
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 opened it up after the mods are added. It's not just mod IO instead of steam workshop but also this is the first ever time I've opened a game in steam linked to MOD IO that requires me to sign up and confirm an account. This is not clear on the store page in any way and I'm damn sick of accounts everywhere. I don't care about idiot who buy things on epic I don't want to play with them I just want the steam workshop. I'm old and I'm cranky.
During the 1.4 release, they had a 50% off sale. I absolutely adore many of the concepts in this game about regions and zones and the construction of items in workshops. It certainly takes inspiration from Civi's UI and concepts but it sought to be different than a clone with some enhanced 4X features. That being said, why I cannot recommend it is that the game is broken into three ages, each with three eras in them (9 total) that last about 60 turns each. If you think 60 turns is a lot, you aren't me. In later Civilization games they dumbed down the game for the short-attention span with the idea that you could finish a game quickly. I am not in the demographic they wanted to create games for. I want to truly build a massive empire, and enjoy my Musketeers before machine guns apppear
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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
I cannot recommend this game as it is asking full price for an incomplete product. The game has a few good ideas and potential but with a host of issues, uncertain future; it warrants caution before purchasing. That being said, if it can be bought for half price or under, and you’re a fan of the 4x genre, it could entertain you for a decent number of hours and hopefully provide enough value for your money. (details below if curious) Pros: -Production chains! (To be fair Millenia did this before them but it’s still a great mechanic) Being able to utilize the map beyond just high yield tiles is super fun and a great blend of crafting gameplay into the 4x genre. Building chains to then create items to empower your civ is a very deep and interesting system for the player to strategically utilize. How this was implemented is a bit of a con for this game but the overall idea is a huge positive and win. -City Quality. I really liked their mechanic on improving and receiving bonuses based on the quality of a city. This helps further deepen the Tall playstyle or creating a hyper specialized city. You could argue that they didn’t develop this enough and it has issues but the overall idea was solid. -Military. This could a be a hot take but I enjoyed how they implemented Military in this game. They utilized formations unlocking over time and to me this felt like a good compromise between one unit per tile and doom stacking. It also had a little bit of rock/paper/scissor with formations/unit type. Granted, how it actually works could use improvement and you could argue it’s a bit boring in auto resolving but I liked the overall idea of it. -Art/Map. The game has a good aesthetic and I liked the parceling of each region into 3-5 smaller pieces. This seemed like a good compromise of single tiles and/or the big regions that other games have been trying. Cons: -Lack of Polish/Playtesting. This is the biggest one as I could list hundreds of confusing questions I had while playing. There are so many times when you’re playing and you’re just confused and asking why the devs did or did not do something or how was this not caught during a single playtest? This is also ignoring bugs (there are a lot) and just focusing on awkward design decisions. An easy example is how they have a lot of focus on building but then strange issues within that core system: Some buildings upgrade smoothly throughout the game but some do not at all and have zero synergy? (why aren’t all building paths as smooth as workshops?) Why do some buildings have great synergies/throughput and some are standalone or completely terrible? There is no easy to way to replace a building. You have to demolish, wait a turn, then remember to go back and rebuild? I could go on and on and this is just one example in one system. The whole game feels unfinished and untested and that feels super frustrating as a consumer expecting a complete game. -Lack of playstyle options. They implemented food/production with a splash of culture/science/religion but there is no wealth or different/specialized playstyles. This is a big head scratcher as it’s in the 4x genre but they didn’t implement the major 4x pillars of playstyles? Or hybrid or anything? Where is the player choice or replayability? -Ai/Diplomacy/Trade. The Ai has very simplistic scripting where they forward settle, act erratic and just aggro/annoy the human player. This is not a challenge or strategically interesting, it’s just irritating. Then if they piggyback other mechanics like trade/diplo on top of an incompetent Ai, you lose a lot of gameplay and further frustrate the player. It’s awkward that we have such advanced Ai in real life but the Ai in this game is incredibly predictable and stupid. -Quality of Life improvements. They’re still working on major overhauls on this which is sad considering you would think this would have been the first thing to finish or patch. The biggest example of this is that you make 100+ items in this game but the organization and implementation of this is rough. You have to micro EACH building’s production for your entire civ and also adjust this constantly as the game progresses… oof. (There is some fun here in strategically producing but a lot of it can be quite tedious.) A game all about building and they didn’t think how the player would want to easily use or access this system? I was hoping this game was going to be good and help fill the hole that Civ 7 left in the genre but sadly it’s an incomplete mess. It feels like they got a little lost in the weeds and didn’t have a clear holistic goal for the final vision. It’s a 4x with production chains which is cool but then they didn’t think about how that system interacts with the rest of the game or how to streamline or refine that system. As a result, the core gameplay loop is missing, sloppy and it leaves the player head scratching and wondering where the rest of the game is. It did have some good gems for future devs to expand and build upon but to call this a complete product is a massive stretch.
