
Gather resources, build your base, and lead your people to victory in this captivating reimagining of classic RTS, set in the Bronze Age. Secure fertile land, fend off raids, and stockpile food to generate knowledge and unlock powerful village advancements.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.71/day in the week to Aug 24 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Inspired by the real history of the Bronze Age Near East, TFC: The Fertile Crescent blends classic base-building RTS gameplay with a fresh, strategic twist.
Establish your village near fertile land and carefully balance your food surplus against your growing population and army. In TFC, food isn’t just for survival; it fuels growth and technological advancement. A strong surplus accelerates your population growth and earns you Knowledge Points, unlocking new strategic options. But if your farms are raided or your food runs low, even the most powerful economy can collapse.
Manage your hard-earned Knowledge Points wisely. Choose Village Improvements that counter your opponent’s strategy, strengthen your defenses, or push you closer to victory—whether through military conquest or building a Wonder.
Food is the foundation of every successful village. Locate fertile ground and build your settlement around it to sustain your growing population. Balancing your food surplus against your villagers and expanding military is crucial, and protecting your farms is key to survival. Conversely, raiding enemy farms is a powerful way to cripple their economy and demoralize their people.
Inspired by the giants of the genre, TFC expands on classic RTS mechanics in innovative ways, offering multiple strategies to explore from the start of each match. With several paths to victory, you can swiftly adapt your strategy in response to enemy actions. Your ability to leverage this freedom will determine whether you face crushing defeat or achieve glorious victory.
Begin settling a small village, where every player starts on equal footing. As your village grows, a pivotal choice awaits: ascend into the Bronze Age and lead one of three legendary civilizations, each with unique strengths.
Strengthen your village by unlocking powerful Village Improvements. Spend Knowledge Points to react quickly to enemy tactics, boost your economy, or seize the initiative in battle. Whether you're fortifying your defenses or accelerating your growth, your strategic options are always impactful and easy to execute.
Campaign with 10 missions
Skirmish to battle it out against the AI with 4 difficulty levels
Hordes to survive the waves of mountain nomads invasions
Sandbox to explore the game leisurely without the pressure of mission objectives or enemies
Multiplayer for up to 4 players to challenge other players online on dedicated servers with host migration
Play co-op by adding bots to online games, or invite a friend to play Hordes
Modern QoL like grouping units and customisable hotkeys
Full save and load support for all single player modes
Spectate games in multiplayer
Save, share and load replays to interactively study matches to learn from the best players, or from your own mistakes
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $10.99 | 398reviews | 89% | — | $128.9K |
| $14.99 | 23ratings | 86% | — | 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.
Engagement
Reviews
Themes across 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Eh, it's good I guess. It's like a dumbed down arcade version of AoE, but with a pretty cool and unique take on the food resource. It was kind of fun, but it gets old fairly quick because there's not much variety in playstyles or civilizations (there's only 3 civs), and overall every match started to feel the exact same. Worth picking up on a sale though!
[h3]This game has some charming graphics and content for casual players.[/h3] [b]But don't buy it....[/b] There is no benefit from buying this anymore, you don't get any bonus cosmetic or unlock any content in TFC2 for owning this. [i]there is no thankyou type of fan service from the devs for being a fan and owning their old games[/i]. The devs said they are not working on this anymore and will be focusing on TFC:2 only. https://steamcommunity.com/app/1674820/discussions/0/804597128247791501 ^^ announced here ^^ [u]TFC doesn't have much content, and TFC2 will have all this game offers and more.[/u] TFC2 here: https://store.steampowered.com/app/4158610/TFC2_The_Fertile_Crescent_2__Collapse_of_The_Bronze_Age I have to give this game a negative review because it is abandoned for the TFC2 sequel. [list][*] this had too many bugs anyway. [*] the game modes had no sim or map campaign like soulstorm. [*] the game mechanic was build farms and watch your people eat themself to death. [*] sometimes the people died even if you had food, they still went hungry, it was weird. [*] the replay-ability was the same game on repeat. [*] the races didnt have much difference in gameplay or visually.[/list] I have to assume the devs will abandon TFC2 for TFC3 at some point in the future, a 2 year life cycle just like this one, it seems like they planned and worked on it behind the scenes without any community engagement or synergy between their players who own this TFC version, they actively stopped updating TFC a while ago, only patching bugs.
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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, Simplified Chinese, Norwegian, Polish, Portuguese - Brazil, Russian*languages with full audio support
Hours played at review time, across 55 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As a very casual and brand spakin' new RTS player, I have got to say, this one hits the spot. I think an expert would definitely say its a little too simple, but for someone who wants to try their hand at RTS and not get overwhelmed I would say this one is perfect. Plus, not too many people are making Mesopotamia themed games and TFC really gets the feel right imo. If I had a few wishes they would be: 1. a pause button. In sandbox mode it really doesnt matter, but on anything other than the easiest difficulty it gets really hard to micromanage without a little pausing. Especially when your city starts getting bigger and youre trying to control more neutral settlements. 2. Better Walls and Castle features. More options mainly. it should start with dirt ditches and work up to the mudbrick walls. ALSO why can enemies attack me from outside my walls? this must have been a coding challenge for the devs because thats the only reason I could see why enemies just hit you through walls.
