

Age of Wonders 4
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.










01About Age of Wonders 4
Design a fantasy realm, lead a faction through exploration and expansion, and shape how its people evolve. Age of Wonders 4 blends 4X strategy with turn-based tactical battles, while events and choices shape your saga. Steam PC player rating: 81% positive from 17,034 reviews. Interface languages: Simplified Chinese, English, French, German, Spanish, Japanese, Korean, Polish, and Russian. Released May 2, 2023.
Credits
Lowest recorded in 36 months
$14.272026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| English | Yes | — | Yes |
| French | Yes | — | — |
Show 6 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
| Polish | Yes | — | — |
| Russian | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Play modes
The Steam PC version lists single-player, multiplayer, and co-op. Factions grow and change as you expand your empire.
Language
English and Simplified Chinese are listed as interface languages. English has full audio.
03Frequently asked questions
What do you do in the game?
Create a fantasy realm, expand an empire, and guide a faction through exploration and turn-based tactical battles.
Does it support multiplayer or co-op?
Yes. Steam PC data lists multiplayer and co-op.
How does combat work?
Combat uses turn-based tactical battles alongside 4X empire strategy.
“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.”
Our Verdict
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.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Okay so - this game has some good, some bad and not much ugly in my opinion. I'll list some of the bad, some of the good and then I will go into details about them and for some of them I will say a word why I think something is bad, though some others might consider it good or vice versa. So lets kick it off - with the bad! The bad: Water gameplay is lacking Faction diversity watered down by customization Tome faction thematics are not all complete Enchantment upkeep "Campaign" is marred by RMG and not coherent No item crafting. The good: Combat is engaging and better then ever Diverse options of units outside of cultures Sieges are a great addition City management improved RMG is a powerful tool Toggleable? Yes! Now let's dip a little more deeply into each of these points starting with the bad: Water gameplay is lacking. As the tin reads - there is nothing to do on the water. There is nothing to engage with or search for- no wonders, hardly any resource nodes or pickups, no unique game elements. TS seem to have decided water tiles are just meant to be a hinderance and not a game element which is a huge shame considering how decent water gameplay was in Planetfall or how much interesting things you could find there at the end of AoW3's life cycle. I sincerely hope they do more with it in the future. Faction diversity watered down by customization "When you have a million choices the choices often become the same". You can make decent unique factions, but you will never be able to make them as unique as they could have been had they been pre-designed. For a lot of people the faction customization is a positive. For me it's not. I will however say the faction creator is a powerful tool so if you like customization then this should be up your alley. Tome faction thematics are not all complete Tomes generally have a rough theme covering them, but not all of them have a uniformed theme from tier 1 to tier 5. You might have an idea in your head when you begin, but half of my games I found myself not finding fitting tomes to "finish" the faction concept. Enchantment upkeep Enchantment upkeeps can quickly go out of control because the upkeep is per unit and enchants all of your units of that type and doesn't scale according to the tier of a unit. So you might end up having a tier 1 unit garrisoned in a city costing you 18 gold and 30 mana in upkeep when it's unit upkeep base is only suppose to be 8 gold. Story realms are marred by RMG and not coherent I did in no way enjoy the story realms. The story telling becomes disconnected when RMG (Random Map Generator) places a mission goal in a weird spot that requires you to march past the enemy you were supposed to unite to fight together. The story is also super loose and incoherent as it has to be when the map is randomly generated and you play a nameless whoever that can be swapped out each story realm. For my part I would have prefered if they crafted the campaign maps and locked the character and faction the player plays as to actually tell a story - focus on the story and not the sandbox. There are enough sandbox modes to play. No item crafting. There is no crafting of items in the game (yet). And now for the good! Combat is engaging and better then ever Keeping this short - the tactical combat is the best yet and AoW has in my opinion always had the best 4X combat. Diverse options of units outside of cultures Though culture units aren't very unique some of the tome units make up for it. Sieges are a great addition An extra layer to tactical combat - it's adding more good to the great in my opinion. It's a fun aspect with siege defenses and siege operations to counter them. Great addition. City management improved I'm not much of a 4X city manager, but I will admit there has been a lot of strive made for city infrastructure. More thinking required - so this is a positive if you like more complexity to city management. RMG is a powerful tool As much as I hate the RMG for the narrative campaign, the tool makes beautiful and somewhat sensible world maps for the sandbox. Toggleable? Yes! You can customize your sandbox experience to the Nth degree. What's not to like? TLDR; It's a great game if you like 4X fantasy - especially if you like customizable factions. The game performs great and plays great so if you are into this sort of gameplay then the game is for sure for you.Show moreShow less
