
Old World is a revolutionary new historical strategy game where you lead your dynasty over generations of rule against rival kings and queens. Wage massive wars, manage your court, and build a dynasty — or watch your empire crumble to dust. What legacy will you leave behind?
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Reviews, worldwide (the counter carries no country): 2.29/day in the week to Aug 22 → 3/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About

Old World is a historical strategy game where you lead your empire through multiple generations, building a grand legacy to last beyond your own years. This is an era of great leaders, from the revered to the feared. Which will you be?

Marry for politics, raise your heirs, and manage your relationship with the families of your kingdom. In the fast and furious world of kings and queens, family matters.
Each of the 7 kingdoms has four noble families that provide various benefits when put in charge of your cities.
Manage family ties through events, actions, and marriages to keep them happy and reap additional benefits. Upset them, or make them too powerful, and you risk their ire.
Maintain a strong family unit, or distract yourself with more illicit adventures.

The world is full of great characters with distinct personalities, strengths, and weaknesses. Use them to forge your kingdom, defend your borders, and build ties with other leaders.
Seek out and recruit famed warriors, philosophers, builders, and more. Have them tutor your children, lead your armies, and further your reign.
Different personality archetypes allow your court members to perform different tasks in similar roles. Find the right combinations to take full advantage of governors, diplomats, spymasters, and even your spouse.
Characters develop new personalities and traits over time, growing old, gaining experience, and finally falling ill and passing away, leaving room for the next generation.

Unsettled tribes, barbarian marauders, and remnants of previous cultures are all waiting in the vast unexplored wilderness.
Discover artifacts and great heroes of the past at ruins scattered across the map.
Experience over 3,000 unique events inspired by history and mythology.
Contact with foreign dignitaries triggers event chains, stories, and courtroom drama.
Pursue ambitions and legacies related to conquest, development, faith, and more.
Historically inspired scenarios, weekly challenge games, and a choice between randomly generated and handcrafted maps to explore. Lead Carthage to victory as Hannibal in the Punic Wars, hold your own against Barbarian Hordes, or compete against other players in tackling fictional scenarios.

Why do things the way they've always been done? Old World brings a new take to key elements of the 4X strategy genre:
Go beyond the traditional resources. Buildings are made of wood and stone, not "industry." Population doesn't grow off "food" alone.
Orders are a resource shared across your realm. Instead of moving every unit once per turn, each unit can be moved multiple times until fatigued or Orders are depleted.
Technological advancement is not predetermined. Randomization helps keep technology trees feeling fresh with each new playthrough.
Quality of life improvements, such as the ability to undo mistaken commands and nested tooltips, ensure you're always making informed decisions.
Play with friends in countless multiplayer modes — from hotseat, to asynchronous, to cloud play.
Experience a Grammy-nominated soundtrack blending Arabic music with contemporary influences.
Mods further open up infinite options for new worlds, empires, and dynasties — inspired by our real world, and by works of fiction as well.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 6Kreviews | 83% | — | $7.4M |
| $9.99−75% | 208ratings | 84% | #141 | not modelled | |
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 916 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
中后期就成理想城了 全图都是城区 非常之卡 头像重复就不说了 这种缝合游戏也就事件图个新鲜感了
If you are a Mac owner and a fan of strategy games you absolutely should get this game. Runs nicely on current Macs and brings a refreshing and focussed Civ-like experience. Highly recommended.
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Languages: English, French, German, Spanish - Spain, Japanese, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Korean
| $39.99 |
| — |
| 93% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 918 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Amazing game. As a long time Civ fan (playing sicne Civ 2), I must say this game is just better. It combines the best features of Civilization and Crusader Kings gameplay. I don't see myself going back to Civ any time soon.
