
Life between myths. Lead the Riders clan into legend or obscurity as you explore an ancient world. Plan ahead as you navigate this challenging storybook strategy game, immersing you in the land of old gods and magic also seen in King of Dragon Pass.
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About
Life between myths. Lead your clan into legend or obscurity. Six Ages: Ride Like the Wind is a storybook strategy game, immersing you in a land of old gods and magic, the same world as King of Dragon Pass.
Hundreds of small encounters build into an epic, multi-generational tale of survival and inter-clan alliances. Six Ages is the spiritual successor to acclaimed King of Dragon Pass, taking place thousands of years earlier in the same shared world of Glorantha. Part role-playing, part resource management, you'll always be making decisions with long-term consequences, for you and your clan.
Please note the minimum system requirements for Windows is Windows 10!

Design your own clan, visit the gods, become respected, raid your neighbors' cows
Over 400 interactive story scenes, with deep simulation systems driving their appearance and outcomes
Multiple difficulty levels, and the option for Iron Willed players to limit reloading
Gorgeous hand-painted high-resolution illustrations
Same world as King of Dragon Pass, but a new clan: the Riders, with their own myths, and 4x more world to explore
Discover, appease, and make deals with spirits in your territory


Glorantha is a highly detailed Bronze Age world, similar in many ways to our own. But it exists in a magical universe where the laws of physics are subordinate to the whims of the gods and spirits. To understand Glorantha, leave our mundane world and enter the world of myth. The Sun is a living god, not a nearby star. Countless gods exist, some even more powerful than the Sun, and all have the power to directly affect humanity.
In Six Ages, you play specifically as a Riders clan, who revere various gods in their particular mythology, including Gamari the Horse Mother, and your culture hero, Hyalor... but you would be foolish to forget Raven the Trickster. He has not forgotten you.
Glorantha is also the setting of other rich narrative games/experiences, including King of Dragon Pass, HeroQuest, RuneQuest, God Wars, and others.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
The difficulty scaling for combat is laughably bad. If you literally invest every ounce of your resources and limited choices into fortifying yourself military -- e.g., more soldiers, every fortifications, every military blessing -- all that happens is the number of raiders drastically increases. It seems the developers' idea of "good combat" is the RNG rock-paper-scissors game of choosing battle tactics (which, side note, have literally 0 explanation in the game), with absolutely no regard whatsoever for all of the preparatory work prior to the battle. Ergo: infinite focus on and preparation for battle literally only hurts you, as you might as well have put that energy towards something where you could actually get an advantage
I am a child of the 80s. That basically means I absolutely had to divide my gaming time with my siblings AND my parents, because we had the one TV. That also basically means I have very clear preferences and would never waste time on a game that does not draw me in or surprise me in some kind of way. I enjoy Six Ages because there is a lot to discover. Even though the events repeat, the results seem different on every playthrough ... and some people on here call it RNG where I personally see "deep world building". I can see how previous choices on how I either dealth with previous events or invested my 'magic' making a big difference. There's a lot going on under the hood here. More so than in King of Dragon Pass, which I also enjoyed for the lore ... and having played KoDP helps in Six Ages, which is a lot more fleshed out IMO. So yea, I can see how this game would not be for anyone that is number oriented and needs everything to be "real world logical". But if you enjoy the pure escapism of stumbling through learning the illogical logics of a made up world and uncovering up lil by lil, you'll enjoy Six Ages like I am.
Six Ages: Ride Like the Wind, developed by A Sharp and published by Kitfox Games, is a remarkable continuation of the design philosophy that made King of Dragon Pass a cult classic. It is not merely a sequel but an evolution of the same formula—an intricate fusion of strategy, storytelling, and myth-making that turns each playthrough into a living epic. Set in the legendary world of Glorantha, the game places players in command of a clan of horse-riding nomads struggling to survive, grow, and find meaning in a land defined by gods, spirits, and ancient rivalries. Rather than offering a typical fantasy experience centered on combat or conquest, Six Ages immerses players in the cyclical rhythm of life itself—seasons pass, leaders age, alliances shift, and faith guides every decision. What makes it special is how it transforms the act of leadership into a story not just about power, but about belief, survival, and the fragile bond between mortals and their gods. The structure of Six Ages unfolds across seasonal cycles. Each year is divided into segments—Storm Season, Fire Season, Earth Season, and others—each with specific actions available to your clan. You choose how to allocate your limited time: explore distant lands, forge alliances through diplomacy, raid your enemies, trade resources, or perform sacred rituals to maintain harmony with the spirits. Every action is meaningful, but none exist in isolation. Resources such as food, herds, magic, and reputation are interconnected, and the consequences of your decisions can ripple across years. At the heart of these systems lies the clan ring, a council of seven advisors representing different virtues, deities, and priorities. Their advice is not always consistent—one might advocate aggression, another caution, and a third might appeal to faith rather than reason. These advisors are more than gameplay tools; they embody the conflicting philosophies within your people, giving the player a sense of guiding a living community rather than commanding an obedient faction. Where Six Ages truly distinguishes itself is in its narrative depth. The world of Glorantha is ancient, mystical, and brimming with mythological resonance, and the game captures that complexity through hundreds of interactive story events. These vignettes—ranging from the mundane to the miraculous—form the backbone of the experience. You might be asked to judge a theft between clans, interpret an omen in the stars, or deal with a spirit demanding tribute. Sometimes the choices seem straightforward, but each decision carries unseen moral, spiritual, or political consequences