
Build a nation starting at any point in human history and compete for supremacy in this epic turn-based strategy game. Engage in diplomacy, fight wars, and go head-to-head with other leaders from history.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About
Ara: History Untold is an evolution in historical grand strategy, featuring beloved classic PC strategy mechanics alongside innovative gameplay like a national crafting economy, true simultaneous turn resolution, a non-linear technology tree, and cloud-backed synchronous/asynchronous multiplayer - all with an expansive and vibrant presentation where you can zoom out from surveying the very edges of your empire all the way down to your citizens living their daily lives. In Ara, there are no pre-set paths to victory, leading to endless possibilities. Your choices will define the world you create, your experience, and your legacy.

Explore an Immersive Living World:
Explore a dynamic living world filled with life and charm across sweeping landscapes ranging from tropical jungles to sand-swept deserts as you discover the resources you need to develop your nation. Witness the world come to life in vivid, realistic detail as citizens move throughout the world and react dynamically to times of health and sickness, war and peace, wealth and despair with unique biomes, cultures, and eras representing the diversity of human experience.
Build Your Nation:
Serve your people and grow your prestige with numerous Improvements, from forges to libraries, citadels to cathedrals, public parks to industrial factories - as well as a global variety of the greatest architectural Triumphs ever conceived and built by human hands.

Guide your people through the eras of human discovery:
Nurture your people’s brilliance and invention as you progress your Nation through twelve unique Technology Eras, making the hard choices about where to focus your Nation’s greatest minds. As you near the end of each Era, you’ll have to decide how fast to push your scientists along the path to the future - at the risk of the present.

Oversee a rich and detailed national economy:
Harvest the bounty of the natural world and deploy the labor of your people with a depth-filled National Crafting system. Will you manufacture Amenities - like lavish feasts - to provide your cities and citizens with powerful benefits, or invest in the creation of Equipment - the weapons of war - to prepare your Armies to defend your nation or conquer your rivals? Whatever paths you choose you’ll need to carefully optimize your resources and production to achieve the most efficient systems if you want to outpace your rivals to fortune and lasting glory.
Rule Your Way:
Choose from dozens of history's most influential figures to embody as you reshape the world through your choices. The unique and varied global Leaders and Nations in Ara emphasize a wide variety of different playstyles. Experiment with gameplay-impacting Traits and powerful Leader Abilities drawn from the effect they had on world history. Whether friend or foe, each Leader has a distinct personality based on their historical background that informs their AI behaviors.

Grow your Nation:
Extend your reach and expand your Nation’s borders through claiming new territory, conquering cities, spreading your Religion, or by expending Influence. How your Nation grows and defines new borders is up to you.
Experience True Simultaneous Turns:
Every turn each nation's actions and choices resolve simultaneously, leading to suspense, anticipation, unique outcomes, and surprising twists on the classic turn-based formula. The fate of your people will be determined by your decisions and your ability to predict your opponent’s next move, putting your skill as a leader to the ultimate test.
Defend your people by land, sea, and air:
Warfare in Ara is presented in the Living World, as thousands of years of military conflict reflect the progress and martial prowess of your people. Develop technologies to advance your weaponry against your rivals, hone your wartime economy and industry to gain the edge, and outthink your opponent’s strategies as maneuvers resolve authentically at once thanks to the power of True Simultaneous Turns.
Prove Your Worth in Online Multiplayer:
Combining the speed and surprise of True Simultaneous Turns with the power of the cloud - multiplayer in Ara is fast, seamless, and able to be enjoyed asynchronously with a wide range of options to tailor you and your friend’s experience to the way you want to play together.
A Microsoft Account is required to play online multiplayer.