После Цивы 5 и 6-ой, этор глоток свежего воздуха, да фпс садиться когда очень долго играешь и игра будто бы кричит "завязывай", но такая интересная) Да может не всем быть по духу, но как любителям цивы советую) Кооперативчик тоже не плохой, но пока к сожалению не разобрались с настройками до конца(
Grabbed it because so many of the positive reviews claim the AI is very competitive and good. As someone who is interested in AI design, It really just is not. I put my first game on making the game 100% even between player and AI(with the exception of hints giving some bonuses, but that is dev stupid idea). I had played the tutorial and that is it. 6 man game, complete snorfest for the whole experience till I got about 85% through on victory points(45 of 56), at which point every single AI decided to gang up on me because I had toggled the option during game creation. That experience was awful, which you can say is my fault but it distilled how broken the game mechanics are: Units have no move limit. They get "exhausted" but that just means it costs two of your global movepoints, which in lategame is a pittance. I got 80 "orders" per turn(moves), i often ended my turn with 30+ leftover. That means distance became nonexistance, for me and the enemy. We could "build" a unit in the capital and move it across the whole continent immediatly, then still fight. Mechanically that is a joke, but also setting wise, I did not know the ancients had teleportation. Combine this with the fact that instant building(buying) in cities also breaks late game and you can spam 10 units a turn, then move all 10 onto any front anywhere on the next turn. The AI will do this, you will do it, it will become a tedious grindfest. Victory is also not something you can "rush", unlike in Civ(and I think Civ is pretty bad), which means you have to just wait and sit on your hands until the magical victory points accrue. But if like me you flipped the "everyone hates you lategame" switch, goodluck, if you lose a single city your wait time just went up 2 hours, and when you are fighting 1v5 you are going to smash your face in eventually. But what about the AI? It doesnt know how to fight, those 10 units it prints a turn? Yea, it sure does build a lot of units really fast, which i mean, is not hard if you know how to press the instant build button. But it will take the first 5 units at the front and go "I can't win this, let me retreat" then in the SAME turn later on, move 10 other units to the front going "CHARGE". The amount of times I had to watch a turn thinking our combat was done only for it randomly halfway through decide to start a new offensive was so bad. I also want to add, with infinite moveranges there just isn't much "good" or "bad" for the AI or a player to do. Yes units have counters, but you cant keep someone of your counter when units can move infinitely long and Zone of control is this wonky. So it really is just a slapfight where very unit tries to do exactly enough damage to kill the other, because overdamage is wasted. The fact that I could hold 1v3 on my first time ever playing the game shows how utterly incapable the AI is to form cohesive fronts or optimize builds. (at 1v5 my back broke, but that is after 50 turns of hitting end turn and neglecting everything but combat) I will give it that it successfully landed units across a small body of water, that might be more than CIV could do, but that does not make it good. Other general critique: I don't think I haver played a historical game that feels less in tune with its history. This game has 0 history flavor text, it has event texts(like mini stories), but when you get a tech, no flavor, when you get a unit, no flavor, they do graciously give you the option to click on a wiki link for some of these but I am not reading some garbage wiki article. If you are going to make a game set in historic times you can at least give some basic generic description and exploration of what the tool is, Civ is hilariously inaccurate in its history but I still appreciate the flavoring of a quote and a basic description of what this thing I am researching or building is. As for the events and characters, its just not there. There are interesting moments that can transpire(My niece murdered me and my heir because I had legitimized my bastard and put her out of her heritage). But the mechanics are not backing it, in that murder above? No one cared, the wife of the murdered king never even spoke up. And that is ignoring that the niece was a 12 year old girl who somehow just stabied a 30 year old warrior and his 11 year old son, yea ok. At one point the same murder niece(who was me at that point) imprisoned the head of a family because she was plotting against me. The family got a -40 happiness with me because I imprisoned "someone" of their family, no I imprisoned the family leader who was a famous warhero. But I got +60 relations because the person who took over after happened to like my character traits... ok sure. Also the daughter of the person I had thrown in jail(who later died in a prison riot) liked me just as much, no relationship impact at all. So the gameplay is broken, the thematics are bad, the Crusador Kings mechanics are half baked... what does it have going for it? I give it that it is trying to break some of the issues CIv has and I think the orders (global movelimit) is an interesting idea, so is legitimacy and the family line (even if taken from CrusadorKings) idea into a Civ like game. But it feels like the dev had some ideas that they thought would make their game unique but could never reconcile the mechanical implications of them. There are so many more issues the order system brings along than fixes, the incredible tedium of moving a unit 4 or more times per turn, the awkwardness of having to force march now vs remembering the unit at the end.(honestly force march should never have been a mechanic, it reeks of compromised design) Genuinely, the best thing this game I can give is that it has one pretty nice track: Directions by Steven Gutheinz is genuinely good and evokes some nostalgia in me for days I miss, though it doesn't fit the game's theme AT ALL. But still, listening to it in game was probably the best part of the experience.