I love being a gamer in 2023 Every single F'in game is broken at launch.Show moreShow less
I created a race of dwarves that live underground and fight rats. For Rock and Stone!Show moreShow less
I’ve always liked this franchise — the first three games were genuinely great. Unfortunately, this latest entry feels ruined by Paradox’s typical predatory DLC politics. There’s an absurd amount of content locked behind paywalls, constant DLC releases, and prices that simply aren’t worth it. It’s frustrating to see how much potential is wasted because of corporate greed. Another beloved series lost to a company that has completely forgotten what fair and respectful game design looks like.Show moreShow less
Legitimately one of the best 4X games, period. I don't really have any complaints or things to pick apart here, the game just works, is well polished, and well designed. Base "race" appearance has been made a cosmetic choice, allowing you to play who you want when you want and how you want. A series of trait options, culture options (sort of like class), in game events, and the tomes you research and spells you cast, all fine-tune your "race" into basically exactly what you want. If you like Elves you can play demon elves, angel elves, plant elves, underground elves, metal elves, undead elves, sneaky elves, armored elves, etc. etc. The combinations are basically endless. The tome system serves as a tech tree in addition to a means to customize your faction's playstyle and appearance. Dozens of tomes each offer a handful of "techs" to research, many of them include unit and city upgrade options in addition to the various types of spells. You are limited in how often you can choose a new tome to unlock, which means the tomes you pick early-mid game very much define how you play that run. If you play long enough, like hundreds of turns, you can eventually unlock almost everything though and make your race into functional gods. You can only pick one tome from the highest tier though, so you can't "master" everything in one run. It's just implemented really well and is a lot of fun. City management is amazing. Every time a pop grows you city claims a new tile and can pick from like 1-5 base improvements depending on what exists on that tile. At this point it feels a bit like Civ or similar games, each improvement increases specific yields and works more or less how you would expect. However, many core city buildings require a specific number of a certain improvement to be built, many buildings get construction discounts if a specific number of different improvements are present, some buildings boost the yields of certain improvements, this all creates a bit of a balance game to get the yields you want from a city. It gets better though, many tomes unlock a special stronger tile improvement, many of them get bonuses for nearby improvements or terrain, so suddenly a cluster of quarries/farms/whatever all in one area can super charge one of these special improvements, and this creates a lot of questions and planning about where you are going to build things to get the best yields. It's very engaging, it's not something you feel like just turning on auto and ignoring, every time a city grows it's exciting. Combat is fine, I usually auto battle so I don't really have a judgement here. I have done a few manual combats, it seems to work as well as previous AoW games. Loading into the combat map and then back to the world map is lightning fast at least. Performance is fine, my PC is somewhere between minimum and recommend (Ryzen 7 1700, GTX 1060 3GB, 16GB RAM), I can't max out the settings without getting some performance issues as expected for a system not meeting recommended specs. However I have most settings on high, with just things like MSAA and SSOA turned off and I don't have any issues, 99% of the time. There's one screen when upgrading units, or customizing them before starting a game, where the units are standing on like this dark platform with a lot of fog, occasionally my FPS dips quite a bit there, not sure why. Never happens during actual gameplay. I had one crash on day one, been fine since. The campaign, I don't usually play campaigns in these games, but I figured I would give it a try this time as I learned the game. It's not a blockbuster AAA campaign with FMV scenes or anything like that, but it's functional, has a story, lots of dialog, a narrator voices a number of scenes. The important thing is the gameplay is very relevant to actual gameplay, it's not like a serious of pointless mini-games. You start a campaign map and just play normally, with the objective to win. The campaign will give you quests which will generally help you win faster, providing you with various special rewards, and often giving you options on how to do things. The quests all have dialog and explain what's going on and why you are there etc. I'm mostly going over this part because a number of people are complaining there is no campaign, which is false. Lastly I'll cover the meta progression. Every time you finish a run, whether through winning or losing, you gain "pantheon" exp, and every time that levels up you get a point to spend on like a meta-progression skill tree type thing. This tree unlocks all sorts of things, cosmetics, new map modifiers, new side-story maps, new racial traits, and new starting gear for your leader. If there's one thing you really want on the pantheon tree, you can probably unlock it within a couple decent length games. Unlocking everything, I don't have any real idea how long that will take at this point, possibly 100 hours assuming levels don't get slower later. It looks like you can respec the tree though, so it's not something you "need" to grind through to do things, it just gives you a reason to keep winning instead of walking away from games half way through, and eventually you can fill that whole tree in. I would say, for my taste, there's a few too many cosmetics on there compared to actual gameplay unlocks, but I think some people would prefer no gameplay unlocks at all, so I guess they found a middle ground. So ya, just an all around amazing game. Highly recommend it to fans of 4X games.Show moreShow less