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 821 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm going to assume everything in the 2.0 dev diary works as intended, or will be fixed right quick after, but I guess, here's to visibility for "I bought this when I heard y'all were fixing it and look forward to seeing the first big DLC" vote
I do not know why there are so many negative reviews for this game. This game is fun to play. I do have one negative issue about this game. The AI players declare war on my civilization for no reason what so ever. They will also make demands for money & if I deny their demands, then they declare war. That is not how this game should be designed. If you can get pass the constant wars on your civilization, then this game is enjoyable.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.9M | 8.8K | 79% | $14.99 | |
| $3.9M | 7.9K | 92% | $24.99 | |
| $3.9M | 6.9K | 87% | $29.99 | |
| $3.9M | 9.9K | 90% | $19.99 | |
| $3.9M | 4.2K | 78% | $24.99 | |
| $3.9M | 3.8K | 78% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $121.8M | 62K | 47% | $69.99 | |
| $22.6M | 16.2K | 63% | $59.99 | |
| $7.4M | 6.9K | 83% | $39.99 | |
| $4.8M | 3.8K | 67% | $39.99 | |
| $688.6K | 5.7K | 91% | $4.99 |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 31: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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*, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Japanese* +14 more
Hours played at review time, across 822 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ich persönlich finde, es ist ein sehr schönes Spiel. Es lässt sich schön ansehen und man kann sogar die Tiere und Leute sich bewegen sehen. Zum anderen die Leader sind auch sehr schön gestaltet und bekannt und finde auch das es für alle so minimale Skins gibt mal etwas anders. Sonst das Spielprinzip das nach jedem Akt eine bestimmte Prozentuale Anzahl an Leadern verschwinden ein schönes neues System was ich so noch nicht sah. Da geht es dann nicht drum wer ist schneller in einer Kategorie sondern wer kann am besten Prestige Sammeln und Überleben. Ich hab zwar erst wenige Runden gespielt aber bisher fand ich es sehr übersichtlich und das Tutorial hat mir am Anfang gut geholfen mich hinein zu finden der rest liegt bei einem selbts.
Einfach unglaublich. Das Spiel ansich finde ich toll. Hatte ein paar Stunden wirklich Spass damit. Es sieht toll aus, die Spielmechaniken sind nachvollziehbar und es fordert mich gut heraus. ABER; Wie ist es möglich, dass ein Spiel nach so langer Zeit nach Release immer noch nicht richtig funktioniert . Aktuell kann ich es nicht mal mehr starten. Hunderte Versuche, alle Tipps aus Foren und Tipp Videos. Nichts hilft. Von 20 Versuchen startet es im Besten Fall einmal. Einfach nur traurig.
Takes about 5 minutes to start up, on a PC that can run CP 2077 in 4k @ 120 with no issues in ultra with ray trace on. The game will regularly crash, and the longer you play the more it will crash. Ridiculously small maps, on the largest map size, I have a world that's barely a medium civ map. Very messy manfacturing/production system that is very lacking in the UI. Absolutely no balance for the manfacturing/production systems that makes no sense. Horrible manfacturing/production system that does not even allow you to put global settings, or city default production so you need to sit and deal with the lag for +1/-1 +5/-5 increments wasting your life away instead of actually playing the game. Massive UI lag, on the simplest things such as adding +1 or -1 on production. Massive UI lag for everything when you get 15-20 cities. UI sometimes update on the fly, and sometimes the turn after, this is silly and should all be on the fly as the income in example is comming next turn not this turn, there is no point in delaying the new effect from doing something. Very bad UI-features in general that requires you to use "escape" key or manually move your mouse around for simple closing of menues that should be a simple right click for close as it is in other games. Absolute brain dead AI that will build farms on quarries, and will run around with the lowest quality units even 500 turns into the game when the player is crusing around with tank (called modern armor) armies steam rolling all the AI. Very bad, or straight up missing information about things you put into the encyclopedia. Very bad starting locations (yes, still) in my last game I had 2 AIs on the largest map that started 4 and 6 areas away from my starting location. Absolutely horrible upgrading system where you either have to use a bad UI table, or sit and do individual upgrading. Naval Troop upgrade system that makes no sense, and removes previous eras units so for example right now I have 2 cog flotillas, with 4 cogs each, I cannot upgrade them to the next tier unit, I can only upgrade them to "Destroyers" because that is how some sherlock decided to design this, Ground troops suffer from the same issue. There