
Do you have what it takes to survive the Realms of Ancient War?Take control of a fearsome Warrior, a powerful Wizard or a Rogue, and plunge into a grand quest full of action!Key Features:The explosive Hack’n’Slash (action/role-playing game) R.A.
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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 3 → 0.14/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.
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Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Не знаю кому, что не понравилось, мне эта РПГ зашла, но только играя за мага, так как у геров как в Диабло 2 выносливость тратится на бег, а маг может перемещаться с помощью магии и пока долбишь врагов на расстоянии, выносливость со временем восстанавливается. Сюжет у героев (маг, воин, лучник) общий, лишь предыстория, первое задание и начальная локация отличаются друг от друга.
R.A.W. Realms of Ancient War is a fantasy hack-and-slash title developed by Wizarbox and published by Focus Entertainment. Released during a period when action RPGs were experiencing renewed popularity, it set out to capture the classic dungeon-crawling formula popularized by genre heavyweights while delivering its own take on dark fantasy warfare. The result is a game that faithfully adheres to established conventions—loot drops, skill trees, hordes of enemies, and cooperative play—while struggling to meaningfully distinguish itself within a crowded field. From the outset, players select one of three archetypal classes: a heavily armored Warrior, an elemental-wielding Sorcerer, or a nimble Rogue. Each class offers a different combat rhythm, encouraging players to engage enemies either through brute force, magical ranged damage, or agile precision strikes. Progression follows a familiar loop: defeat waves of enemies, gain experience, unlock new abilities, and equip increasingly powerful weapons and armor. The game’s structure is linear, guiding players through a sequence of environments that include ruined cities, underground caverns, and corrupted landscapes shaped by an ancient war. Combat is constant and fast-paced, delivering the immediate gratification expected from hack-and-slash design. The core gameplay experience hinges on its loot and skill systems. Weapons and armor drop frequently, with varied stats and rarity tiers encouraging constant equipment upgrades. While this steady stream of gear creates a sense of forward momentum, the depth of itemization can feel limited. Differences between equipment types are often incremental rather than transformative, and builds rarely evolve into radically distinct playstyles. The skill trees offer branching upgrades, yet they sometimes lack abilities that fundamentally change how a class is played. As a result, while progression is steady and satisfying at a surface level, it may not sustain long-term engagement for players seeking deep customization or theory-crafting. Narratively, R.A.W. Realms of Ancient War adopts a traditional high-fantasy framework. The world has been devastated by ancient conflict, and players step into the role of a hero attempting to repel darkness and restore balance. The storyline provides context for exploration but rarely becomes the emotional centerpiece of the experience. Dialogue and lore are serviceable, yet characters lack memorable development, and the overarching plot leans heavily on familiar tropes. For many players, the story functions primarily as a backdrop for combat rather than a compelling narrative journey. Combat itself delivers mixed impressions. On one hand, large groups of enemies create moments of chaotic energy that align with genre expectations. Boss battles punctuate progression and require attention to positioning and ability timing. On the other hand, enemy AI can feel simplistic, often relying on numbers rather than varied tactics to present difficulty. Without highly differentiated enemy behaviors, encounters may blur together over extended play sessions. Cooperative multiplayer adds some replay value, allowing players to tackle dungeons together, which can enhance the experience by introducing teamwork and shared strategy. Technically and visually, the game reflects its early-2010s origins. Environments are detailed enough to establish atmosphere but lack the visual flair or dynamic design found in more polished contemporaries. Character animations and effects are functional rather than spectacular. The absence of certain quality-of-life features—such as intuitive map systems—can make navigation less fluid than modern players might expect. Sound design supports combat adequately, though it does little to elevate immersion beyond genre standards. Reception has historically been mixed, reflecting appreciation for its straightforward hack-and-slash action alongside criticism for its lack of innovation and polish. Some players enjoy it as a no-frills dungeon crawler that delivers consistent combat and cooperative gameplay at a modest price point. Others view it as overly generic, especially when compared to more refined action RPGs that offer deeper systems and more memorable storytelling. Ultimately, R.A.W. Realms of Ancient War is a competent but conventional action RPG. It succeeds in delivering the fundamental pleasures of loot collection, enemy slaying, and character progression without introducing groundbreaking mechanics or narrative depth. For players who enjoy classic dungeon crawlers and are content with a straightforward fantasy adventure, it can provide hours of familiar entertainment. However, those seeking innovation, rich storytelling, or highly nuanced gameplay systems may find it overshadowed by more ambitious entries in the genre. Rating: 5/10
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Languages: English*, German, French, Italian, Spanish - Spain, Hungarian, Russian*languages with full audio support
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Just one time with it! Warrior class is bs and the worst which should be the best. The Best is wizard which should be the worst. Rogue was nice but after some deaths in a row I decided to leave it there. This is quiet isometric slasher game. Like there's no minimap there's a ot of enemies and you can't just melt em off like in hns which takes few seconds I mean you can but you shall use 3 hp at 15 enemies for example. Sometimes you get them easy sometimes it's hard to even deal with 5 enemies at once. I was playing on normal difficulty but it took some struggle with it so it's ok. Graphics is like nice ♥♥♥♥♥♥♥. I mean you would paint something good but with ♥♥♥♥. Character models are low but the environmental are really nice maden, with a real ♥♥♥♥ grapchic style. There's no additional weapon or equipment stats like 3hp per hit or some additional aura, defensive etc. It's just worth a try it's not a really bad game but it's not even good :P I just get fun like for over 5 hours. The other 5 were quiet boring. That's all I can tell.
