
Old World is a revolutionary new historical strategy game where you lead your dynasty over generations of rule against rival kings and queens. Wage massive wars, manage your court, and build a dynasty — or watch your empire crumble to dust. What legacy will you leave behind?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 2.29/day in the week to Aug 22 → 3/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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

Old World is a historical strategy game where you lead your empire through multiple generations, building a grand legacy to last beyond your own years. This is an era of great leaders, from the revered to the feared. Which will you be?

Marry for politics, raise your heirs, and manage your relationship with the families of your kingdom. In the fast and furious world of kings and queens, family matters.
Each of the 7 kingdoms has four noble families that provide various benefits when put in charge of your cities.
Manage family ties through events, actions, and marriages to keep them happy and reap additional benefits. Upset them, or make them too powerful, and you risk their ire.
Maintain a strong family unit, or distract yourself with more illicit adventures.

The world is full of great characters with distinct personalities, strengths, and weaknesses. Use them to forge your kingdom, defend your borders, and build ties with other leaders.
Seek out and recruit famed warriors, philosophers, builders, and more. Have them tutor your children, lead your armies, and further your reign.
Different personality archetypes allow your court members to perform different tasks in similar roles. Find the right combinations to take full advantage of governors, diplomats, spymasters, and even your spouse.
Characters develop new personalities and traits over time, growing old, gaining experience, and finally falling ill and passing away, leaving room for the next generation.

Unsettled tribes, barbarian marauders, and remnants of previous cultures are all waiting in the vast unexplored wilderness.
Discover artifacts and great heroes of the past at ruins scattered across the map.
Experience over 3,000 unique events inspired by history and mythology.
Contact with foreign dignitaries triggers event chains, stories, and courtroom drama.
Pursue ambitions and legacies related to conquest, development, faith, and more.
Historically inspired scenarios, weekly challenge games, and a choice between randomly generated and handcrafted maps to explore. Lead Carthage to victory as Hannibal in the Punic Wars, hold your own against Barbarian Hordes, or compete against other players in tackling fictional scenarios.

Why do things the way they've always been done? Old World brings a new take to key elements of the 4X strategy genre:
Go beyond the traditional resources. Buildings are made of wood and stone, not "industry." Population doesn't grow off "food" alone.
Orders are a resource shared across your realm. Instead of moving every unit once per turn, each unit can be moved multiple times until fatigued or Orders are depleted.
Technological advancement is not predetermined. Randomization helps keep technology trees feeling fresh with each new playthrough.
Quality of life improvements, such as the ability to undo mistaken commands and nested tooltips, ensure you're always making informed decisions.
Play with friends in countless multiplayer modes — from hotseat, to asynchronous, to cloud play.
Experience a Grammy-nominated soundtrack blending Arabic music with contemporary influences.
Mods further open up infinite options for new worlds, empires, and dynasties — inspired by our real world, and by works of fiction as well.
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; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 6.9Kreviews | 83% | — | $7.4M |
| $9.99−75% | 208ratings | 84% | #141 | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 916 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Many others have explained why Old World is such an amazing Historical 4X. It just baffles me it's sitting at 80% positive, when it should be like 99%. So I'm just doing my part.
This game rocks. I haven't had this much fun playing a 4x game since maybe Civilization 4 or 5. It shares a lot of surface DNA with Civilization 5, and yet it is a completely different experience. Each turn is a single year, and each year feels like it is important...at no point was I ever "autoclicking" through an era or playing in a mindset detached from the historical drama. It feels like a more interconnected, living world than a board game. I'm using my city-management brain, but I'm somehow also using my roleplaying brain. If you've been feeling burned by the direction that the Civilization series went, this game may just represent a redeeming bright light for the genre. I recommend playing at least the first 2 training modules...that covers enough of what's fundamentally different from Civilization games to get you enjoying your first real game -- just about anything else you need to learn is presented to you through dialogs, a help-system, and just fiddling around.
Media

