
Conquest of Elysium 5 is a quick turn based fantasy strategy game with a touch of rogue-like. The game is full of depth, details and monsters. There are also a huge number of factions, each with its own unique gameplay and magic rituals.
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.
Every market we collect.
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): 3/day in the week to Aug 10 → 4/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.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 181 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Conquest of Elysium 5 is one of those games I wish I could recommend far more than I actually can. There is a genuinely excellent game buried in here. It has a huge amount of mechanical depth, an absurd number of factions, lots of strange interactions to discover, and a very active modding scene that expands it even further. I have had a lot of fun with it. My negative review is mostly because I think that potential is being squandered by a developer who seems unwilling to address some very basic design and usability problems. The biggest issue is the UI/UX. I do not mean the graphics. I do not care that the game looks retro. The problem is that, conceptually, the interface feels like software designed in the late 1990s and then largely insulated from several decades of lessons about usability. This becomes especially frustrating because the UI often actively fights the game's own design. Starts can be extremely uneven. AI players frequently die very early, and the player can also get starts that are effectively doomed through no particularly interesting decision of their own. In a game where restarting is therefore fairly normal, you would expect starting a new game to be painless. Instead, the entire scenario setup resets to defaults. Difficulty, player setup, map options, game settings: back to square one. There are no presets, no saved configurations, no "restart with the same settings", no useful macros. You just manually recreate everything again. Even worse, some setup options cannot be changed once the game has started. Forget to enable battle reports? Congratulations, you are now watching every battle in that save for the rest of the campaign unless you abandon it and start again. These are small problems individually, but they accumulate into a constant layer of unnecessary friction. The same problem exists at a larger design level with the game's additional planes and dimensions. On paper, these should be one of CoE's coolest features: mysterious alternate worlds full of things worth discovering. In practice, exploring them usually feels economically irrational. Getting there costs you commanders, troops, turns and opportunity. You expose valuable armies to additional risks and remove them from whatever is happening in Elysium itself. Yet, as far as I can tell, there are remarkably few rewards to justify that investment. Most if not all of the time I can achieve the same reward or something more useful, faster and more safely, by simply continuing to expand in the primary world. A gigantic supernatural multiverse exists, but the mechanics often give me reasons not to interact with it. Faction balance has a similar issue. Different eras heavily favour or cripple particular factions because the availability of settlements, forests, resources and other map features changes enormously between them. Some asymmetry is obviously desirable in a game like this, but there seems to be very little counterbalancing for factions whose basic economy or mechanics are badly hurt by the selected era. The result is that faction viability can depend as much on the era selection as on how well that faction is played. None of this would bother me as much if the game seemed to be steadily improving in these areas. Instead, I get the impression that Illwinter has a very captive audience. There is almost nothing else quite like Conquest of Elysium. Existing players have spent years learning to tolerate its eccentricities, and people who want this exact kind of game do not have many alternatives. That unfortunately removes a lot of pressure to modernise the parts that desperately need modernising. I am not asking for CoE to become streamlined, simplified, prettier, or more mainstream. Quite the opposite: I want the weird, complicated, simulation-heavy game underneath all of this to remain intact. I just want the interface and surrounding game design to stop wasting the player's time. There is a fantastic strategy game here. It deserves better UX, better quality-of-life features, and more willingness to examine whether some of its mechanics actually encourage players to engage with the systems the developers have spent so much effort creating. I hope I can one day edit this review into a positive one. I wouldn't care enough to even write this all if I didn't like the game. I am upset about the awesome potential this game has that's being buried under things that should be easy to fix, yet remain for years and across sequels.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 182 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Average Elysium experience: > Visit a Ziggurat. Get ambushed by an Unmaker of Souls. He unmakes your captain for 1200% his hp. The army flees. > Start the Inquisition. It decides to depredate an Ancient Statue because it is blasphemous and doesn't pay tithes. > 78 units downed this turn (you forgot winter would end before moving your army into a frozen lake). > God sends you a single angel to attack the Capitol's huge army alone. Before getting deleted, he converts the Emperor to your side. The Emperor then gets mangled by his servants. > Find the Ring of The Dead. You are now a Pontiff necromancer spreading the word of God with an unstoppable blessed undead army. > 18 random bandit bums ambush your army of over 100 eldritch creatures. They beeline into your very expensive and rare Old Mage and shank him to death before being atomized by remaining creatures. > Use a witch summoning ritual. It spawns a Will o' Wisp. It converts your gelatinous cube against you. The cube proceeds to absorb your entire army, including your Witch. > Sacrifice 1000 virgins and your high priestess to summon the god Baal to bring despair unto Elysium. The moon turns blood red; heat, drought and famine make the people suffer while Giants feast on human flesh. Send Baal to take the Dwarven capital, where Indiana Jones-like boulders proceed to run him over and kill him. > Some crab randomly wanders from the ocean into your unguarded capital so you instantly lose the game. 10/10 experience.