Let me just first say, I am not trying to offend anyone. I just think this game is not worth players' time anymore. I bought this game because the game designers that helped create Sid Meier's Civilization V supposedly helped create this game. When I actually did play Ara, there were many mechanics that I thought were genuinely novel and brought new dynamics to the 4x game genre. Cities grow and new districts with really in-depth graphic detail makes it look like your cities come to life. Wonders, which are called "Triumphs," are also highly detailed and can be destroyed in war. It is stuff like this that made me wish I could like the game, but there are mechanics that I just can't get over. In ARA you can't just build something like a cathedral willy nilly, you need to craft the specific materials first. You need to create mines for the stone, you need workshops to refine the stone. You also need to mine rock to create glass, you need workshops to refine the glass, then you need craft shops to take many shards of glass to craft into a stained glass window. Don't even ask me how to make candles for the cathedral. Building improvements and buildings in ARA quickly becomes tedious. Someone on the game design team took what was in D&D and made it 100 times more complicated. At the end of the day you don't feel like you are a ruler in Ara, you feel like you are a one-man civilization where nothing gets made unless you micromanage everything. In Ara, you can't just feed your cities, give them luxuries, and call it a day. In ARA there are many bars that tell you the productivity of your city and its health. Are your cities getting enough food? Are your cities happy? Are your cities healthy? And what a city is supposed to provide for your civilization (e.g. science, commerce) only gets worse when your city gets bigger. This wouldn't be as big of a problem, except I already explained that building improvements to make your city stats better is tedious and takes a long time, at which point you are stuck trying to keep the declining city stats of your nation up for as long as you can by giving them temporary luxuries. The problems of trying to keep your cities healthy and trying to keep the economy of your cities okay does not get better as you found more cities: it gets much worse. I found myself dreading conquering foreign cities of civilizations that declared war on me, because one more city would tank the stats of my civilization. The more cities you have, the more micromanaging that you have to do. And when something goes wrong with your economy (you run out of a material or something), trying to fix it feels like trying to put a four-funnel ocean liner in reverse after it was going full steam ahead. There are just some other small details that irks me the wrong way. One of those details is the choice of "leaders" in Ara; I'm sorry Copernicus was not a Polish king, but a Renaissance polymath, and Harriet Tubman was an abolitionist not a U.S. president. It seems that Ara tried so hard to break out of the mold of using the same, profoundly important leaders used in the past by other video games, that it broke the mold entirely and lost the definition of "leader." Another thing that was weird was the game's feeble but insistent use of C.E. and B.C.E., which I guess stands for "Common Era" and "Before Common Era?" What does that mean? Am I supposed to believe that the use of fire was not common until after Christ was born? I say that the use of C.E. and B.C.E. is feeble in this game because on some of the history entries of great persons you can earn in the game, they still use A.D. and B.C., which, quite frankly, makes more sense. I really wanted to like this game. I really wanted to see this game succeed. I thought there were some mechanics that were cool, and that I hope to see in new 4x games in the future. But this game missed the mark in some really important parts. Playing Ara, for me, became such a drag, and I began dreading giving this game another chance. Let me just reiterate, I am not trying to offend anyone. I just think this game is not worth players' time anymore. (Review was updated to correct grammatical errors; otherwise, the review remains unchanged.)
Game is very underrated. Picked this one up alongside Civ7 and played both side by side for a couple hours for a first impressions. Needless to say I personally think this game blows Civ 7 out of the water for a first impressions review. The map in this game is absolutely gorgeous with excellent detailing, I really have to commend the Devs for the map alone. Game play wise IMO this game focus's more on Economics rather than conquest, which I see as a good thing, and makes the game a lot more engaging and invested. The systems already in place give you all the information you need, and I like it. Also - there is a 9999 turn option now included so endless play is real. I do note the last update included some QOL improvements. If Devs keep working on this game its a thumbs up from me. If you are disappointed with Civ 7 give this one a go, I am sure you wont regret it.