8/10 FOR old rts game style Before I talk about anything, if you asked "is this game worth it," I would unhesitatingly answer "yes." It is now flawless, however I think this would be a great first RTS for a newcomer to the genre, or any RTS fan who likes the setting of Age of Empire 1 but would like a more relaxing game. The pixel style is pretty good, although I don't usually play modern pixel games. The gameplay is pretty similar to Age of Empires at the outset. One unique thing is that the town center automatically generates workers, which I think was a positive design choice. your units constantly consume food, so first you will be picking redberries and hunting for food until your farming infrastructure is good enough to sustain an economy of workers and warriors. Unlike AOE there is only two stages, one as a nameless pre-civilization culture, another where you fall into the sphere of influence of a major Bronze Age Power, either Assyria, Babylon, or Egypt. I would have loved to see the Hittites in this title, but I hope it is in the next game, which I bought and installed while writing this review.
Love it, might be a little bit too simple, but is a fun casual game
A pixelated, light, softcore alternative to AoE.
As someone who loves pixel style art and recently got back into real time strategies, this is a fun little game.
За свои деньги нормально. Age of Empires на минималочках.
1.很好玩,这个机制甚至可以完全复刻到帝国时代2的编年史文明中去,强烈建议两个游戏联动一下~! 2.期待增加更多民族,比如苏美尔、赫梯、埃兰(波斯)、迦南、海上民族等等。 3.期待增加港口与海战系统!(舰队可以设计为缓慢消耗木头,毕竟舰船需要用木头修,如果木头耗尽,舰船就会缓慢掉生命值) 4.期待加入贸易系统,包含陆上、海上商队的贸易,获得是青铜,甚至能为盟友极为缓慢地传播学识。 5.强烈建议地图上中立的神殿占领之后除了增加学识获取速度,还能招募祭司或者神谕者,可以为部队回复血量和招降敌人,设计为只能通过占领中立建筑招募,而不能自己招募(很合理呀,青铜时代宗教传承都是有数的,是垄断阶级)。 6.如果舰队系统引入,就可以新增中立建筑林场,可以增加木头获取速度。 7.占领村庄还能增加大约10-20的人口容量(具体数值看平衡性)。 8.也可以增加中立建筑天然矿山或者矿井、渔场等。 9.引入英雄系统,通过宫殿招募,有且仅有1个,各文明形象不同,技能不同,模型比一般单位略大。 10.极难模式引入灾难系统(瘟疫、虫害、暴雨洪水、干旱、火山喷发、海啸、邪神入侵等) 1. It's very fun! This mechanism can even be completely replicated into the chronicle civilization of Age of Empires 2. I strongly recommend a collaboration between the two games! 2. We look forward to adding more ethnic groups, such as Sumerian, Hittite, Elamite (Persian), Canaanite, Sea Peoples, and so on. 3. Looking forward to adding a port and naval combat system! (The fleet can be designed to consume wood slowly, as ships need wood for repairs. If the wood runs out, the ships will slowly lose health points) 4. Looking forward to joining the trade system, which includes trade via land and sea caravans, gaining access to bronze, and even being able to disseminate knowledge to allies at a very slow pace. 5. It is strongly recommended that after occupying neutral temples on the map, in addition to increasing the speed of acquiring knowledge, players can also recruit priests or oracles, who can heal troops and recruit enemies. The design should be such that only by occupying neutral buildings can players recruit these characters, rather than being able to recruit them themselves (this makes sense, as religious traditions in the Bronze Age were limited and monopolized by certain classes). 6. If the fleet system is introduced, a neutral building, the forest farm, can be added to increase the speed of wood acquisition. 7. Occupying a village can also increase the population capacity by approximately 10-20 (specific numbers subject to balance). 8. Neutral buildings such as natural mines, mines, and fishing grounds can also be added. 9. Introduce a hero system, recruitable through palaces, with only one available, each having a distinct civilization image and unique skills, and featuring a slightly larger model compared to regular units. 10. Extreme difficulty mode introduces a disaster system (plague, pest infestation, rainstorm floods, drought, volcanic eruption, tsunami, invasion of evil gods, etc.)
It's a fun little rts while it lasts. You can fly through the story mode within a few hours and skirmishes get dull fairly quickly. Hordes is a good concept though I wish they had some way to modify it so you're able to actually build up a base and see how many waves you can truly hold out. As it is, you have to survive at most 15 waves on the hardest mode, which I have not yet beaten, but you don't really get a chance to build defenses, you are basically trying to manage your population to withstand the waves without everyone dying. It's a good challenge but a mode where you actually have time to build a proper base and hold out for an unlimited number of waves would really lend itself to more replayability. As it is, I'm already getting kind of bored with it after 20 or so hours. Given it was only like $10 I'm not sour about it and am still happy I gave it a go but I think they had a good bit of squandered potential. Put a little more into the development of different modes and you have a proper game worth $25+. Perhaps with their sequel game they will do so, fingers crossed.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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