should simple be a upgrade or downgrade tab with options. Pointless and toxic forced city que limitations, you can only que 8 things in a city at any and all times, so if you want to upgrade your cities one by one, good luck you can only do 8 upgrades and need to revisit the city over and over it's a toxic and anti-player mechanic that makes no sense at all unless you really hates the player and wants them to get annoyed and frustrated and simply start another game without idiot forced toxic mechanics. Absolutely horrible building que system that mixes tier 1 2 and 3 in the same building lists. No tech balance at all, as I was steam rolling AI after AI, I was progressing ages after age, and even the AIs on the other side of that map that was expanding and "Doing something?" - Could not manage to do a tech every 3-4 turns as a player does. Way to fast tech progression in my 40 turn war I progressed 3 ages and went from axe wielding idiots to tanks when the war was over, and this was on one of the slower tech speeds. Classical annoying AI city spam, if there is a free square somewhere the idiot AI -will- go and place a net loss city there and hamper it's own larger cities growth/production/expansion. Limited options with generate wealth/knowledge production that could use conditions, such as "Do this until next upgrade tech is unlocked for the city" - A very easy check to add. Missing QoL for removing/spreading own religion, should have some basic setting such as "do this forever" or "do this for 10 turns" or do this until % of foreign % is > or < then % instead of another pointless time of waste your life away check over and over. Pointless and horrible merchant/trade system, that is just wow levels of bad in any way shape or form. Horrible "Great create wonder system" Really bad amenity system, that could be good, but is bad due to there is always "Best in slot in this order" - So you can ignore manfacturing/production system and only do the best items, the worse items are pointless. Classical raze and rebuild for min/max efficiency for every city to make solo large cities that simple create insane numbers of X or Y. The amount of issues that this game suffers from, is just atronomical, and it does sit as a very steep price, without the quality to back up the price so I'm just going to finish up before I hit the max amount of characters used in this review. If you can get on a very high sale as I did it, you might get some hours out of it in the end and make it worth it. But at full price with all the issues I mentioned and the 100 issues I do not have time/space to mention it's not. Last words: The new toxic game developer Scamdock Entertainment, that is instead of helping users with their issues are using the steam forums as a "farm" to get people to join the Scamdock Entertainment discord for support on a game that is released on steam so they can promote their own mediocre products.
This is the real Civ 7
Imposible playing in lower non-gaming PC configurations. They are counting many attempts of starting game as playing and they refused refunding,
So... auch wenn hier leider erst 100 Std stehen (per Gamepass sind es deutlich mehr) möchte ich meine Review zu diesen grandiosen aber auch immer noch ausbaufähigen Spiel abgeben. Ara ist für mich so ein typisches .. "Noch eine Runge... zack ist es 5 Uhr morgens"-Spiel das vieles richtig gut macht und mich bei anderen dingen zur Weißglut bringt. Das Prinzip des Spielt kennt man bereits von Genregrößen wie Civ und ähnlichen aber genau hier setzt Ara auch mit seinen Änderungen an... das Kartensystem bzw der Aufbau in Regionen mit Unterregionen finde ich überaus gelungen und eine passende Weiterentwicklung, Es kommt eine viel lebendigere Welt dadurch zustande. Dazu ist die Grafik eine absolute Augenweide. Für mich für jeden der Civ und ähnliche 4x Spiele mag eine absolute Empfehlung! PS: Es gibt nun auch MODs was das Spiel noch eine Stufe besser werden lässt
Excellent 4X game. It doesn't copy from other titles and boasts an interesting system. It nevertheless still requires a lot of improvements (more about this later). (1) The map is not a classic hex map ; it is divided into regions, each region containing from 1 to 6 areas which you will use to improve your city (build industry, farms, mines...). In effect, a region is about the same as 3 hexes in Civ. (2) You gain a new region every time your city size gains one step, and you get to choose which region you gain ; this is different from most other games where you have little to no control on your expension. Regions farther that 3 from your city cost more (so you avoid expending that far). (3) The economic system is based on a supply chain and the basic production from you citizen. This starts with basic wood/material/food/money/specila resource. An industry can transform these into higher level products (e.g. with wood and materials you can get lithic tools, which you will later be able to transform into metallic tools