Ich bin von Old World sehr überzeugt - ich hatte es vor rund 2 Jahren zum ersten Mal gestartet (da hatte ich noch keine DLCs) und es nach dem Tutorial sehr lange ad acta gelegt, weil ich an Civilization gewöhnt war und es nicht unmittelbar "klick machte"... Jetzt habe ich nach all der Zeit nochmal reingeschaut und bin einfach direkt ohne große Lerneinheiten ins Spiel eingestiegen und nun denke ich es wäre damals eventuell auch besser gewesen mich einfach ohne Tutorial in die Action zu stürzen, da es mir mit dem "learning by doing" dann tatsächlich leichter fiel mit dem Spiel warm zu werden... Am Anfang war ich etwas verwirrt, weil es ja doch sehr viele Unterschiede zu Civilization gibt und das Spiel wegen dem Dynastiensystem und auch den Positionen die man mit Familien- / Hofangehörigen besetzen kann deutlich komplexer als Civilization ist - aber gerade in dieser Komplexität liegt auch wiederum der Reiz der eine enorme Langzeitmotivation bietet... Außerdem ist durch das Dynastiensystem und die unterschiedlichen Persönlichkeitsmerkmale die die Personen haben können, sowie durch zahlreiche Zufallsereignisse ein sehr hoher Grad an Abwechslung gegeben - das macht aus Old World deutlich mehr als nur einen "Civ-Klon" und ich bin bei jeder neuen Partie gespannt wie sich meine Nation und ihre Herrscher / Familien weiterentwickeln wird und welche Schicksalsschläge mein Herrscher / meine Herrscherin wegstecken muss :D Also nach der anfänglich zögerlichen Haltung bin ich von Old World nun so überzeugt, dass ich mir direkt alle DLCs zugelegt habe, auch weil ich den Entwickler für das was hier geleistet wurde gerne unterstützen möchte... Ich würde mich auch durchaus darüber freuen wenn das Spiel vielleicht noch weitere DLC erhält. Was ich zum Beispiel richtig gerne sehen würde ist, dass die Stämme eine größere Rolle spielen, denn zum jetzigen Zeitpunkt sind sie zwar in der Interaktion durchaus interessant (ich heirate auch immer gerne in Stämme ein, auch wenn das die ortsansässigen Familien nicht so gerne sehen), aber leider werden viele von ihnen frühzeitig ausgemerzt und durchlaufen keine richtige Entwicklung im Vergleich zu den anderen großen Nationen... Vielleicht liegt dieser Wunsch nach einem relevanteren und umfangreicheren Stammes-Geschehen aber auch daran, dass ich die Gallier, Vandalen, Skythen etc. einfach extrem spannend finde (teilweise spannender als die angebotenen spielbaren Nationen - wahrscheinlich auch deshalb weil ich mich mit den Stämmen aus eigenem Interesse heraus besser auskenne). Ich kann jetzt schon sagen, dass ich noch viele Stunden in das Spiel investieren werde und habe es auch meiner Cousine schmackhaft machen können mit der ich mich nun hin und wieder an einem Multiplayer-Match erfreue :) Edit: was ich auch noch gerne anmerken möchte ist, dass ich das Spiel auf deutsch eingestellt habe und ausnahmsweise einmal nicht vor lauter Grauen direkt wieder umschalten musste, weil hier tatsächlich mal eine brauchbare Übersetzung abgeliefert wurde...das ist ja leider heutzutage auch nicht mehr selbstverständlich^^
这游戏从里到外看着都像文明,玩儿起来感觉哪儿都不太像,游戏的发售时间是2022年,到现在依然是机翻和英文穿插的文本显示,画面我感觉说能看都很勉强,也许我们有一万种理由吐槽文明7,但和这货一比,什么是大厂什么是作坊立刻高下立判,但你说这游戏我才花了不到15块钱,也真不好意思给不推荐,是不是呢?