One of the weirdest, most unique, and unbalanced game I've ever played. A horror from the abyss wandered onto our plane of existence and proceeded to molly whomp 2 entire armies before drowning in the water because winter was over and the ice melted. 8/10, Its interesting.... Good luck finding information about it online....
You start a game. You move your starting army to attack a nearby town. A pack of wolves moves onto your now undefended citadel is captured and you immediately lose the game. 10/10
I wrote first review at 30+ hours, but now I want to remake it, once I hit 100 hours. There is a lot to tell, but I will try to keep it short. LIST OF ADVANTAGES AND DISADVANTAGES: + A lot of depth, achieved by numerous, mechanically different factions, numerous artifacts and troop traits. + Simple gameplay loop that becomes intuitive overtime + High replayability. Maps are randomly generated, each faction plays drastically differently and takes time to master. I am sitting at 100 hours and I still haven't played 1/3 of the factions. + Strong feel of discovery. Even playing the same faction, every game will surprise you with something new. + Lore notes are full of small jokes and curiosities, so it can be genuinely interesting to read. - Hideous UI, terrible controls. - Extremely steep learning curve - Game has insufficient descriptions. Often you read a description of a spell or a troop and you have no idea what is it doing, until you test it or read about it online. Some descriptions look more like developer's note to himself, than something that is supposed to be read by player. - No coherent database. Not inside the game, nor on the internet - Game can be unfair. Factions are not balanced to be competetive overall, they are all situational. If the map throws a situation your faction is genuinely bad at, you might lose, even if you played everything right. - No customization of the map or game rules. You have a few map presets, but there is no premade map list and you can't, for example, turn off inferno invasions or guarantee some sort of crisis happening. It's pure random and it's disappointing. BASIC GAME: It's a auto battle wargame with simple base mechanic and big depth achieved by faction rules, wildlife and random events. Instead of full faction, you choose "a class". Class is tied to one of the factions, but severely modifies it. For example, a baron, a necromancer and an enchanter are all human faction, they will have same starting units but play drastically differently. You pick hero/faction, roam around, gather points of interests, face neutrals, eventually meet other faction and you two check, who made better use of their prep time. Your faction sorcerers don't only throw lighting bolts at enemy in combat. They also can perform rituals on world map. Unlocking high level rituals is the closest the game has to research tree, since high level summons or enhanced troops are often a game changer. The trick here is - you use the same resources to unlock rituals and to cast them. So you are always trying to strike a balance, between calling for some magical support now and accumulating resources to move to the next level. Neutrals roam map freely and can take unprotected points of interest away from you. Some of the bigger packs can be tough enough to take over defended points and require an intervention of an actual hero. Overtime, some other monsters, barbarians and ancient demons can find their way to the map, messing with everyone's plans. All factions seem to have snowballing potential. FACTIONS: Each faction requires gold and iron. That's where similarities end. Most of factions could be separated to civilization based (the ones that make active use of cities and villages), nature based (the ones relying on forests and sites of magical power) and opportunistic, that can go both way, depending on situation. All factions have some semi unique resource they need, used for spell casting. This resource often largely determines priorities for the factions: Demonologist high on gold income achieved from mines is pathetic, in comparison to one, collecting his gold from villages and cities, together with sacrifices. Spell casting itself is also different for different factions. Some have convoluted rules and numerous resources, some need to nuke their own resource points for especially powerful rituals, some need to read astrology prognosis to choose optimal time for their misdeeds and some just gamble with their lives each time they attempt a summoning. For example: Necromancer needs human settlements to collect severed hands for spellcasting. He also has a variety of free spells, but they wither him away. So naturally, you hire apprentices to do the withering spells for you. Eventually apprentices go mad, you turn them into undead mages and use as a troop. Aside from that, necromancer can, wants and should seek for ancient burial sites, temples and battlefields to summon powerful undead. Eventually you can achieve immortality in three different ways, with lich being the hardest, but the most rewarding. Troll king starts with strongest hero in the game (troll king himself). He can easily take down any non magical threat and even storm cities in solo. However, even low level mage, protected by a couple of stone walls or a bunch of low level spearman can put you to rest. Troll King is irreplaceable, so you are limited in your options against civilized enemies. On the other hand, Troll King can conquer forests, to use them as citadels and collect mushrooms, that are used by his mom for primitive, but powerful rituals. Until you build a decent army of trolls, you are focusing on outskirts, ravaging villages, taking over vulnerable towns and hunting iron bogs and mines to pump up your iron and mushroom production. Barbarians are also interested in forests, but they collect herbs, that are later used to make ink to tattoo their warriors. These give them different boosts, ranging from increased speed and to invulnerability to physical damage. They are not as focused on a single hero and instead use a whole bunch of replaceable warchiefs, priests, sorcerers and seers working together. Losing a necromancer master or a troll king is a severe setback. Losing barbarian chief is a Tuesday. I do recommend the game, but only if you are already into underground indie games and are used to crappy UI, unintuitive controls and keeping game wiki open in another window