Zauberer, Schurkin oder Krieger? Hier geht’s zu meinem Waetsch's Play: https://youtu.be/w2Y-NzH34cg Die Story in diesem Diablo-like ist etwas strange, aus dem Nichts kommen Kreaturen und überfallen die drei Länder der Elben, Menschen und Zwerge. Als wir fast von diesen Monstern überrannt werden, ruft uns eine Stimme zu, durch ein Portal zu gehen - das machen wir auch mangels Alternativen. Schon sind wir im Tempel der Helden und kloppen uns weiter mit den Kreaturen herum. Die Stimme lenkt uns zu einem eingefrorenen Typen, der die Gelegenheit nutzt und gleich in unseren Körper bzw. Verstand schlüpft und uns zur Flucht animiert. Unser großer Auftrag fortan: Die drei Portalen in den drei Reichen "reinigen" und den Tempel der Helden anschließend auch. Dann wird alles wieder gut. Zumindest habe ich das Ganze so verstanden. Aber Story hin oder her, wir schnetzeln hier einfach alles nieder, was sich bewegt. Die Grafik macht einen ganz netten Eindruck und ist stimmungsvoll. Auch Sound und Musik können gefallen (auch wenn die Musik bei mir so unglaublich laut war...). Der eigentliche Knackpunkt bei diesem Spiel ist aber das Kernelement des Gameplays, nämlich das Monsterschnetzeln. Die Trefferboxen sind unglaublich ungenau. Da steht man neben einem Gegner und drischt drauf, trifft aber nicht, dann wieder gelingt es einem einfach nicht, den Gegner anzuklicken. Oftmals ist auch vollkommen unklar, ob der Gegner tot ist oder nicht. Da wird man angegriffen, sieht aber gar keinen Gegner und stellt dann fest, dass diese kleine Spinne hinter dem Charakter nicht zu sehen war. Das frustriert auf Dauer und hebelt die Freude an einer recht unkomplizierten Schnetzelei auf. Folgt mir auch gerne bei Steam: https://store.steampowered.com/curator/41912197-waetschs-play
RAW: Realms of Ancient War is a competent but thoroughly unremarkable hack-and-slash that delivers exactly what it promises — mindless monster slaying across a variety of environments — without ever rising above mediocrity. The three archetypal classes (warrior, rogue, mage) are serviceable, and the game runs stably without major bugs, but the experience is dragged down by poor PC controls that can't be rebound, clunky hit detection that has you swinging at air, and an XP system so weirdly capped that grinding a single level feels completely pointless. Combat can be satisfying in short bursts, especially with a gamepad or a local co-op buddy, but solo on keyboard and mouse it quickly becomes a chore of clicking through waves of identical spiders and dwarves. The loot system adds little excitement since gear upgrades are marginal, and the broken final achievement is a slap in the face to anyone aiming for completion. Grab it on deep sale if you're desperate for a brainless ARPG afternoon — otherwise your time is better spent with Torchlight or Grim Dawn.
