
Create your own nation in Millennia, a historical turn-based 4X game that challenges your strategic prowess across 10,000 years of history, from the dawn of humanity to our possible futures.
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): 0/day in the week to Sep 1 → 0.14/day in the week after.
About






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 811 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Better than Civilization 7. The "ages" system is implemented far better, with far more opportunity to diversify your civilization. The Ancient Worlds expansion is very worth the money, as it completely changes the beginning of your game! (I've always disliked how incentivised you are to settle immediately, when the first humans were nomads!) I've got about the same amount of time in this game and in Civ 7 at this point, and I have to say, this game tops it in terms of gameplay and variation. And on top of all the other ways it's better, it's even got an undo button!
Awful.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.13/day in the week to Jul 21 → 0.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Polish, Simplified Chinese, Russian
Hours played at review time, across 811 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its got its quirks, but overall a very good Civ clone
Note: I play offline so time indicated is very misleading..have played 3 games and enjoyed each one so far. The game is still rough around the edges and does not have the mod community it deserves but overall the mechanics make the game enjoyable and different enough that really not like civ6 and all. Drag starts around age 5 or so when most land taken and tons of development done ,, developers need to enhance these later ages in some manner to keep the game fresh and alive versus just build x-y-z and wait for something new.
My friend: "Hey, what're those spec-ops troops doing by my cities?" 2 Nukes, 1 Rebellion, several billion dollars of property damage and sabotage, and 10 bombing raids later... "AYO WHAT THE FU-" 10/10 Game, would nuke friend again.
主要科技树的玩法十分恶心人,所有人赛跑进下个时代,漏掉的科技就不能补,国家之间几乎没有差异性,而国家精神间的平衡又不好,玩起来很无趣
千年通过国家精神决定文明特性与产业链的引入对4X类游戏打开了新格局。对于奇异和危机时代的设立更是能够改善每一局的游玩体验与方式。在前中后期均有不同的特点和独特机制,如果抛弃掉寻求最优解的目的去深入探索更是具有很大的新鲜感。但目前制作组对于点数机制的把握有欠火候,战斗更是需要打磨。[b] 但是千年的诸多创新点也使其具备完善的游玩深度,对传统4X机制大刀阔斧地改革也标志着制作组的野心与独到的见解。 [/b] [h3] 可谓未来可期 [/h3]
This game is fairly slow paced overall and it simply doesn't have the tidy designs of Civilization nor the overall refinement of Old World. However, it's a surprising fun game within the genre and it brings some new ideas of it's own as well. Now that is has had a bit of time to bake it's smoother then release (or in my case I played it in an beta shortly before release).
After being disappointed with Ara, wanted a new game to scratch that 4X itch until Civ 7 comes out, and Millennia definitely delivers. It's not a perfect game by any means, and it's pretty ugly to boot, but what it lacks in polish and aesthetics, it makes up with interesting decisions and lots of game to game variance. Every game feel different depending on your start, the ages you pick, or the national spirits. Did you start with lots of hills? You'll have incredible production, potentially military or engineering. Not much space to expand into? Get raiders or spartans through national spirits and expand into your neighbors. Do you have an overflow of exploration from landmarks or a very lucky random innovation building? Why not land on the moon and farm exploration rewards. Had a slow knowledge start? Enjoy being plunged into the plague age by the AI lol. The idea is that it's a very reactive game with an opportunity cost tied to your every action, depending on what kind of empire you want to build. You never feel like you're just going through the motions, mindlessly clicking away an optimal path that grows your cities - you instead play around your environment.
6/10
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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