Opening
Most survival games teach you how to stay alive. Conan Exiles teaches you how to turn other people into property.
You drop off the cross naked, the slave bracelet still locked to your wrist, and your first instinct is not to find food — it is to find a club. The wild men huddled around their campfires, the ones every other survival game would mark as a threat, are your labour pool here. Knock one out, rope him, drag him home like a sack of grain, and feed him to a creaking contraption called the Wheel of Pain. A few hours later he stands at your anvil and forges for you, and he never raises a hand again. That sensation — claiming a living person as yours — is the real hook Funcom buried in this Hyborian wasteland, and eight years on no rival has managed to copy it.
It will not hold your hand. No main quest, no cutscenes, no waypoint telling you where to go next. The launch press scored it 68, flagging wooden combat, a grinding mid-game and a brutal climb, and not one of those complaints was wrong. Yet more than seventy-eight thousand Steam players landed it around 78 percent positive. That gap is not a contradiction; it is the genre's fault line. A review measures the friction of the first ten hours. A player remembers the addiction of the hundredth. The 2026 Enhanced edition, rebuilt in Unreal Engine 5, only sharpens that wasteland further. It still punishes the impatient, and it still rewards anyone willing to dig in.
Story | 5.0/10
Story: 5/10Let us be honest about the story before anything else: Conan Exiles barely has one. This is its lowest-scoring dimension, and it is the single thing you must square with before you buy.
A bracelet, a wasteland, and no plot to walk through
The game opens with you nailed to a cross, left for dead, until Conan himself wanders past and cuts you down. And then? Then nothing. A slave bracelet clamped to your wrist is the only "main quest" you are handed — break it, and you are free. Beyond that there is no quest log, no NPC trailing after you with errands, no authored arc waiting to be completed. The wasteland simply opens up and looks at you, silent.
What narrative exists is scattered into the environment. A skeleton slumped in a ruin, a line gouged into a rock face, a half-told history at the bottom of some hidden vault. You have to crouch down and read it, then stitch the pieces yourself. The approach is not lazy — Funcom clearly moved its ink from "write a story" to "build a world," and every cliff, idol and shattered bridge speaks for Robert E. Howard's grim fantasy. But the payoff is slow and oblique. It rewards the player who stops to look and abandons the one who only wants to know where to go.
What actually carries the world's narrative is the religion system. You can pledge to Yog, Set, Mitra, Derketo or Ymir, raise an altar, and grind the offerings upward until, at the top tier, you summon a god Avatar taller than a city wall and let it stamp an enemy's entire fortress flat. That is not a story told to you in a cutscene. It is a story you spend dozens of hours building with your own hands, and it lands the source material's casual cruelty better than any scripted quest could.
The real plot lives on the server, not in the script

