Ascendant Realms is a unique turn-based strategy game that bridges the gap between the rapid, accessible gameplay of Polytopia and the expansive, strategic depth of the Civilization series. Build thriving realms, chart unknown lands, and leave your mark on an ever changing world.
Ascending Realms aims to provide a set of unique approaches to the strategy game:
Maps - A rich variety of battlefields, from procedural generated maps to curated presets and fully custom scenarios. Each map is a new arena for strategy — shaped by rolling terrain, natural choke points, deep waters, dense forests, sandy beaches, and towering mountains.
War - Master the art of war across different eras, tactics, and doctrines. A unit may dominate the battlefield, but what good is a knight charging a heavily fortified position? You’ll need to adapt constantly — keeping an eye not just on your own progress, but on the evolving threats around you.
Variety - A flexible strategy is key. In a world where hard counters can emerge faster than ever, a mixed army of many unit types is essential. Similarly, a diverse economy is vital to fuel your ambitions, requiring you to gather and balance a wide range of resources.
Technologies - Begin at the dawn of civilization with only basic settlements and primitive militias. As you advance through the ages you’ll unlock powerful technologies: mighty siege engines, heavily armored knights, and more. The current version focuses on the medieval period, but the future holds even greater conquests.
From simplicity to complexity - You’ll start small, with only a handful of buildings, units, and resources at your command. As you discover new technologies, your world will grow more complex — adding new resources, transforming old ones, and forcing you to make sharper strategic decisions. Every advancement brings new challenges, driving you to expand, adapt, and conquer.
Economy - A strong economy is the backbone of any empire. Plan your cities carefully, building roads and infrastructure to support both trade and military logistics. Shape the world to your advantage — because without a thriving economy, your armies will never march far.
Trading - Not every country is self sustaining, and sometimes you need to exchange resources with other players. You may also exchange your resources locally, trading luxuries for a huge long term income.
Additionally as the game develops, various extra features will be made available:
Intel - Information can be as powerful as armies. With maps spanning vast landscapes, it’s impossible to watch every front at once. Use espionage, reconnaissance, and counterintelligence tactics to gain an edge — uncover enemy movements, expose hidden threats, and safeguard your own secrets!
Extended Diplomacy - Forge your path through diplomacy as much as war. Negotiate peace treaties, organize joint invasions, broker trade and research agreements, share maps, and more. Whether you seek alliances or plan betrayals, diplomacy will be a battlefield of its own.
Visual Changes:\n\n
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- Replaced the model for the iron mine, to resemble an ore vein more, with some chunks of iron embedded.\n
- Several textures were updated to better fit the low poly style of the game.\n
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- New scenario-exclusive(for now) Wolf was added as a unit. It\'s a quick high damage unit strong versus civilians but vulnerable to military units.\n
- Added brick road and dirt road tiles as scenario-exclusive tiles. These can be used to speed up travel with brick road having half the movement cost of an empty green tile, and dirt road having 3/4 of the movement cost. \n
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- AI is now much more effective at attacking enemy buildings, and way more aggressive in its attacks.\n
- AI will now much more effectively search for valid starting point, were it to start in an obstructed tile.\n
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- Reduced the time to research settlements from 2 to 1 turn to shorten the time required to start setting up mid-game economy. To compensate for this speed-up the following two changes were made. \n
- Reduced amount of population each settlement gives 3 -> 2\n
- Reduced amount of gold adjacency bonus of a Townhall 3 -> 2\n
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- When attempting to place a Townhall in invalid position, an error message will now be shown to avoid confusion\n
- It will be no longer possible to set up a Townhall on sand to avoid inconsistency.\n
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- Fixed an issue with population sometimes displaying double its intended value in between turns.\n
Minimum Setup
- OS: LinuxMemory: 6 GB RAMStorage: 2 GB available spaceVR Support: No
- Memory: 6 GB RAMStorage: 2 GB available spaceVR Support: No
- Storage: 2 GB available spaceVR Support: No
Recommended Setup
- OS: LinuxMemory: 12 GB RAMStorage: 2 GB available spaceVR Support: No
- Storage: 2 GB available spaceVR Support: No
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