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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.4M | 45.7K | 93% | $9.99 | |
| $7.4M | 39.2K | 92% | $7.49 | |
| $7.4M | 15K | 94% | $24.99 | |
| $7.5M | 13.7K | 82% | $29.99 | |
| $7.5M | 27K | 91% | $9.99 | |
| $7.4M | 5.8K | 93% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.4M | 3.2K | 84% | $24.99 | |
| $14.5M | 9.9K | 80% | $19.99 | |
| $3.3M | 7.6K | 82% | $14.99 | |
| $756.5K | 934 | 90% | $29.99 | |
| — | 0 | — | — | |
| $216.2M | 137.4K | 88% | $49.99 |
Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Korean
| $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 918 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра ведь должна быть хоть в какой-то степени весёлой, правда? А тут каждый ход... тот сдох, этот заболел, а камня всё равно не хватает, хотя вся карта в каменоломнях. Недовольство от религии, недовольство от недовольства, недовольство от довольства. Техи вроде исследуются, но в итоге от них только хуже, потому что... камня опять нет, как и мест под каменоломни. Новое здание? Ура, но места под него уже нет. Ну и пошло оно всё, да и камня всё равно нет. Наместник помер, посол заболел, правитель расточительный, а внебрачный сын пропал в урагане. Зачем я в это играю... ведь грёбаного камня всё равно нет.
I just don't find it fun, the complication, the lack of explaination of different stats and the time it will cost me to learn to play this game altogether. If you lack time and have no motivation to learn to play this game don't buy. This is terrible backlog addition and a waste of money.
Old World is an exceptional 4X game that almost seems as though it exists just fix the problems of the Civilization series and Paradox games (particularly Crusader Kings 2). It has internal management mechanics that stay challenging through the whole game, an exceptional combat system and a character system that makes characters actually important. Most map and 4X games are pretty bad at making internal management interesting or challenging. Very early into these games the realm is stabilized and ruler deaths become seamless transitions. In Old World stabilizing the realm is extremely difficult. Each city must be assigned to a family that has the potential to cause uprisings, civil wars and chaos when upset. They react strongly to ruler decisions, character traits, religion, and city unhappiness. Cities by default start off losing happiness and as the game progresses more religions become available resulting in conflict. Deciding between being tolerant or an enforcer of religious unity is a meaningful decision. The character traits of rulers, religious leaders and members of families massively affect family happiness and a stable realm can quickly become unstable upon key people dying or getting enraged. Tutoring, bribing, religion and intrigue are central to actually doing well at the game instead of just fun sideshows. Civilization 5 & 6 have pretty mediocre combat. Cities get placed too close together and easily support each other with defensive fire and reinforcements. There is little space for maneuvering or tactics and every civ basically makes the same type of armies unless they have broken unique unit to just spam for an era of the game. It is all just a slog. Old World fixes all of these issues. The biggest change is that cities can only be made on specific titles that are appropriately distanced away from other possible cities. This creates space for set-piece field battles with more tactical game-play and interesting sieges. Old World also makes armies more diverse by giving every nation a unique unit that only requires a modest 4 laws and a stronghold (7 and Citadel for elite) to build. Every nation wants to rush out their elite unit, but each unique unit changes everything about how the game should be played. Each require different resources to build and some like cavalry can only be built in cities with a specific resource (horses). Research decisions to compensate for the unit, city planning and even empire planning all change because of the unique unit. In Crusader Kings 2 the state becomes so stable that leaders just become interchangeable figureheads and most of the decisions relating to them just become a side gimmick. In that game you control of all character actions and those actions eventually stop mattering. In Old World characters are central to the game you have to react and adapt to their decisions because their traits massively affect happiness, research