Stay in single-player and the storytelling stays thin. Log onto a multiplayer server and the thing comes alive — except none of these stories were written by Funcom. They were fought into existence by players.
A clan raises a stone keep at a river mouth. A neighbour blows a hole in the wall at three in the morning, hauls off the thralls, empties the treasure vault. The next night the keep returns, summons a god Avatar, and grinds the rivals into the dirt, walls and all. That cycle — rise, raid, revenge, rebuild — is the real narrative engine, and it is emergent rather than authored. It runs exactly opposite to Subnautica, the survival genre's storytelling benchmark, which terrifies you into competence through a lonely, scripted descent. Subnautica narrates at you. Conan builds the stage and makes you perform.
And the stage is unusually good at generating drama because the stakes are physical and persistent. The thralls you spent real hours capturing can be carried off; the vault you filled can be emptied; the walls you raised brick by brick can come down in a single night of explosives. Because every object on the server has weight and permanence, a broken alliance stings and revenge satisfies in a way no quest reward ever does. The best Conan stories — the alliance that turned on you, the dawn raid that wiped a month of work, the comeback that buried a rival under a god Avatar — are the ones you will actually retell to friends, and not one of them was in the script.
Age of Heroes finally gives the wasteland a voice
The Age of Heroes update loosened that silence for the first time. It dropped named, speaking characters into the sandbox: Liu Fei, a Khitan sorcerer, and Freya, an Aesir warrior, arriving as fully voiced companions whose perks react to how you play. After years of mute survival, there was suddenly someone to talk back, someone with a personality and a line of dialogue rather than a stat block on legs.
It is a small, late, welcome correction, and it tells you where Funcom thinks the game is heading — toward settlements that feel inhabited rather than staffed. The same update turned worker thralls into people who sleep and eat and gossip in your courtyard, so the companions are part of a broader push to put a human texture on a world that used to treat every NPC as cargo. None of it is enough to call Conan a narrative game; the spine is still emergent and player-driven. But it adds two human voices to a wasteland that had almost none, and it hints that the next eight years might give this place the storytelling its world always deserved. For now, know exactly what you are buying: a stage on which you write your own story, not a story written for you.
Audio | 6.5/10
Audio: 6.5/10The sound design here is a competent paper that never earns top marks. It has atmosphere where it needs atmosphere, yet it never lands a single signature you carry out of the game — and that absence is exactly why audio cannot climb higher.
A score that does its job and then disappears
The music leans on epic, barbaric ambience laid down as a bed. The desert's heat, the north's bleakness, the dungeon's pressure — the score sits dutifully behind each of them, serving the environment rather than stealing the scene. And that is the catch. It is a capable blanket, not a theme that follows you out the door.
You cannot hum a single Conan melody the way you can hum the Bloody Baron's lament from The Witcher or the rolling motif of The Elder Scrolls. It is not unpleasant; in the right place it is genuinely immersive. But it chose invisibility. For an atmosphere-first survival game that is a defensible trade, and it still quietly caps the game's presence in your ears. The Enhanced edition's move to Unreal Engine 5 tightened the audiovisual whole, but audio was never the focus of that upgrade, so the flat stretches stay flat.
More precisely, the score lacks a motif. The best game music hangs on a core phrase that can be varied, then hauled up at the decisive moment so you know instantly which game you are in. Conan has no such handle. Its music is closer to a set of ambient presets swapped by biome: bleak for the snowfield, oppressive for the vault. The logic is sound, but the climb to a memorable peak never arrives, and so the music stays a capable background rather than a part of the work.
Environmental sound is where the real craft sits

What props the dimension up is the environmental work. The rising howl of an approaching sandstorm, the dull groan of the Wheel of Pain turning, the heavy thud of a weapon biting into flesh — these are solid, and they pin you to the present moment of the wasteland. Even the repetitive labour of chopping, mining and skinning carries audio feedback that gives your hands something to feel, so long grinding sessions never collapse into silent button-pushing.
The sandstorm is the cleverest stroke. It does not ping a warning at you. It begins as a low-frequency unease far off, presses closer and louder, and forces you to judge from sound alone how long you have before you must be under a roof. Moving danger from a UI prompt into your ears is the smartest thing this game does with audio. Set it beside Subnautica, which runs a low-pass filter that deepens with your descent until the mix feels like a physical suffocation and hands you an unforgettable sonic signature. Conan has no such stroke. Its sound is a capable toolkit that works and sustains mood, but never carves a groove into your memory.
Visuals | 8.0/10
Graphics: 8/10Visuals are the strongest card the Enhanced edition holds. The 2026 move to Unreal Engine 5 finally gives this wasteland the coarse, savage, epic weight the source material always implied.
Unreal Engine 5 repolishes an eight-year-old gem