With the release of 2.0 I feel I can finally recommend this game. Ara comes with it's own take on the 4x "civ like" style of game, where the focus is on the production of the ever more complex resources that your civilisation needs. With the original 1.0 release the game suffered from a very bad case of micromanagement requirements, but that has been considerably improved for the 2.0 release. The AI is also doing much better now and will be a good challenge on the appropriate difficulty level. Combat is fairly simple in the game, more similar to something like EU4 than Civ, but honestly that works for me as the micro focus shifts to managing the economy and crafting of the various production chains. This game offers one of the most amazing descriptions of what the industrial age must've been like on a historic scale, as you find yourself suddenly being able to produce incredible goods that have huge impact on your people or your armies, that in turn need huge quantities of lesser goods that can only be produced in the needed quantities by standing up dozens of factories and rushing to acquire sources of coal to power everything and seeing the health of your cities plummet all the while. I hope to see more development on Ara, it does it's own thing and it's pretty good at it!
They did a great job with the last update but the fight are simply horrible, so much that I decided to uninstall the game. You can throw in 12 units against 2 or 3 enemy units and the fight takes an eternity to end, so much that the IA will simply send a unit in the fight from time to time and will win. Taking a city in these conditions is almost impossible, the city will simply produce units all fight long and even if you had the biggest, badest army you will simply lose. And because the number of units is limited, you cannot add any more. It is the worst system of fight I saw in a strategy game, worst of all, and I play since the first CIV. I decided that it is time to uninstall the game, the new fight system is simply bull.... and it makes the game almost unplayable and not fun at all.
As a regular and recurring player of almost any and all x4 games and despite giving this one repeated chances, I can confidently say new console and iPad generation knows nothing about making games... It feels like everything but a kitchen sink was put into a blender than the output was masterfully decorated. Graphics and effects are fantastic translation into a coherent game is not... I love micro managing game assets for min-max, but this feels like a training attempt to grow the next generation of tedious repetitive dead en office workers who has no idea they can ask why... Great disappointment on my end. As an additional note, It has come to my attention of leader nation choices are a bit biased. I am pretty sure it was decided upon a marketing "guru" based on potential revenue or some racial bias... Where are the Ottomans?
I have decided to update this review after the new update which is really promising! It's just still not quite there for me yet. For me though I sadly still can't recommend the game in its current state. The new update is really good and has made things generally better. The new map generation feels a lot better and is visibly noticeable, there are more resources generally, better spread and the map itself feels more interesting. For me the biggest issue still remains, the crafting system. It's way more micro than I would like in a 4x game, for me I think it could be improved if crafting quotas were just one menu, one list of goods/quotas. Having to go into every building to setup a new quota is a pain. I am also not sure if it's intentional by design but all of my cities tend have most stats (but not all) 40 or below in the early game. If that is intended that's fine but I feel like it needs to be explained if that is the case, and if it's not, then I feel a tutorial or something should be added to the game to explain how I should not be in this situation. Devs have done a great job with reworking leaders and adding factional units which is amazing to see, music is good and so far I like the new influence mechanic added to the game. I will say that it's entirely possible I am playing the game in a very non optimal way (not intentionally so) and that could be the source of frustration, but I am comfortable with other 4x games. If that was the case then I feel the game would benefit from a tutorial or a during play tutorial to be like "Hey, this is how to get started in this particular game, this is our intention with this mechanic" as I am not sure if the mechanics are unclear to me and I am simply just not understanding it, or if it's simply not designed in an effective way. I do think this game has improved and I think for anyone who doesn't mind the crafting mechanic it is a good game, for me, I will still be sitting on the fence until the crafting system is changed, it's just not enjoyable in its current form in my opinion.
Whatever updates that have been done recently have made this game unbalanced and unplayable. The accumulation of gold early on is now impossible to maintain and also growth. The attack strategies are impossible even on easy. This game has become a waste of time.
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Where this game's players are, estimated from review languages.
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