Dieses Spiel foppt Dich wo es nur kann. [h2]Hier meine Geschichte:[/h2] Ich startete mit Cheops, ein sehr guter Herrscher um schnell viele Weltwunder zu bauen. Bei einem Youtuber lebte der mindestens 30 Jahre lang. Mein Cheops wurde schon nach 7 Jahren krank und starb im 8ten Jahr (ja, bei gleichen Einstellungen wie sie der Youtuber vornahm). Es ist Zufall ob das Krank-Event kommt und man kann nichts dagegen tun. - Neu laden hilft nicht, denn wenn im Seed des Savegame bereits verankert ist, daß er dann & wann krank wird & stirbt, dann hilft auch kein neu laden. Das gleiche Event kommt dann immer wieder zur selben Zeit, pünktlicher und zuverlässiger als die deutsche Bahn. - Auch sonst kann man nichts gegen die Krankheit tun, es gibt keine Aktionen die man unternehmen könnte (zum Beispiel Heiler engagieren o.ä.). Sowas gibt es einfach nicht, man ist komplett machtlos gegen ein Krankheits-Event. Meine 2 Söhne aka Erben sind beim Tod meines Herrschers Cheops gerade mal 7 Jahre und 2 Jahre alt. Dann kommt irgend so ein Dude namens Narmer, von der Hof-Familie der Thutmosiden, welcher mir sagt: "Dein Erbe ist mit 7J noch zu jung zum Herrschen. Ich übernehme den Thron bis dein Erbe volljährig ist." Merken wir uns diesen Mechanismus für später. Ich komme darauf zurück, versprochen. Mal davon abgesehen daß die fehlenden Boni von Cheops nicht mehr wirken, läuft es eine Weile ganz gut mit dem Imperium. Doch das Event-System denkt sich wohl: "Hmm, dem Spieler geht es mir wieder zu gut, ich foppe ihn mal wieder, aber nicht gerade wenig". Ich habe gerade erst durch Beinflussung eines Charakters die Beziehung zu diesem auf +40 verbessert, da kommt so ein foppendes Event, bei dem ich nur 1 Auswahlmöglichkeit von 3 habe. Für Option 1 fehlte mir das Geld und für Option 3 fehlte mir ein Charakter-Merkmal. Option 2 ist also das einzige was ich wählen kann, und das führt zu -40 Ansehen bei eben jener Figur, welche ich um +40 verbessert hatte. Wow! Alles für die Katz. Aber hey, das war erst die halbe Backpfeife. Es kommt direkt ein weiteres Event hinterher. Dort ist ebenfalls nur Option 2 möglich, da Narmer für Option 1 zu wenig Weisheit hat. Option 2 bewirkt die Exekution von einem meiner besten Statthalter. So weit so schlecht. Nun komme ich wie versprochen zurück zum Mechanismus. Es kommt die Meldung, daß die Herrscherin von Assyrien starb. Sie hinterlässt ein 1-jähriges Söhnchen als Erbe. Da dachte ich mir noch: "Tja, der wird wohl auch in der nächsten Runde durch einen Vormund ersetzt bis er 18 ist. So wie bei mir." Pustekuuuchen! Assyrien hat wohl dauerhaft diesen einjährigen Säugling als Herrscher. Mein Ansehen zu den anderen KI-Nationen sind wie folgt: [list][*]Karthago -210 [*]Babylonien -90 [*]Griechenland -310.[/list] Einzig Assyrien hat mit seinem einjährigen Herrscher ein positives Ansehen von [b]+25[/b] zu mir. Ich hätte es verstanden wenn mir die ersten 3 Nationen den Krieg erklären ... Jetzt kommt ein Event, wo mir ausgerechnet dieses einjährige Baby droht. Es gibt mir nur 2 Optionen: Option 1, die Stadt Giseh aufgeben und an Assyrien abgeben. (Das ist meine zweitbeste Stadt!) Option 2, Assyrien erklärt mir den Krieg. Was hättet ihr gewählt? Ich wählte Option 3: Spiel Beenden + Spiel deinstallieren.