Enhanced is not a couple of slider notches nudged upward. It is a ground-up overhaul — environments, lighting and character models all rebuilt. Heat shimmer rising off the dunes at noon, shadows stretching from temple ruins at dusk, the texture of muscle and old scars on a character: the new engine hauls all of it up a full tier. Funcom built the upgrade alongside Inflexion Games, and for existing owners it arrived free — no remaster fee, no separate SKU, just a download that quietly replaced the old client with a markedly better-looking one. That is a generous gesture for an eight-year-old game, and it reframes the value proposition entirely for anyone weighing a purchase today.
This matters enormously to how you judge the game. The screen you boot into today and the rough, half-finished build in those 2018 review screenshots are simply not the same product. The lighting rework alone gives the day's passage real volume — a shaft of dawn cutting into a temple, the near-blinding white of the desert sky at midday, the fifteen minutes at dusk when the whole waste turns the colour of blood. Materials gained just as much: leather, rust, dried blood, sun-cracked stone all hold up to a close look. In a game where you spend hundreds of hours studying a base you raised brick by brick, that material fidelity keeps paying out rather than dazzling once and fading.
There is a fair caveat to register: an engine this ambitious is also demanding, and on mid-range hardware the Enhanced edition asks for real settings management to hold a steady frame, especially in dense player-built areas where dozens of structures stack into view. Funcom's long history of performance wobble has not vanished so much as moved up a generation. But weighed against the visual leap, it is a trade most players will take, and the floor today sits far above where it sat at launch. The point stands and bears repeating: you are looking at a genuinely handsome, modern-feeling game now, not the rough one the old screenshots remember.
A map you remember, and a frankness that divides the room
The Exiled Lands map is itself a piece of art. It runs from frozen northern peaks down to a blistering southern desert, threading river valleys, jungle and a smoking volcanic caldera, the biome transitions natural and the landmarks dense and legible. You remember the first time you cross the snowline and the sea of sand opens beneath you, and you remember the moment the enormous broken bridge first cuts into view on the horizon — these landmarks double as navigation anchors in a wilderness with no quest markers. The Isle of Siptah expansion then donates the single most unforgettable sight in the game: the churning Maelstrom storm coiling over the island's heart, equal parts spectacle and beacon toward the endgame.
Set against Valheim's low-poly, hand-painted Norse look, Conan takes the opposite road into high-fidelity realism. Neither is better; they are simply pointed at different tastes. Valheim hides its technical compromises behind a stylised sketch, while Conan bets everything on looking real, wagering that players want a wasteland that visibly bleeds and sweats. After Enhanced, that bet pays off. The scale helps sell it, too: vistas open up across whole biomes, ruined colossi loom on the skyline, and the sense that you are a single sunburned figure crossing an enormous, indifferent land is exactly the feeling Howard's prose chases. Realism plus scale is what makes the wasteland feel earned rather than decorated. But the realism cuts both ways. The adult content is bold — you adjust anatomy at character creation, and dismemberment and gore go entirely unhidden in combat. That is part of the barbarian DNA; Howard's world of cheap lives and licked blades was never meant for everyone. It is also a real barrier for some players and an unavoidable hurdle at content rating and moderation. The game's strength is its nerve to make savagery beautiful — and that nerve is both its signature and its gate.
Combat | 7.5/10
Gameplay: 7.5/10Gameplay is the most split dimension of the lot. Conan Exiles owns the deepest building in its class and a one-of-a-kind enslavement loop — and a combat system that does the word "barbarian" no favours.
The thrall loop: turning living people into assets

The thrall system is the game's true hook and the place nothing else replicates. The procedure sounds simple: approach a wild camp with a club, knock an NPC unconscious, rope them, drag them home, feed them to the Wheel of Pain until they break. The brilliance is that this single loop threads through the entire progression system.
Want a better weapon? Go capture a high-tier blacksmith. Want exclusive recipes? An alchemist. Want a meat shield to soak a boss? Tame a fighter thrall. So "where to hunt, who to take, how to drag them home alive" becomes its own loop of exploration and risk management rather than a cold tally of resources. Captives strapped to the Wheel break in over time, the higher tiers costing far longer — it wraps the survival genre's tired "wait, then harvest" cadence inside a savage enslavement fantasy lifted straight from the books. That sensation of owning a living person is precisely what ARK's "tame a dinosaur" can never supply.
Better still, a thrall is not a one-shot resource but an asset that grows with you. A top blacksmith lifts your whole gear line; a row of stationed archers buys your base a few extra waves during a Purge. So you genuinely remember each high-tier NPC you bagged, and you reshape your base layout to protect them. After the Age of Heroes, worker thralls even wander your settlement, socialise, eat and sleep — turning from stat-dispensing posts into living people in a village you raised, which makes the enslavement both more immersive and a touch more uncomfortable.
Real load-bearing building, but only one combo
The second thing that separates Conan from the pack is building depth. Structures obey a genuine stability simulation: extend a tower or a bridge and you must reinforce the base, or an overreach collapses. Buildings split into three destructible tiers — Tier 1 sandstone falls to ordinary weapons, while Tier 2 stonebrick and Tier 3 reinforced stock demand explosives. Hardcore players raise castles that actually bear load, bridges that span valleys, fortresses built to survive a siege, and the community brims with in-engine recreations of real wonders.
Building has meaning because the Purge forces it to. The Purge is an AI-driven siege that periodically throws waves of NPCs or creatures at your home, demanding your architecture double as a fortress — a pretty base with no defensive depth is worthless against a Purge or against PvP. The Age of Sorcery layered corrupting magic and summons over the late game, raising the ceiling again. Multiplayer servers now run two maps at once, with solo, public-server and self-hosted forms all on the table; the roots of the game's retention sit right here.
The combat that lets the barbarian down
Which makes the combat's mediocrity all the more glaring. Each weapon has essentially one combo, and worse, certain swings whiff reliably against the target you have locked. For a game whose whole identity is brutal slaughter, this is the part that should be the bloodiest and instead feels the most listless. IGN called it flat in the fighting; GameSpot handed out a 3 out of 10 aimed squarely at that tedium and clumsiness.
It is not that the fighting is broken so much as shallow. The light-heavy combo strings read fine on paper, but the lock-on stutters, the hit reactions lack snap, and there is no real depth of timing or spacing to master — nothing like the read-and-punish rhythm a Soulslike trains into you. After a hundred hours you are not a better swordsman, only a better-equipped one. Funcom has poured its design energy into the systems around the fight — the gear you forge, the thralls you bring, the fort you fight from — and left the swing itself stuck at adequate. The ceiling on this game is high, but that height lives in the building and the enslavement, not on the blade. Come for the barbarism of owning and walling, not the barbarism of the duel.
Content | 8.5/10
Content: 8.5/10On sheer content, Conan Exiles is one of the rare survival games that gets fatter with age. It is not a one-and-done purchase but a wasteland that has been filled for eight years and is still filling.
One map you cannot finish, then a second stacked on top

