelled |
| $39.99 | — | — | — | 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.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Petit jeu très amusant, comme une sorte de total war un peu simple mais plaisant. J'y passerai pas un temps fou, mais c'est une expérience que je ne regrette pas du tout qui vaut son prix soldé.
кроме 1 акта недоступно ничего
Totally Wars it, especially with a discount. A simple nice Tier-2 4X game with some cool ideas in it.
Купил на ♥♥♥♥♥♥♥♥♥♥♥♥♥♥.com без дополнений меньше чем за 2 Евро. За такую цену игра хорошая. Минусов у игры тьма, но игра подкупает своим сеттингом. Если вам нравятся вампиры, и ищите игру просто поиграть, и не ожидать от нее "шедевр, игра года, 11 из 10", то вполне можно покупать, НО не за полную стоимость. Немного похожа на SpellForce Conquest of EO, но в вампирах есть кампания, а spellforse все же интересней геймплейно.
玩了16小时刚才通关第一个宗族,还有3个宗族,因此光单机就有60小时左右的游戏时间,每个宗族有4小关,打过前一关才解锁后一关,平均每一关需要4个小时。目前通关了第一个种族的玩家只有百分之12,更别提后面的了,难怪有这么多差评,原来差评是打给了自己的智商。棋盘不大,地形和走位很关键,有种下国际象棋的感觉。打赢一场战斗容易,但不损兵就难,需要反复存档。领主远远强于小兵,学吸血4回合加领主护盾一个人直接冲进敌营嘎嘎乱杀就行了,其他的兵堵住要道,给远程兵提供输出环境即可,注意防人族骑兵冲锋,不要和骑兵站在一排。因为无限反击,所以领主可以过去一打五,又因为没有借机攻击,所以后排很容易被冲,需要堵住路口,前期可以多招矛兵炮灰防守,后期换狼人坦克。最后boss很难打,我是利用环境加成给狼人反复回血,同时小兵一直用生命换魔力,堵在角落车轮战打赢的。后两关需要反复回守,一打多,我是优先发展经济稳扎稳打,后期一轮能上一百多血,最后一关快四十回合才狂加ap冲过去挑boss,有个魔石可以加4ap。铁匠铺可以买装备,图书馆可以买卡牌,战役整体有一定难度,经常被捅屁股,战斗开始后不能直接读取存档,需要返回主菜单再进战役加载存档,比较麻烦,自动存档总是当前状态,无法回到回合开始,导致战败后只能干瞪眼,所以必须经常手动存档,但又没有F5快速存档功能,本来就打败了就窝火,存读档还不方便,所以被喷也难免,但瑕不掩瑜,好这一口的还是过瘾。战斗界面速度开到最大就是棋子瞬移,战棋味很足,感觉这个公司出的其他战棋类游戏也很不错,毕竟圣战群英传,懂我们老玩家的口味。
Immortal Realms: Vampire Wars is an ambitious hybrid strategy title that blends grand-scale empire management with turn-based tactical battles and card-driven abilities, all wrapped in a dark gothic fantasy setting. Developed by Palindrome Interactive and published by Kalypso Media, the game sets out to carve a unique niche by combining familiar strategy frameworks with vampire mythology, emphasizing faction identity and thematic flavor as much as mechanical depth. The result is a game that often feels bold in concept, occasionally uneven in execution, but consistently distinctive in tone. The world of Nemire serves as the stage for three playable vampire clans, each anchoring its own campaign and philosophy. The Dracul embody aristocratic conquerors who favor discipline and military dominance, the Nosfernus represent grotesque undead hordes thriving on attrition and terror, and the Moroia lean into arcane power and manipulation. These campaigns are structured in a largely linear fashion, unfolding as a series of narrative-driven missions rather than a fully open-ended sandbox. While this approach allows for focused storytelling and curated challenges, it can also feel restrictive to players accustomed to freer grand-strategy progression. On the strategic map, gameplay revolves around territorial expansion, army movement, and resource control. Blood acts as the central currency, governing unit recruitment, card usage, and special abilities, which ties thematic flavor directly into mechanical decision-making. Capturing settlements increases your blood income and expands your strategic options, but the management layer is relatively streamlined. Once territory is secured, upkeep is minimal, and long-term economic planning takes a back seat to preparing for the next conflict. This makes the campaign layer accessible but also limits its depth, as there are few meaningful choices beyond expansion and positioning. Combat is where the game places much of its emphasis. Battles transition to turn-based encounters on grid-based maps, where unit placement, facing, and terrain can influence outcomes. Each faction’s identity is reinforced through a unique deck of cards that enables spells, buffs, debuffs, and special actions during combat. This card system introduces an element of unpredictability and tactical timing, rewarding players who understand how to synergize unit abilities with card effects. When it works well, combat feels engaging and strategic, though some battles can feel constrained by map size or repetitive once optimal strategies emerge. Visually and thematically, Immortal Realms: Vampire Wars excels in atmosphere. The art direction leans heavily into gothic imagery, with crumbling castles, blood-soaked battlefields, and stylized character designs that clearly differentiate each clan. The soundtrack and ambient audio reinforce the dark fantasy mood, helping Nemire feel oppressive and ancient. Narrative delivery, however, is more subdued. Story beats are conveyed through brief cutscenes and dialogue, which establish context but rarely delve deeply into character development or dramatic arcs, leaving much of the lore to be inferred rather than explored. The game’s learning curve can be steep, particularly for players unfamiliar with hybrid strategy systems. Tutorials explain the basics, but the interaction between the campaign map, tactical combat, and card mechanics takes time to fully grasp. Early missions can feel overwhelming due to the number of systems introduced in quick succession. Once these systems click, however, the gameplay loop becomes more coherent, and decisions feel more purposeful as victories on the battlefield directly reinforce strategic momentum. Replayability is supported through additional modes such as skirmish and sandbox play, allowing players to experiment with different factions and scenarios outside the main campaigns. These modes offer more freedom than the narrative-driven structure, but they still inherit some of the same limitations, such as limited map variety and predictable AI behavior over extended sessions. As a result, long-term replay value depends largely on how much the player enjoys experimenting with faction mechanics and combat card combinations. Ultimately, Immortal Realms: Vampire Wars is a game defined by its ambition and identity. It does not fully commit to being a deep grand-strategy title, nor does it streamline itself into a purely tactical experience. Instead, it exists between genres, offering a layered but sometimes uneven blend of systems. For players drawn to turn-based strategy, vampire lore, and hybrid mechanics that reward experimentation, it can be a rewarding and atmospheric experience. For those seeking a more polished or deeply focused strategy game, its structural compromises and pacing issues may temper enthusiasm. Even so, it stands as a distinctive entry in the strategy genre, one that dares to merge darkness, tactics, and thematic flair into a single, blood-soaked campaign. Rating: 6/10
Terrible implementation of ultrawide monitor resolutions and... well, it's just generally not very fun for very long. I never thought I'd be disappointed in a 4X game about warring clans of vampires, but here we are. Full review: https://web.phenixxgaming.com/2025/07/21/immortal-realms-vampire-wars-pc-review/
While the game has a rather compact amount of content it's very nicely done and a fun experience. The story campaign isn't anything groundbreaking but well written and it keeps you motivated and engaged. I like the small ingame cinematics. They're charming. All factions feel like they have their own strenghts and weaknesses and balanced. While the exact placement of units for flanking may need some getting used to handling is quite intuitive. Graphics are fine for what the game wants to be, although some unit images can be a bit similiar (especially the bat ones). Certainly something I'd love to see expanded upon in the future.
Players by region
Where this game's players are, estimated from review languages.
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