Çıkmadı
Action · Strategy · Simulation · Eisengeist StudioBuild your realm in a turn-based campaign. Break theirs in battle. Real-time, 1:1-scale warfare where tactics, not spreadsheets, win clashes between tens of thousands of soldiers.
Şu anki oyuncu—24 saatte —
24 saatlik zirve—Bugünkü en yüksek ölçüm
30 günlük zirve—Ort. —
Kayıtlardaki zirvei—Çıkıştan beri
Tahmini oyuncu saatleri—Son 30 gün
Oyuncu sayısı · son 30 günölçüm bekleniyor
Günlük ölçümler toplanıyorBu oyun için henüz günlük ölçüm kaydedilmedi. Geçmişin ilk günleri girdiğinde eğri görünecek.
24 saat—7 gün—
İnceleme · tüm zamanlarpuan 0/9
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0 inceleme0 olumlu0 olumsuz
Son 30 günHenüz mevcut değil — 30 günlük aralık için bir aylık inceleme kaydı gerekiyor.
— tavsiyeMetacritic n/a
Ekran görüntüleri
9 görselMağaza bilgileriÇıkış2026GeliştiriciEisengeist StudioYayıncıEisengeist StudioUygulama kimliği4010050DLC—Başarımlar—
Sıra ve kitleOyuncu sırası—24 saatlik sıra değişimi—30 günlük dip—30 günlük ort.—
Platformlar ve girişWindowsmacOSLinux
Oyun koluBelirtilmemişDiller6Tam seslendirme—
Desteklenen diller
English, French, Italian, German, Spanish - Spain, Portuguese - Brazil
Tam seslendirme: belirtilmemiş
ÖzelliklerFamily SharingSingle-player
Minimum gereksinimler
İşletim sistemiWindows 10 or 11İşlemciIntel Core i3-12100 / AMD Ryzen 5 5500Ekran kartı3 GB graphics cardBellek8 GB RAMDirectXVersion 11Depolama20 GB available space
USK · 16 yaş ve üzeriDrastische Gewalt
Rule of Iron: Dark Age hakkında
Campaign
- A real population system with different classes. Recruiting subtracts from the population class and disbanding adds to it. Plagues wipe out.
- No building slot limitations.
- No locked minor provinces, a village can grow into a metropolis.
- No magic 20-unit hard limit per army.
- Armies don't need a general. Split them up and move them freely.
- Armies need ship units to move across water. They don't magically spawn transport ships.
- No skill trees. Traits are gained organically.
- No gamey tech trees either. Technology happens historically at certain turn thresholds.
- Road upgrades are visible on the map.
- Visible trade carts and ships reflect your trade income.
- Innovative UI to reduce late-game micromanagement.
Battle
- The battle terrain is generated exactly from the campaign map features.
- Historical scale featuring battles reaching tens of thousands of soldiers.
- A sophisticated physics system to simulate a shifting battle line and to make formation depth and tightness emergently matter.
- Morale, fatigue, high ground and flanking as first-class systems. A skilled general can defeat an on paper superior army with ingenious tactics.
- Archers and other units range depends on their relative altitude to the target.
- A per soldier line of sight system paired with a per missile collision system where trees, buildings and other objects block missiles.
- No canned pair animations, combat outcomes depend on the position and rotation of the soldier at the time of the strike.
Modding support
- Create entirely new campaigns including the map. The code will generate features like rivers or castles where you tell it to.
- Create new units, even fantasy creatures with custom rigs.
- Adjust the UI to your taste.
- Tune the AI.
No gimmicks, no anti-player gangup, no bloated mechanics mess, no superheroes. Tactical depth paired with immersive empire-building.
Oyuncu verisi — · mağaza verisi 21 Eyl 04:15 UTC · kaynak: SteamWebAPI