
Evolution of Ages is a game of managing resources in the ruins of our world. Recruit characters and level their skills and equipment from the stone age until the space age, while trying your best to avoid the very thing that led to our destruction previously.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ever find someone's weird little project game? One that has all the hall marks of "just wanted this sort of game to exist?" That somehow hits all the exact same niche wants you like too? Yeah. Pretty much that. Good game. Needs linux support tho.
Io valuto i giochi da 1 stella a 5 stelle. questo è valutato 4. Gioco originalissimo tipo survivor colony. Lasciate perdere grafica, comandi etc. è un gioco low cost non potete aspettarvi la perfezione di EA. Giocateci e vi divertirete-
The game-play is surprisingly deep and engaging. Yes.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great
Surprisingly good game! It's a little rough around the edges but it has serious depth, it's remarkably well-balanced, the harder difficulty setting presents an actual challenge. I don't know if the planned sequel will ever happen but if it does I will be here for it!
Pretty fun to play. Worth my money support this developer.
love it
I really liked this game at first. It was a cool take on the management genre, with an interesting narrative. Soon I discovered its combat system, and I really liked it. The RPG aspect for each character was deep enough without being overwhelming. Also, I really like the visuals of everything being an image of some sort, and even some sounds and music are good (some are plain annoying though). I was hooked. Then, the final stretch happened. And it became a chore. When you are not unlocking anything new, only grinding to reach the end, the game turns very monotonous really fast, and I had to force myself to finish it. I would recommend it anyway, because it's an interesting indie management, with an interesting progression and combat system.
This game is really fun if you like strategy, resource and micromanagement! The visuals are primitive and crude, but the game itself is pretty complex. Combat may seem super easy in the first era, but by the third era, you start to realize that it's not so easy, and you need to both train your warriors as well as strategize who is a buff tank with a taunt, etc. You can customize and rename your characters. You can also change their background and borders which helps with categorizing them. Advice: Only build two homes per settlement. I built more my first play through, and it wasn't long before I was having to restart (or have homeless workers). Give it a try!
Settlements is an ambitious single-player strategy and simulation title developed and published by TREON Games that sets out to portray the slow, fragile rebirth of civilization after total collapse. Rather than focusing on conquest or spectacle, the game is built around long-term stewardship, asking players to nurture small groups of survivors and guide them from primitive existence toward technological advancement across multiple historical eras. From its opening moments, Settlements establishes a tone of careful rebuilding, where every decision matters and progress is earned through patience, planning, and adaptability rather than rapid expansion. At the heart of the experience lies resource management under constant constraint. Each settlement operates within a limited physical space, forcing players to think carefully about building placement, production chains, and population growth. Food, materials, and labor must be balanced continuously, and missteps can stall progress or leave the settlement vulnerable. What sets Settlements apart from many city builders is its strong emphasis on individual characters. Every person in your settlement can be customized, named, and assigned specific skills, creating a sense of ownership and attachment. These individuals are not interchangeable units; they have limits on how many skills they can learn, which encourages specialization and makes workforce planning a meaningful strategic layer rather than a background system. Technological progression is one of the game’s defining features. Instead of pushing players along a rigid tech tree, Settlements allows advancement at a self-directed pace. You can linger in an era, refining infrastructure and mastering available tools, or push forward to unlock new buildings, items, and possibilities. This flexibility gives each playthrough a distinct rhythm and identity, as players choose whether to prioritize stability or ambition. With a large number of buildings available across eras, settlement design becomes a strategic puzzle in itself, where efficiency, adjacency, and long-term scalability must all be considered within tight spatial limits. Crafting and item progression form a deep and rewarding core loop. Characters learn skills that unlock recipes for tools, weapons, books, and equipment, gradually expanding what your settlement is capable of producing. Exploration and combat feed directly into this system, as venturing into the world yields materials, knowledge, and encounters with hostile creatures. Boss fights serve as notable milestones, offering unique rewards that can significantly influence future development. Alongside combat, diplomacy plays a quieter but meaningful role. Not every survivor can be absorbed into your settlement, but helping others in the world generates diplomatic currency that can later be exchanged for benefits, reinforcing the theme that survival extends beyond your immediate borders. Presentation in Settlements is functional rather than flashy, reflecting its indie roots and its focus on systems over spectacle. The interface prioritizes information density, sometimes at the cost of immediate clarity, and new players may find the learning curve steep at first. However, once the underlying logic of the systems becomes familiar, the UI supports detailed planning and experimentation effectively. Audio design remains subtle, providing atmosphere without distracting from decision-making, and reinforcing the slow, methodical pace of the game rather than driving it with dramatic cues. Difficulty in Settlements emerges organically from its interconnected systems rather than from overt threats alone. Poor planning, inefficient layouts, or unbalanced skill development can have long-lasting consequences that take time to correct. This creates a strong sense of consequence and makes success feel earned rather than guaranteed. While the game can feel unforgiving at times, especially for players new to complex management simulations, it rewards persistence with a deep sense of satisfaction as a fragile camp gradually evolves into a thriving, technologically advanced society. Ultimately, Settlements is a game driven by ambition and systemic depth rather than immediate gratification. It may lack the visual polish or streamlined onboarding of larger strategy titles, but it compensates with flexibility, scale, and a strong focus on player-driven progression. For players who enjoy thoughtful planning, long-term simulation, and the quiet satisfaction of watching a civilization grow from nothing into something resilient and enduring, Settlements offers a rich and absorbing experience that stands out as a clear passion project within the strategy genre. Rating: 7/10
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| $3.2M | 6.5K | 78% | $19.99 | |
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