Thankfully I am a clingy bastard, because this game absolutely hates you just for playing it
More fun to watch than actually play
Conquest of Elysium 5 is a turn-based strategy game that is supposed to be played like a classic roguelike. I like it a lot. In this game, you lead one of the wildly different and unique classes to become the only surviving player on the map. This might involve conquering the world or perhaps surviving several competing apocalypses longer than other contenders. The roguelike comparison is important here: it is not about modern roguelite traits, but classic ones. The world is randomly generated and inherently imbalanced; some characters are clearly better suited to certain kinds of worlds; things you had no knowledge of could easily end your run; things you had knowledge of can still end your run. Sometimes you learn that you shouldn't park your army on a frozen river during the last turn of winter, extracting a valuable lesson from the experience; sometimes you learn you shouldn't venture into the Void without a way to return; but sometimes a wild dragon simply captures your capital, and there's nothing you can do about it. There are manual saves in this game but no autosaves, so the developers are clearly not opposed to the idea of you breaking Ironman mode, though they don't actively encourage it. In terms of gameplay, this game is a visitor from a world where Civilization and other genre-defining titles did not exist. It's a fresh take that doesn't take for granted conventional staples like city-building and tech trees. Some classes do develop their economy and some do have something you could call research, but more often than not your high-fantasy leader commands a high-fantasy army, trying to control the land, raise troops, and do their own thing. Every class has its own relationship with the map: they collect different resources from different sites and utilize them in their own way. More or less everyone has access to a roster of mundane, medieval-ish units, and as you control more cities, temples, and libraries, you gain access to randomly available mercenaries, wizards, and heroes. You can instruct spellcasters which spells to use in battle, and this is where your influence over combat ends: you just bring troops and see what happens. Every class adds a layer to this basic formula; many have unique commanders with specific ways of learning new spells and abilities (normal wizards have to find libraries on the map and pay gold to study), and most possess unique strategic abilities, such as summoning creatures. Usually you start with two commanders and armies can't move without commanders, and you probably have to guard your starting base, so in the beginning it feels like roguelike in more sense than one - you can only afford to move a single army around the map. But later depending on a class it can turn wildly different. I have had a victory where for most of the game I didn't move anyone out of cities we controlled, and I still won this game (everyone should try Voice of El!). Some other factions play much more like traditional map-controlling empires. There's a lot of playstyles in here. This all might sound complicated, but it is very elegantly designed. I have already listed everything you can do in this game. The game would be shallow if it didn't have hundreds of... things. There are numerous planes, such as Heaven, Inferno, Hades, or the Elemental worlds, that are simulated in the background. In most playthroughs, you won't interact with them, and you will very rarely visit them yourself. But they are all there! If a random event opens a portal to Inferno and demons come through, you can march back and bring the battle to them. Unit stats aren't complex, making it easy to understand what they do, yet you have a huge variety of units and spells, the game walks a fine line between variety and comprehensibility. It's an entertaining simulation, and it is not as imposing as it might look - then again, you can't go into this game expecting to win. It's not fair at all. But when you do win, it happens in an entertaining way, completely devoid of a boring endgame grind. Try this game. It's a good time, as long as you enter it ready to accept your fate.
Very non-intuitive, but if you can get past that barrier, it's an amazing game that can make you easily sink tons of hours in. Only real flaw I can think of (other than being horribly non-intuitive), is that the co-op AI is really bad, so if you wanna play with a friend and do a 2v2 VS AI or something, you're just gonna stomp them, so might as well make the AIs independent and of a higher difficulty instead as they'll play better.
Nice game. The random map generation is the worst though. Makes the game borderline unplayable. To get one map thats not absolute nonesense you need to start 20 games. Thats even more annoying than the stupid AI in tactical battles. Archers should never, ever attack a gate! Dragons should not attack a gate. Pikeneers and archers should not close the distance to the enemy when they are already in range. Why are there such mistakes? Is the game finished or a work in progress?
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