A focused push through the main progression — survive, climb the journey and feat systems, reach the endgame — runs roughly 62 hours, while completionist play and live servers are essentially bottomless. This was never a game aimed at "the credits." It is built for hundreds of hours of base-building, clan war and seasonal returns. Lining it up against a linear game that shows you an ending in twenty or thirty hours is a category error: there is no finish line waiting for you, and the unit it measures content in is not "completion" but "how long you are willing to live out here."
The base Exiled Lands alone is a vast map running through ice, river valley, desert, jungle and volcano, landmarks dense and bosses and dungeons strewn across it — high-density exploration in its own right. Tucked inside it are scripted set-pieces too: the Dregs, the Black Keep, the Warmaker's Sanctuary and other vaults that function as the game's dungeons, each gating better gear and recipes behind a real fight rather than a grind. They give the open sandbox a spine of authored challenge to push against. Pushing north from the beginner's southern desert is itself a natural difficulty-and-discovery curve: the further up you go the harsher the climate, the meaner the enemies, the richer the loot. The geography is the progression design. The Isle of Siptah expansion then stacks an entire second map of equal scale on top, with its own endgame loop: the Maelstrom storm coiling over the island's centre spawns demons, and you dominate the Surge to capture powerful thralls summoned from the mainland — it takes the core act of thrall-taking and rebuilds it under a whole new set of rules. For veterans who have wrung the base game dry, Siptah is not simply "more"; it is new vaults, new bosses and new events too plentiful to ignore.
Eight years, three free Ages, one game turned evergreen

What truly exploded the scope is Funcom's cadence of free seasonal Ages layered over paid DLC. Across eight years, three free Ages kept pouring in new mechanics: the Age of Sorcery (2022) brought corrupting magic and summons; the Age of War (2023 into 2024) added Clan Hoards, letting houses stockpile treasure and raid one another; the Age of Heroes (2024) folded in voiced companions and turned the old inventory-item worker thralls into living settlers who socialise, sleep and eat.
The cadence is not free of friction. The Age of Sorcery also introduced the Bazaar store and a Battle Pass, a monetisation model a slice of the community has never accepted — selling cosmetics and conveniences inside a game already bought at full price is always a thorn. A fair review will not skip past it: you genuinely can finish the game without touching the store, but the store sits there, and the people it bothers will keep being bothered. Still, for a 2018 release that launched to a 68, the content density the 2026 Enhanced edition actually serves up far outstrips the build the press reviewed. Stack the Exiled Lands, the full second map of Siptah, the three Ages of mechanics and the near-endless server play, and its volume sits at the very top of the survival genre. Like ARK, it lives on its server ecosystem, but Conan adds clan warfare and hoard-stockpiling as a reason to keep returning — the treasure you bank in your vault during the Age of War becomes the reason someone pries your door open at midnight. That self-generated cycle of conflict holds players better than any official event. And because each Age leaves its mechanics behind when the next arrives, the systems accumulate rather than rotate — sorcery, hoards and living settlements all still live in the current build, so a returning player finds the game broader every time, not merely reshuffled. You are not buying a journey. You are buying a wasteland that keeps growing.
































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