Honestly this is a great game but the way that paradox handles their DLC makes me feel like I purchased a portion of the game and in order to get the whole thing I have to pay more money. It feels dishonest and scummy. It's really unfortunate to see a decent product get shredded by predatory business practices.Show moreShow less
This game has skaven yes-yes, thats a good trade-barter, get the warp stone for horned rat, the doom is coming for man-things, die-dieShow moreShow less
After spending considerable time with Age of Wonders 4, the fifth entry in a beloved series, I find myself in a position of respectful but firm critique. While the game presents a beautiful and highly customizable shell, the strategic depth at its core feels, in several key areas, to have been not just simplified, but dumbed down. First and foremost, the tactical combat is a significant step backward. The classic, engaging mechanic of opportunity attacks and retaliation strikes has been reduced to a simple checkbox—one per unit, per turn for free. The elegant dance of wearing down a powerful unit by forcing it to exhaust its movement is gone. Now, it's a binary state: a unit can either retaliate or it cannot. Furthermore, combat has devolved into a "pimp my peon" exercise. Unit identity and positioning matter less than the sheer accumulation of buffs and debuffs. The winner is too often decided not by tactical maneuvering, but by who has applied more status effects before and during the fight. The global map continues to use the region system introduced in Planetfall, a design choice I have never been a fan of. In my view, it does a disservice to the series both visually and tactically. By carving the world into discrete, claimant zones, meaningful geographic chokepoints are rendered practically non-existent. The strategic value of terrain is lost. Furthermore, the game robs you of the most fundamental strategic choice in a 4X title: you cannot even begin a game without a city. The option to start as a simple settler, searching for the perfect, defensible spot to found your empire, is completely gone. This removal of player agency is a puzzling decision for a game that prides itself on customization. Moreover, the procedural generation, particularly for caves and connections between the underground and surface layers, feels hopelessly flawed. The guaranteed surface exit near a player's starting location removes any sense of exploration or risk in establishing a foothold in these domains. It feels less like discovering a new world and more like being led by the hand. The automatic road building mechanic, which felt appropriate in the sci-fi setting of Planetfall, is completely out of place in a fantasy empire building game and looks visually jarring. It is impossible to play a true empire building game when the entire map, regardless of your world generation settings, is preconnected by roads and bridges from the very start. The Void plane, which should be a desolate, demon-infested wasteland, is similarly crisscrossed with roads and bridges, completely undermining its intended atmosphere of a ruined, nightmare landscape. I must also note, with some disappointment, an apparent culture of toxic positivity surrounding the game. It seems that any form of negative, yet constructive, feedback is being swept under the rug, dismissed as the ramblings of toxic players or, worse, unjustly conflated with extreme ideologies. This "Notsee" approach to criticism prevents a healthy dialogue and stifles the very discussion needed to improve the game. Therefore I must post my critique as game review. Finally, the balance changes being tested in the upcoming beta are deeply concerning. The philosophy of homogenizing unit speeds and the confusing treatment of magical damage (which apparently doesn't count as magic damage because a fighter unit with enchanted fire weapon is according to devs a simpleton with a club, so its physical damage for purpose of calculating damage) points to an overall "casualization" of the franchise. A worrying trend that sandpapers away the strategic edges that long time fans have cherished for years. In conclusion, Age of Wonders 4 is a game of considerable potential hampered by a series of design decisions that, in my decisive opinion, strip away the strategic richness of its predecessors. I hope that the developers will listen to this polite but firm critique and reconsider the direction for the future of the series. Sincerely, A Long Time FanShow moreShow less
If you enjoy 4X games and/or tactical battles, get this game. I put in 12 hours in on day one, and the only thing keeping me from playing more, is the weakness of my own flesh.Show moreShow less
The game is great, I love what you can do...but the way they treat bugs I do not consider acceptable, there is a bug where you will be stuck in ''waiting for combat'' on the AI...permanently, even reloading doesn't solve it, so oh you're 100-200 turns into a game? too bad your save is bricked now start again, response from the developers? The problem isn't serious enough to warrant a hotfix so you'll just have to wait several months, to me that's just unacceptable, basically the game will be left in an unplayable state for months because you risk losing your game at any time, and that's just absurd. I've got 10 hours in this game in the past 2 weeks, and that's 10 hours down the toilet as my save game got bricked, just great. The dev response saying they just aren't going to fix it until much later: https://steamcommunity.com/app/1669000/discussions/1/720115848603307607/#c596267713823793644 Just such laziness, why would I support a game that tells me ''eh game gonna be broken for 2/3 months because we don't feel like fixing it, deal with it.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