that can unfold years later. The writing is meticulous, weaving myth and emotion together in a way that feels both intimate and grand. Each playthrough becomes a tapestry of cause and effect, a chronicle of your clan’s triumphs and mistakes that feels deeply personal. Even small moments, such as sending a child to apprentice with another clan or choosing which god to honor during sacred time, can have far-reaching repercussions that subtly shape the destiny of your people. The game’s presentation complements its depth beautifully. The art direction leans toward painterly illustrations, rich with texture and symbolism, depicting everything from sweeping pastoral landscapes to haunting visions of divine intervention. The interface is elegant and unobtrusive, allowing the player to focus on the narrative without distraction. The sound design, though understated, builds a sense of atmosphere with ambient tones and occasional bursts of music that evoke ritual, danger, and awe. Each story scene feels carefully composed, and even without animation, the visuals carry a powerful sense of life and history. This minimalist presentation allows the imagination to fill in the gaps, making the experience feel closer to reading an ancient chronicle than playing a traditional video game. The visual identity reinforces the game’s meditative quality—less about instant gratification, more about immersion in a living myth. Mechanically, Six Ages walks a fine line between narrative and strategy. It gives players control over tangible elements such as herds, crops, trade goods, and military strength, but its true complexity lies in the intangible—faith, morale, and relationships. Magic plays a critical role, not just as a resource but as a worldview. Each god your clan worships provides blessings and expectations, and how you honor them determines both your fortune and your spiritual identity. Warfare exists, but it is not glorified; every raid and skirmish carries risk, and victory often comes at a moral or material cost. Diplomacy, trade, and ritual often yield more lasting success than brute force. The result is a game that encourages careful thought rather than domination, and patience rather than conquest. Success in Six Ages is not measured by territory or wealth but by the survival of your stories—whether your clan’s legacy endures in the eyes of gods and kin alike. However, the game demands a great deal from its players. It does not hold your hand, and much of its world operates on logic drawn from myth rather than modern reasoning. You must learn its symbols, traditions, and cycles to truly understand how to lead. The lack of explicit tutorials means that early playthroughs often end in failure as you slowly discover how the world works. Mismanaging resources, angering spirits, or neglecting diplomacy can lead to slow and inevitable collapse. Yet these failures are part of the experience. Every downfall teaches you something about the world’s structure, every catastrophe adds texture to the lore you uncover. For players who prefer fast-paced or easily digestible systems, the game’s pacing may feel daunting, but for those who enjoy deep simulation wrapped in narrative complexity, this challenge is precisely what gives it its richness. What makes Six Ages: Ride Like the Wind so enduring is how it blurs the boundary between story and simulation. It is not simply a game about managing numbers or making moral choices—it is about understanding an alien worldview, where the divine and the mundane intertwine. The Riders’ lives are defined by myth, and to lead them well, you must think as they do, embracing uncertainty and trusting intuition as much as logic. The world changes in subtle ways with each generation, and though your clan’s struggles may seem small compared to the cosmic scale of Glorantha, their stories carry weight because they feel timeless. Every sacrifice, every raid, every dream sequence adds another brushstroke to the portrait of a people trying to survive in a world that constantly tests their faith. In the end, Six Ages: Ride Like the Wind is more than just a strategy game—it is a living saga that invites you to become part of an ancient mythology. Its slow rhythm, intricate storytelling, and deep cultural texture create an experience unlike anything else in modern gaming. It is a game to savor, to fail at, to return to, and to ponder long after the screen goes dark. Like the oral traditions it draws from, it rewards patience and reflection, allowing you to feel not only the passage of time but the evolution of a civilization through your choices. For those willing to immerse themselves in its world, Six Ages offers something rare and profound: a chance to lead not just a clan, but a legend. Rating: 8/10
A beautiful game from start to finish, rich depth. Lots of choice and things to explore. An amazing utilization of Glorantha (In its self a deep and storied setting) There is something about a bronze age setting I love so much. I loved playing king of Dragon pass and found it a facinating relic of old RPG's, somehow nailing an intersection of mythology/resource management/RPG diplomacy. I was absolutely delighted to find its creator was still active and had created anotherr series in the same setting. I love the art style, the narative and everything you find along the way. Bravo! You have found a new prozeletizer in me, I'll be spreading the word
freaking unique and amazing. everyone who still has an attention span and a love for story and culture should play this game.
Really unique game, beautifully written with enchanting art and music. I highly recommend this to anyone interested in mythology, has patience to understand the mystifying decision making process and looking for something different. Looking forward to getting stuck into Six Ages 2!
I highly recommend this game to any fans of Runequest. The game can be a bit punishing at times, but the lore, music, and amazing artwork will keep you coming back again and again. If you have never heard of or played Runequest, I still recommend this game. The setting, Glorantha, is unique and has the best world building I have ever experienced.
One of my all time favorite games. It defies genre and instead asks you to play experience a world. A lot of the game is about learning the rules of the world and figuring out how to live your bet life in the world of Glorantha.
So fun. Exactly what I had hoped for as a follow on to King of Dragon Pass. The Rituals are more forgiving than the previous game, but I haven't gotten the hang of managing my herds yet. Overall I'd say this is at least as difficult as the previous game, and in a very similar way.
This is a punishing game that doesn't give you much information about how to make the suffering stop.
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