and so on). Products may have three uses : as an intermediate step for a higher level product, as a lever to improve your buildings (e.g. a forge without and anvil is less productive), as a consumable to improve your citizen lives (e.g. your citizen have a better health and happiness with good clothing). Some players are troubled by this system, but it really forces you to think instead of mindlessly cloning your cities throughout the map (e.g. civ) where you always build the same buildings. Here, for exemple, a single forge will provide for your empire up to the middle ages, and two are sufficient up to the industrial age ; more is contraproductive : at best you'll overproduce metal ingots for which you won't have a use, at worst you'll drain your resources producing something not needed. (4) The game is divided into 12 periods (starting at bronze age), and every 4 periods, the last civilizations drop out, leaving their place on the map, so that other civs may find more space to expend to. Winning is defined by an intersting prestige system (win battles, build wonders, keep your cities happy and healthy). This means that you can from exemple wipe out your neighbours, but still end up into the trash bin of history because you achieved nothing meaningfull (say mongols for exemple). Now (devs, listen!), lets see the problems: (1) The game regularly crashes once I reach the industrial age (I have a very good computer and graphic card). This is a shame. The interface also increasingly slows down, to the point where you have to wait seconds when incrementing the production size by one! (2) Managing your cities/goods at high level requires a much better interface. I want to be able to organize the products used by a city. I want to see all buildings at once when I am into the city screen ; I don't care about the background city view, which obviously slows things down and brings nothing. I also want to be able to jump from product to producers/customers so that I can take action easily when needed. (3) I also want a much better diplomatic interface ; when I enter an alliance, I don't even know who the opposing party likes or dislikes, so that I don't have a clue on whom I might end up fighting. There should also be a possibility to trade without letting other units get through! There should be a possibility to attack other units inside my territory, even when at peace, possibly at a small opinion penalty. (4) I have a problem with setllers going around the world. Some even settle between my cities in spots that are obviously spelling problems. I believe you should have either a hard range limit, or better introduce an attrition for all units but explorers outside their country (say lose 20% each turn) which could later be mitigated by technology and/or a logistic train unit. (5) In the same idea, cities that are unconnected (no road) to the capital should somehow suffer, as well as cities that cannot connect though owned areas. Cities should have a chance to revolt if mismanaged (average stats less than 45). (6) I just understand nothing about the combat system. There are formations, but they look mostly irrelevant (the 10% strength bonus looks unsignificant). And why don't losing opponents retreat before destruction ? (7) Religion spread is at best unclear. Missionary/Oracle do nothing significant. Religion requires an overhaul and a specific interface, as in civ 6. And why should I expand my religion ? The prestige gain from religion looks minimal. (8) The map is hard to read ; roads are no really apparent. Terrain doesn't seem to affect combat and it doesn't affect movement. There should be a "strategic view" that abstracts things out instead of trying to render the same map as in the lowest level. Some terrain remain impassable even at high technology. Oh, and why can units not pass through mountains but move through desert (happens in many other 4X really) ? In addition, I want to be able to define my own roads : sometimes, a road between two cities cannot be built because a road that passes through other territories already exists. (9) Some specialists spots are clearly superior to other specialist spots (e.g the 150% production boost is mostly cosmetic given the underlying maths). Some production chains are weird ; there is still a lot to improve here. Docks and such should improve fishing more significantly. And there should be some improvement that boosts productivity for cities that have no sea access (or remove that from docks). Overall, this is a promising game, but it will require important overhauls to stand out.
This game had been sitting on my wishlist for ages due to the mixed reviews. When it finally went on sale, I decided to give it a shot—and now I regret not buying it sooner. It’s exactly what I hoped Civ 7 would be. An amazing game that, in my opinion, really doesn’t deserve the negative reviews.
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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