The game is deep and boring. A lot of thought went into design and building family legacies, but not a lot of thought went into making the game fun. I'm fighting boredom to finish a single playthrough
[h1]Old World - The 4X Renaissance I Never Expected[/h1] After Civilization V, my enthusiasm for the 4X genre started to fade. Each new installment felt more streamlined, more "accessible," and somehow less engaging. Civilization VI didn't grab me, and let's not even talk about VII. I genuinely believed that the golden age of civilization builders was behind us, that the genre had sacrificed depth on the altar of mass appeal and console compatibility. Then Old World appeared in my world, and suddenly everything changed. [h2]What Makes It Special?[/h2] Imagine if Civilization IV had a beautiful, intelligent child with Crusader Kings III. That's Old World in a nutshell - but honestly, that description doesn't do it justice. [h2]The Order System is Pure Genius[/h2] Here's the revolutionary twist: instead of moving every unit every turn until your brain melts, you have a limited pool of "orders" that refreshes each turn. Want to move a unit? That's an order. Build an improvement? Order. Launch a diplomatic action? You guessed it - order. This simple change transforms everything. Suddenly you're making meaningful decisions constantly. Do I push my army toward Babylon or focus on infrastructure this turn? Should I move many units a little, or concentrate all my orders on a devastating offensive with just a few? The micromanagement bloat that plagued late-game Civilization simply evaporates. No more mindlessly clicking through forty units - every action matters, every turn feels tight and purposeful. And here's the cherry on top: there's an UNDO BUTTON! Misclicked? Take it back. Want to reconsider your entire turn? Go ahead. Some might call it "cheating potential," but I call it respecting the player's time and sanity. [h2]Dynasty Drama Done Right[/h2] The character system borrows from Crusader Kings, but integrates it seamlessly into the 4X framework. Your ruler ages one year per turn. They marry, have children, make enemies, forge alliances, and eventually die - passing the torch to an heir you've hopefully prepared well. Characters aren't just flavor - they're mechanically crucial. Assign them as governors to boost cities, attach them as generals to supercharge your armies, or navigate their personal ambitions and vendettas to keep your empire stable. The interplay between grand strategy and personal drama creates stories that emergent gameplay dreams are made of. [h2]Production That Makes Sense[/h2] Gone is the single "production" resource of Civilization. Old World splits things into different resources: some for civilian units, some for military, some for special buildings etc. It sounds like a small change, but it forces constant strategic prioritization. Your economy becomes a puzzle worth solving, not just a number to maximize. [h2]Combat With Actual Depth[/h2] Battles here aren't the quick coin-flips of other 4X games. Units tire, need to retreat, heal, and return. Flanking matters. Siege warfare is a proper commitment. You can specialize units in fascinating directions - urban combat specialists, siege experts, defensive titans. Attach a skilled general, and your army becomes something truly fearsome. Even scouts are interesting! They can gather resources on the fly, hide in forests to spy on enemies, and zip across the map with impressive mobility. Every unit type has genuine tactical value. [h2]Civilization Diversity That Matters[/h2] Rome dominates militarily. Egypt builds wonders like nobody else. Greece leads culturally. Carthage excels economically. Beyond civilizations, you choose family lineages when founding cities - each with distinct bonuses toward warfare, religion, commerce, or culture. The combination of nation and families creates meaningful variety across playthroughs. [h2]Research Deck - Goodbye Predictable Tech Trees[/h2] Instead of the same linear progression every game, Old World draws four random technologies each time you need to research. You pick from those cards, and unpicked options shuffle back for later. It's like Stellaris research but better implemented. Every playthrough feels genuinely different. [h2]The Polish and Presentation[/h2] [b]Visually[/b], Old World is stunning. Hand-drawn maps, gorgeous character portraits, atmospheric fog of war with rolling clouds and lightning strikes. The UI is dense but learnable, hiding quality-of-life features that you discover delightfully over multiple playthroughs. [b]The soundtrack[/b], featuring work from Grammy-winner Christopher Tin, ranges from subtle to sublime. Brilliantly, it doesn't fully kick in until you research Drama - a small touch that shows the care poured into every corner of this game. And the [b]tooltip[/b] system! Hover for information, hold Shift and hover again for deeper details, and so on. It's a tutorial that never intrudes but always helps. [h2]Minor Imperfections[/h2] Late-game turns can drag as your empire expands - a genre-wide curse that Old World mitigates but doesn't eliminate. AI turn processing takes time on larger maps. And the constant event pop-ups might overwhelm players seeking a quick click-fest rather than a thoughtful strategy experience. But these are minor blemishes on an otherwise magnificent achievement. [h2]Final Verdict[/h2] Old World isn't trying to be Civilization VIII. It's trying to be something better - a focused, deep, character-driven 4X that respects your intelligence and rewards your attention. It's Soren Johnson distilling decades of 4X expertise into something simultaneously fresh and familiar. When I gave up hope for meaningful innovation in civilization builders, Old World proved me gloriously wrong. This isn't just a great 4X game - it's a reminder of what the genre can achieve when designed with passion and vision. Recommended: [b]Absolutely Yes[/b]. Give it a try. Let it settle into your soul. You won't regret it. Now if you'll excuse me, my heir needs attention, Babylon isn't going to conquer itself and there are new turns in online games waiting for me.
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