
Lead your small caravan on a great journey across the ancient world, in a narrative-driven base-building RTS where protecting your family and friends matters more than conquest.
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About
The Bronze Age is ending. Kingdoms fall, trade routes vanish, and the world you knew is breaking apart.
Lead a small group of survivors across a collapsing world where every decision matters, and survival is never guaranteed.

Follow a narrative campaign centered on a cast of evolving characters, shaped by the collapse unfolding around them.
Bear witness as you guide your people through an epic journey defined by hardship, sacrifice, and resilience.
This is not a game about building the biggest empire.
Resources have to be managed, stability is fragile, and growth comes with risk. Every expansion, every battle, and every decision must be weighed against survival. Building and managing a sustainable economy is as important as commanding your forces in battle. Expanding your army too quickly can put your food economy under pressure.
Food is the foundation of your civilization.
It sustains your population, fuels your armies, and drives your progress. Mismanage it, and everything else will fall apart.
The mysterious sea people are bringing destruction and chaos. Drought, famine, and failing trade routes are putting pressure on the great empires. People are starting to revolt against their leaders. The world is being reshaped, and as order breaks down, safety fades and once-powerful civilizations struggle to hold together.
Command historically inspired factions with over a millennium of rich history, including Assyrians, Egyptians, Babylonians, and Hittites.
Each brings unique units, strengths, and playstyles to economic domination and warfare.
Narrative-driven RTS campaign set during the Late Bronze Age Collapse
Survival-focused gameplay with base-building and resource management
Food is a central system impacting population, armies, and progression
Playable factions: Assyrians, Egyptians, Babylonians, and Hittites
Tactical real-time combat with asymmetric units and strategies
Scenario-based missions and skirmish mode
Multiplayer on dedicated servers with AI opponents
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Que dire? Le jeu est bon, mais principalement parce que le 1er l'était déjà. A part une campagne mieux scénarisée et l'apparition de "héros" qui portent l'histoire de la campagne, rien n'a changé depuis le 1, les unités, bâtiments, sprites, mécaniques, ressources, HUD, tout est identique. A tel point que je cherche encore l'intérêt d'acheter ce jeu lorsque l'on possède déjà le 1er... J'adore cette licence mais je mets un avis négatif car pour l'instant rien ne justifiais une seconde itération, seulement un dlc ou un ajout de campagne au 1er opus. Si vous découvrez TFC avec cet opus foncez. Si vous avez déjà le 1er je vous conseil d'attendre de voir les futurs ajouts.
[h2]Upkeep in RTS felt bad ever since WC3, still does[/h2] The way the food system works creates an urgency to play that adds to the anxiety in a genre of game that is already full of stress. Reminds me of how Pikmin seemed like a very relaxing game, except there was a looming timer, regardless of how easily it could be reset or added to. [i](sure, have a tiny population and lose or be more "tactical" which is not what I want in an RTS either, especially with units in the style of AoE where you don't really micro them you macro them and they are fodder rather than quality squads)[/i] Selecting specific units in a cluster or even standing nearby anything else is questionable. I prefer an RTS with more focus on battling micro and less on macro and managing resources. In other words, I want to be looking at battle and managing that far more than I want to be looking at my base managing my economy. Unfortunately I felt like I was constantly managing economy while being interrupted by battle, rather than the preferred other way around, while playing this game. Otherwise, the story and characters are charming and do make me want to play more, I just got bogged down in managing food while mustering armies big enough to play. Fine game if you enjoy that style of [b]upkeep[/b]. (I played on Hard.)
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Languages: English*, French, Italian, German, Spanish - Spain, Simplified Chinese, Polish, Portuguese - Brazil, Russian*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I haven’t played an RTS campaign for years, but this is already a super polished experience. The gameplay interactions, UI, sound design and art are great. The campaign slowly ramps up and teaches the player how to play, but it also allows you to explore and experiment on your own.