Je crois que les devs n'ont pas testé leur jeu de fdp. Tu meurs 3 foisdurant le niveau tu dois tout recommencer au début du jamais vu sur un H&S. En plus tu as le droit à juste 3 potions de vie par niveau mais pas plus. Les ennemis te tuenz en 3-4coups en normal mal grès que tu augmentes ton armure et tes résistances aberrant. Tu peux avoir plusque 3 potion de heal mais vu que c'est du loot ultra rare ben autant chercher une aiguille dans une botte de foin sa sera plus facile a trouvé l'aiguille que du heal sur ce jeu. Tuas bien des marchands qui en vendent 9 sur certaines mission mais vu que l'or c'est aussi super dure à en avoir et que les prix chez les marchands jusqu'au lvl 20 ben c'est des prix exorbitants. Presque 1000 pièces d'or pour 1 potion de heal chez le marchand. Dire que les PO sur ce jeu c'est comme pour les potions de heal c'est ultra rare. Le loot de l'équipements sa aussi c'est super mal fait. Je joue la classe nain je loot plus d'équipement pour le sorcier ou la rodeuse que pour mon guerrier nain aberrant aussi. Comment veux-tu augmenter ton stuf si tu drop que du loot pour les autre perso je comprends pas cette logique. DOnc au final tu as un H&S complètement fini à la pisse vu tout les défaut qui a. Je sais pas pourquoi avoir mis le drop de heal vu les dégâts des ennemis autant rare que ça et aussi je comprends pas pourquoi faut être lvl 20 pour activer un passif dans l'arbre pour baisser les prix des marchands. Pourquoi ne pas l'avoir mis plus tôt ou alors avoir mis moins chez les marchand au début. Parce que 869PO la potion alors que l'or faut aussi être lvl 20 pour que les ennemis ton lâchent plus souvent mais jusqu'au lvl 20 bonne chance pour avoir de l'or tellement que c'est un loot légendaire aussi. Vraimment il y a rien qui va sur ce jeu. Trop compliquer de se heal et de tuer les ennemis en normal alors que diablo poe et j'en passe je les ai tous fait en difficile ou plus haut vu que sur ces HnS tu en drop plus facilement du heal et c'est aussi plus simple a drop des PO aussi donc pour ça que ces jeux sont b ien meilleurs que ce jeu fini à la pisse.
molto interessante
One of the smartest design choices is the scarcity system. Potions aren’t infinite — burn through them too often and you’ll find yourself in real trouble. Revival stones are also limited, forcing you to play more carefully and strategically instead of mindlessly spamming heals. This adds real tension and makes resource management meaningful, which is something many modern ARPGs have moved away from. I loved that risk/reward feel. The only real frustration I ran into was targeting. Occasionally I’d click on an enemy and nothing would happen — no attack, no response. A simple highlight or clearer targeting indicator on enemies would have fixed this instantly and made combat feel smoother. I also noticed that some skills (especially right-mouse button AOE powers) would sometimes knock you or jump you away from targets in awkward ways, which could break your flow mid-fight. The One Thing That Would Make It Perfect If this game had auto-attack functionality, I probably would have sunk dozens more hours into it without hesitation. The manual clicking is fine, but an optional auto-attack option would make longer dungeon runs and farming sessions much more enjoyable and less tiring on the wrist.
Four realms locked in a decade of war provide the backdrop for a console-style hack-and-slash loot game. The premise dispatches a hero king-to-king to forge an alliance, serving mainly as justification for marching through mines, deserts, and prisons. Three classes open the campaign. The wizard fights at range through fireball, toxic cloud, and meteor spells. Fireball spam defines the wizard experience because mana costs prove negligible. Regen restores the resource faster than casting spends it. Grouped enemies evaporate under repeated volleys, and herding entire packs before detonating them proves irresistible. Damage numbers climb from double digits into the thousands. The Sunset Tower soft-lock stands as the run's most serious defect. Descending from a second floor back to the first broke a door transition entirely, and recovery demanded an under-explained return-to-map option. Camera control and a map remain absent throughout, compounding navigation friction. Progression accelerates dramatically in the final third. A level 25 weapon roughly tripled attack values, while life-drain earrings returned massive health per hit. By the closing realm, nothing survived two casts and bosses collapsed under grouped meteors. Early difficulty becomes a distant memory. Misleading skill wording undermines build planning. Descriptions promised effects that never materialised, including an aura that proved a stationary burst. Loot drops compound the annoyance, flooding inventories with unusable gear from other classes. Merchant absence worsens matters precisely where inventories fill. Possession mechanics arrive with tutorial weight yet barely register in practice. Taking control of enemy bodies offers weaker returns than simply killing them. The option sits unused for entire sessions despite its marketing prominence. Overall, an escalating power fantasy and horde-clearing spectacle outweigh the bugs, absent camera control, and misleading skill text. The story serves as disposable framing, yet the loot-and-blast loop lands with force from the opening mine to the final realm.
A very janky and lackluster ARPG. I know that it's a 2012 game so it's expected to be dated, but consider that Diablo 2 released in 2000. The combat mechanics are mediocre, the skill tree is lackluster, and the equipment is boring. But I will say that the areas and enemy designs are decent for this type of game. The only thing I will give praise to is that each class has a different starting map and quest, which is honestly commendable and very rare these days.
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