and production for the whole game. Your ruler marrying the head of a family and cheating on them has disastrous consequences. Your heir being a debaucherous heretic will result in an unstable and chaotic realm on succession. In other games you can stop this from happening or even just force the character to act differently, but in Old World they will act on their traits. You can embrace the heir and take the heretic religion the new religion and use the debauchery as a form of charisma. Another option is to enrage the previous heir by changing your succession so somebody else takes the throne and risk a civil war. Or perhaps survive chaotic heir’s rule until a more conservative and establishment friendly heir comes along. Old World strikes a good balance between player agency and having to react to the characters. Old World has a laundry list of changes to the 4X formula that make everything better like an orders system that limits actions each turn to make decisions more meaningful and points/ambitions victory system that stop the game from dragging out, but this is a review is too long for that.
If you think that the last iteration of Civ V was peak Civ, then Old World is your game. It takes that most of the mechanics of that game, lops off the later years and improves on it in almost every way so you never spend turn after turn just hitting "End Turn" and hoping something happens.
2020年代に発売した4Xストラテジーの中では一番好きな作品です。 多くの方が語ってますがCivilization と Crusader Kings を足したプレイ感のゲームです。 基本的には4X的な戦略が勝敗に大きな影響を与えますが、一族の人間ドラマがそこに彩りを与えるので物語性もあり、「毎回同じ展開」にはなりにくいのが大きな魅力ですね。 DLCが色々出てますが、まずは本体だけでも十分面白いです。 購入を検討中の方はセール中に本体だけ買って試してみるのも良いと思います。 [これから始める人向けTips] ・指導者の特性は大事 技術研究の選択肢となるカードの引き直しができる、都市に建てた建設物をアップグレードできる、他勢力と同盟できる、など指導者(=国家の君主)にすると強い力を発揮する特性がいくつかあります。指導者のパラメータ(カリスマや規律など)の数字よりもこの特性の方が重要です。 ・野望の達成難易度のバラつきが大きい 定期的に野望をかかげるかを提案され、達成できると正当性にボーナスがあったりゲーム勝利に近づきますが、難易度のバラつきが激しいので慣れないうちは要注意です。指導者の寿命と野望の内容を考えたら「それ無理だろ?」と言いたくなるような野望もけっこう提案してきます。 ・幸福度管理が大事 各都市には「幸福度」というパラメータがあります。デフォルトはマイナス傾向で、放置してマイナスがかさんでいくと住民反乱などにつながるのでプラスに転換させるのが序盤~中盤では大事になります。娯楽だったり宗教だったり、好転させるための方法が色々あるので自分に合ったやり方を見つけるのが大事です。 [あえて改善して欲しいポイントを上げるなら] ・戦争は物量戦になりがちなので、もう少しバランス調整してもらえると嬉しいです。 各ユニットの最大HP20なのに、1攻撃で4~5ぐらいの被ダメージ、場合によっては8~10ぐらい一撃で削られるし、敵軍も大量のユニットを前線に送ってこちらの1ユニットに攻撃を集中させるので、ユニットはすぐに死にます。 要塞の上にユニットを乗せ、防御態勢でガードをしていても1ターン持たないことがほとんどです。 また、「強制行軍」があるため敵ユニットは視界外から長距離を走って殴りかかってくるので「敵軍の陣容に合わせて自軍の配置を考える」といったことも難しいです。 上記より、「お気に入りのユニットを大事に育てる」と「戦術の妙で敵を破る」といったことは難しく、大量にユニットを生産して物量で押し切るとなりがちです。 ※単に私のプレイヤースキル不足だったらすみません。
After about 37 hours with Old World, I can confidently recommend it. The game has a noticeable learning curve, somewhere between Civilization and Paradox titles, but it remains far more accessible than something like Hearts of Iron. Once it clicks, it becomes extremely rewarding. I now feel comfortable enough to compete on mid level difficulty, and that is where the game really starts to shine. Higher difficulty levels push you to make smarter decisions, while the lower ones feel quite easy. What really stands out is the depth. Old World offers interconnected systems that go far beyond what you usually see in Civilization, making each playthrough more engaging and strategic. If you are fine with staying within a single historical era and want a deeper, more thoughtful strategy experience, this is absolutely worth your time.
An amazing successor to what is arguably the best game in the Civilization series: Civilization IV. The DLCs add a tremendous amount of content, and everything feels fairly priced - especially if you pick them up during a sale. I simply can't get enough of this game. It perfectly captures the addictive "just one more turn before I go to sleep" magic that defines the best Civilization games.
Old World is easily one of the best strategy games I’ve played. What I love most is how well all the mechanics fit together. Everything just makes sense. [list] [*] [b]The Orders system:[/b] You can’t just move every unit every turn. You actually have to think about what’s important right now. Late game feels so much better because of this. [*] [b]Logical mechanics:[/b] Dynasty events, politics, and city planning all work together seamlessly and feel like part of one big strategy. [*] [b]Combat & AI:[/b] Combat takes real tactics (flanking, terrain, line of sight), and the AI actually plays smart instead of just cheating. [/list] An absolute gem that deserves a lot more love.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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