
Become an all-powerful Sorcerer Lord and lead one of 8 different races to the ultimate victory. Explore multiple planes of existence, raid dungeons, and conquer cities. Expand your armies, cast mighty spells, and summon godly creatures to do your bidding. Fight the enemies in D20 OGL battles.
Modeled estimate, not a reported figure. How we estimate →
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 Aug 31 → 0/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.
About




Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Интересные задумки в игре реализованы, но такое ощущение что не хватило все же бюджета сделать игру более менее хорошей. Средняк. А Здесь будет кошка, люди, которые будут пролистывать страницу, могут погладить ее. /> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
Пак
Nice Game !
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Polish, French, Russian, Spanish - Spain
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Touted as the spiritual successor to 1994's Master of Magic, this game just doesn't come close. At best, it's a cheap rip-off of some of the features of the original with a WHOLE lot of added bugs for your enjoyment. Spells that don't work (like, at all), items that don't work (like, at all), and very dumbed-down city management and spell systems just make it feel like another Age of Wonders clone. Once again, a game made 21 years before this is the superior product.
Planar Conquest is a turn-based 4X strategy game set in a fantasy universe filled with magical realms, rival sorcerer lords, and sprawling planar maps. Drawing heavy inspiration from genre classics like Master of Magic, it promises deep spellcasting systems, customizable factions, and tactical combat. On paper, it’s an impressive offering—multiple races, hundreds of spells, multi-plane exploration—but the execution often struggles to deliver on the promise. From the very beginning, the game shows ambition, allowing you to craft your own wizard, choose spell schools, and build an empire across parallel dimensions. The premise is engaging, but what unfolds can feel more overwhelming than empowering. As the game begins, you find yourself managing a city, constructing buildings, raising armies, and researching spells, all while preparing for inevitable conflict with rival mages. It follows the familiar “explore, expand, exploit, and exterminate” formula. There’s depth in the options—unit types, city development paths, planar gateways—but much of it feels underdeveloped. The AI is particularly erratic, frequently declaring war without clear cause and struggling with basic decision-making. Diplomacy feels more like a checkbox feature than a strategic layer, and alliances often collapse into unavoidable conflict regardless of your choices. Managing multiple planes adds scale, but the maps and their inhabitants begin to feel repetitive after a few hours. The tactical battles take place on a separate grid and allow for direct control of units, but the system lacks nuance. Positioning and unit variety theoretically offer room for strategy, yet most encounters are determined by sheer numbers and brute strength. Auto-resolve is unreliable, and the interface during combat is clunky, with little feedback or clarity. Spells, while diverse and powerful, often end up being spammed rather than tactically deployed, simply because the UI makes it difficult to manage finer details. Over time, the combat loop becomes more of a chore than a compelling challenge. One of the game’s biggest drawbacks is its presentation and interface. Graphically, Planar Conquest looks dated, with static textures, minimal animation, and generic art assets that do little to immerse the player. The menus are cumbersome, the font is small and hard to read in some versions, and basic actions like adjusting production queues or navigating between cities require more clicks than they should. Tutorials are minimal, and for new players especially, the learning curve feels steep—not because of game complexity, but because of a lack of clear instruction or modern quality-of-life design. Despite these issues, the game does have moments of genuine enjoyment. As you expand across different planes, build up your empire, and unlock higher-tier spells, there’s a steady sense of progression. If you enjoy tinkering with faction builds, creating unique spell combinations, or micromanaging cities and units, there’s some satisfaction to be found. The sheer volume of options—whether in hero traits, unit upgrades, or planar travel—can make each campaign feel distinct, at least for the first few hours. But the cracks begin to show when those systems lack the strategic weight or polish to hold long-term engagement. Stability and performance are also frequent concerns. On some platforms, players have reported crashes, corrupted saves, and bugs that halt progress entirely. These technical issues, combined with inconsistent UI feedback and slow AI turns, can seriously undermine the player experience. While patches and updates have addressed some of these problems, the overall sense is that Planar Conquest is still rough around the edges and not as refined as its inspirations. In the end, Planar Conquest feels like a game with grand ideas but limited follow-through. It’s clearly built with passion and a love for classic 4X mechanics, and for players who are willing to push through its rough spots, it can offer a satisfying strategic sandbox. However, the lack of polish, cumbersome interface, and repetitive gameplay loops hold it back from being a must-play in the genre. It’s a game for enthusiasts with patience—those looking to relive a bit of retro fantasy strategy without expecting the depth or fluidity of modern counterparts. Rating: 6/10
Продолжение игры Worlds of Magic от 2015 года, как и в предыдущей части это всё таже пошаговая стратегия в фэнтэзийном средневековье, тут нет кампаний, а только блиц-бои со своими модификаторами сложности. Игру можно: сравнить со стратегией Warlock - так же, как и в ней герои появляются спустя некоторое время (приходят к городу и прося нанять их, к тому времени уже можно почти закончить игру бойцами 1-2 уровня (за 5 часов игры ко мне только 1 герой пожаловал), так же магия решает всё, особенно боевая, и магия призыва; Сравнить со стратегией Fallen Enchantress: Legendary Heroes - один раз за любую кампанию прошёл и всё, считай всю игру посмотрел, начинать новую катку уже не захочется, в городах есть гарнизон (правда только 1 взвод стражников), при атаке за кадром кидается кубик из D&D на попадание и на урон, поэтому бойцы могут мазать или наносить min/max урон; Сравнить со стратегией ENDLESS™ Legend - так же поначалу кажущаяся заумной система строительства, выделения граждан на производство очков строительства, на фермерство и на очков исследования. Из минусов это конечно устаревшая графика, очень затянутое прохождение путём медленного старта игры, большие карты, но бойцы передвигаются только на 2-4 клетки, враги расположены далеко друг от друга и нет специальных юнитов для разведки, города не расширяются и захватывают лишь изначальный радиус из 4 клеток по крестовине и 1 клетку по диагонали, по этой причине приходится "солить" городами, чтобы захватить кучу шахт и упарыватся строительством в строения приносящий доход, добавлена кнопка дипломатии, но с ботами она не работает совсем, нет возможности бойцами разбить врата города, нужен специальный юнит (инженер), а враги сами за ворота не выходят и боя считай нет, инженер может строить дороги на глобалке но за 4-6 ходов может возвести дорогу только на 1 клетке, по этой причине в его услугах смысла нет (только в осаде), по механике D&D есть процент попадания боевыми заклинаниями и они иногда наносят минимальный урон, что может привезти к проигрышу в схватке с сильным врагом (включая нейтралов). В отличии от предыдущей части, тут на старте добавили текстовую обучалку и убрали часть багов движка (особенно у камеры), но в своей массе игре не отличается от приквела, такая же нудная хрень, даже нет новых юнитов/героев/строений/магии/локаций. Скукота.
Жена сказала если на этом обзоре будет 30 лайков и 8 наград , она купит ящик пива, мужики выручайте! My wife said if this review gets 30 likes and 8 awards, she will buy a case of beer, guys help me out!
When I play a game, I remember the times of my childhood. The good old strategies of the nineties and noughties.
старый уродливый кал
its a decent game some what unbalanced but its worth the money for sure
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Active players
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Players by region
Where this game's players are, estimated from review languages.
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