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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.

Ascendant Realms
Dawid MaciejewskiDeveloper
Dawid MaciejewskiPublisher
2025-05-09Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive (12 reviews)
Public Linux Depots:
  • [0 B]
The Road To Victory - What's coming next to Ascendant Realms?

The Road To Victory Update

Will you follow it?

Welcome back dear strategists. We have some great news for you, in just a few days we are looking to release the next major update, and we will be adding new tools for you to optimize your realms and crush your foes with. Here they are:

\n

The Road System

You can now build 2 types of roads that allow the units to move significantly faster through the map. Once you researched the required technology, your builders will automatically construct brick roads wherever they travel. In difficult terrain, dirt roads are constructed instead, which are slightly less effective.

The Settlement Rework

Previously the settlements represented a part of a city, used both for expanding your gold income, and providing population. To spice up the city building element, we have decided to split this building in two.

We hope this provides a fun variety to the gameplay, and enhances the joy of building your realm!

City

  • A settlement becomes a city when it\'s placed near the city center or in conjuctions to another city.

    [/*]
  • The city will provide a substantial amount of gold, but will provide minimal amount of population.

    [/*]
  • Cities also benefit from gold production bonuses, like they used to, but villages do not.

    [/*]
  • A city will additionally generate a brick road underneath itself when built.

    [/*]

Village

  • A settlement becomes a village when it borders neither a city center, nor a city segment.

    [/*]
  • Villages provide greater boost to your population capacity, but provide little gold in return.

    [/*]

Technology Changes

We have added a few technologies and rebalanced a few others, to provide you a more enjoyable experience when advancing. Some of these changes include :

Added \'Loom\' technology, which for a small cost enhances the armor of both civilian units and your infantry.

Added \'Road Infrastructure\' technology which enables you to construct roads, wherever your builders travel.

More details on technology balance and other new technologies changes will be unveiled in the patch notes.

Editor Improvements

With the release of the road feature, we made some key differences to the editor-only content.

Both types of roads, dirt and brick are able to be placed freely from the editor.

In order to avoid confusion and super-highways across the map, the dirt and road tiles have been stripped from their speed bonuses which were now transferred to the road system. Now they serve purely decorative purpose for your maps. They are also now able to host the roads, allowing for the making of some nice metropolitan settings!

New Victory Conditions

From now on your empires may not only thrive with military dominance, but also with economic and technological brilliance.

Two new Victory conditions have been added:

Technological Victory

The first player to research the new \'Technological Ascendancy\' technology located at the end of the tech tree will achieve the technological victory.

Economic Victory

The first player to gather the maximum amount of luxury goods, will achieve economic victory.

What will come shortly after?

While we cannot reveal all that much about the next update much yet, here are some features that will be brought to life in between them!

At last, the scriptable events are confirmed! Official challenges and scenarios will be given more life. This also brings us significantly closer to producing the official campaign mode.

The triggers will also, not too long after the update be made available to be edited from the in-game level editor, allowing you to create your own complex scenarios, tactical missions, event chains and deep stories!

We are also working on further steam integration, and bringing your maps to the steam workshop for your friends and other people to see!

Thank you all for creating the community of talented tacticians. Let us know your thoughts about the changes we are bringing you and have a safe journey on The Road to Victory!

[ 2025-09-24 17:47:51 CET ] [Original Post]

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
  • Memory: 12 GB RAMStorage: 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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