Age of Wonders 4

Age of Wonders 4

Reseñas
PC
¡Crea tu propio reino fantástico y gobiérnalo! Explora nuevos reinos mágicos con la mezcla de estrategia 4X y combate táctico por turnos distintivos de Age of Wonders. ¡Controla una facción que crece y cambia a medida que expandes tu imperio con cada turno!
82%Reseñas de Steam16,9 mil reseñas83Metacritic/10082OpenCritic/100
Lanzamiento: May 2, 2023
Strategy · 4X · Turn-Based Strategy · Fantasy · Character Customization
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Precio deseado
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Historial de precios

Últimos 36 meses · actualizado a diario
Mínimo histórico~ 14,27 US$2026-07Mínimo actual entre tiendas~ 23,49 US$Kinguinrespecto al mínimo histórico+65%
~ 22,88 US$~ 32,92 US$~ 42,95 US$~ 52,99 US$25-0925-1226-0326-0626-09~ 14,27 US$

Los precios cubren Steam y 39 tiendas autorizadas; solo se cuentan ofertas regulares. La gráfica muestra los mínimos semanales del mercado y el precio oficial de Steam de los últimos 36 meses.

Equipo

Desarrollador
Triumph Studios
Distribuidora
Paradox Interactive
8.0
Puntuación global
Valoraciones externas82%Reseñas de Steam16,9 mil reseñas83Metacritic/10082OpenCritic/100
Gráficos
8
Sonido
7
Jugabilidad
9
Historia
8
Contenido
7

“Strategy veterans who love tinkering with builds and the just-one-more-turn pull will settle in for the long haul; players chasing a tight finish-and-leave campaign find it too sprawling.”

Nuestro veredicto

If you're planning to give this game some of your time, the question isn't "is it worth XX hours?" — it's whether you can hold yourself to only XX hours.

A Distinctive Line in a Crowded Genre

In a field crowded with 4X titles still coasting on "reskinned campaigns plus minor tweaks," Age of Wonders 4 twists grimoires, faction building, multi-world campaigns, and account-level long-term progression into a genuinely distinctive line. It doesn't push a single idea to its absolute limit; instead it makes several dimensions "deep enough, stable enough, and interlocking enough" to matter — and for a game built to be replayed over and over, that mesh is worth far more than any momentary gimmick.

The graphics, music, and story are none of them the sort that make you slam the table in the moment. But over long stretches of play they cohere into a unified, believable high-fantasy laboratory. You go in to test recipes, reshape terrain, and build monstrous empires; a failed run is just an experiment that blew up on the bench, and a successful one is one more conquest story you get to brag about. That framing — play as experimentation — is the throughline that ties every system together.

There's a maturity to that design choice that's easy to undervalue. Plenty of strategy games chase a single standout hook and hope it carries them; this one bets instead on the compounding interest of many good systems reinforcing each other, and over a long campaign that bet pays off handsomely. It's also a game that respects its peers without imitating them. Where Civilization hands you fixed bonuses and a familiar tech ladder, this hands you the dials to the world's own rules. Where a grand-strategy sandbox can feel directionless, the Story Realms give you something to aim at. It borrows the best instincts of the genre and routes them through a magic system that is entirely its own.

Built for Settlers, Not Speedrunners

The barrier to entry is real — many systems, many options, a lot of reading — and newcomers may feel dizzy for their first few games. But once you cross that threshold, the game transforms from merely "complex" into "elastic complexity," where each match feels like writing a new paper and you're the author who keeps tossing in stranger and stranger hypotheses.

So the recommendation splits cleanly along the lines of who you are. If you're a 4X veteran who loves chewing on builds and savors that bottomless "one more turn" pull, this is a title well worth keeping permanently parked on your hard drive. If you only want a tight main line you can clear and walk away from, it'll feel a touch extravagant — too well suited to long residency, too hard to speedrun.

It's worth being honest about that split rather than papering over it. This is not a game that tries to be for everyone, and it's stronger for the focus. It knows its audience is the player who delights in fiddling, who treats a fresh world as a puzzle to be solved rather than a story to be consumed, and it pours its considerable craft into serving exactly that person. One line to sum it up: this is a magic laboratory you'll never finish, not a one-time firework. It rewards the players who move in and unpack, who treat each campaign as another entry in a private history, and who find the steep early climb is exactly what makes the view from the top worth holding onto turn after turn after turn.

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