The Fertile Crescent 2: Collapse of the Bronze Age ended up being exactly the kind of RTS experience I was looking for. I haven’t played Age of Empires since the 90s, but TFC2 gave me a smaller, more approachable way to get back into the genre while still feeling like its own unique game. It didn’t just scratch the itch — it actually made me want to explore more RTS titles again. The campaign is charming and lighthearted, and the writing helped me connect with the pixel‑art heroes. Oglum quickly became my favorite; watching him tear through enemies never got old. When I finished the final mission, I noticed a “Waiting for update…” button, which makes me hopeful that Wield Interactive will add more missions or maybe even a new hero in the future. Villager management is the highlight for me. It’s simple to learn but surprisingly deep, and it gave me the same satisfying feeling I get from Civilization — even though Civ is turn‑based and TFC2 is an RTS. It’s that sense that every decision about your people really matters. Shifting villagers between jobs as your settlement grows feels great, and the fact that they can help defend the village adds a nice touch of interactivity. I even had a moment where I sent a lone villager to hunt a boar for meat, and the boar absolutely wrecked him — then a couple more villagers who tried to help. Lesson learned: if you want boar meat, send a group unless you’re okay with a few casualties. It was a funny little surprise that gave the game personality. The tech tree is easy to understand but important. I ignored it once and ended up with a starving settlement, which taught me quickly to keep an eye on it. Each civilization having its own tech path adds replay value and variety. Combat is fun and straightforward: build troops, upgrade them, send them out to complete objectives. I enjoyed building walls and towers and filling them with archers. Positioning troops around resource sites adds a nice strategic layer without being overwhelming. I finished the campaign in a little over 10 hours, and I still plan to replay missions on higher difficulties and try skirmishes with the other civilizations. For a $18 game, I expect to get around 20 hours of enjoyment out of it, which feels like a great deal. And for anyone who enjoys PvP, that adds even more replay time on top of the campaign and skirmishes. If you’re looking for a compact, engaging RTS with charm and personality, I definitely recommend giving this one a try.
The game is solid. Very reminiscent of early AoE-installments, but with some obvious improvements to smoothness of play and atmosphere. Far less clunkiness, and units hitting other units feel satisfying and natural, which is impressive for a pixel-art game. The story is good, and the amount of story to gameplay ratio is very well done, making the campaign captivating. The UI is good, and importantly looks good. Toolswise, it is well developed, and obviously made by people who have experience with RTS-games. Some reviews have pointed out that the game should add more to its core dynamics to separate it more from TFC 1. As it is still in early access, it is par for the course that more of this will be added as time passes. Regardless of this, the game is enjoyable as it stands, which is what's important. If more features are added later, then I consider it a nice bonus on top of an already good game.
Весьма неплохая стратегия. Наверное самое значимое изменение, это введение героев, правда на данный момент они не обладают способностями, могли бы бафы давать или что-нибудь в этом духе. Основные механики не сильно изменились по отношению к первой части. Отдельно выделяется сюжет, миссии иногда выходят за рамки просто построить базу, и всех сломать или собрать что-то. Каким-то образом игре удается передать чувство конца времен и обреченности, однако мне кажется немного недокуренным. Так например, во втором акте много говорится про массовый голод, однако нас это как будто не касается, дичи и рыбы море, а фермы не страдают. Наверное в бедующем стоит продумать механику которая бы вырывала игрока из зоны комфорта и заставляла как-то иначе думать где найти еду. В целом от игры даже на данный момент складывается скорее положительное впечатление, где главной моей проблемой является то, что она очень сильно походит на первую часть. П.С. Почему нельзя сносить или починить руины зданий в первом акте?
Güzel oyun fiyatına değiyor.Hikayenin ülkemizin topraklarında da geçiyo olması harika. Ben çok beğendim öneririm
Great game! It reminds me "rise of nations" and "age of empires 2" combined. I love the art style. But please man, make the units move much faster! It's to slow!
This is what an awesome RTS would look lige in 2005, in 2026, its slow, uninventive, retro ... boring!
Loved the campaign, had a nice story, looking forward to the next acts & horde mode.
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