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TFC2: The Fertile Crescent 2 - Collapse of The Bronze Age

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TFC2: The Fertile Crescent 2 - Collapse of The Bronze Age

Wield Interactive · Published by MicroProse Software

Positive — 87% positive (45 reviews) · 6 achievements

Last updated 28 Sept 2026

Lead your small caravan on a great journey across the ancient world, in a story-driven RTS where protecting your family and friends matters more than conquest.

Early AccessDJCTQ 14Co-opPvP

£15.99

Lowest price we've ever recorded

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Price history

5 Sept 2026Lowest: £15.99 · Highest: £15.9912 Oct 2026

Strategy, Early Access · 2026 · More £15 - £30 games

Embark on a story-driven journey as you protect your family and friends in an RTS set during the Bronze Age. Navigate treacherous paths in TFC2, where survival matters more than conquest.

About this game

Roadmap


About the Game

Survive the Collapse of Civilization

The Bronze Age is ending. Kingdoms fall, trade routes vanish, and the world you knew is breaking apart.

Lead a small group of survivors across a collapsing world where every decision matters, and survival is never guaranteed.

A Story-Driven RTS Journey

Follow a narrative campaign centered on a cast of evolving characters, shaped by the collapse unfolding around them.

Bear witness as you guide your people through an epic journey defined by hardship, sacrifice, and resilience.

Survival Over Expansion

This is not a game about building the biggest empire.

Resources have to be managed, stability is fragile, and growth comes with risk. Every expansion, every battle, and every decision must be weighed against survival.

Food is Power

Food is the foundation of your civilization.

It sustains your population, fuels your armies, and drives your progress. Mismanage it, and everything else will fall apart.

A World in Decline

The mysterious sea people are bringing destruction and chaos. Drought, famine, and failing trade routes are putting pressure on the great empires. People are starting to revolt against their leaders. The world is being reshaped, and as order breaks down, safety fades and once-powerful civilizations struggle to hold together.

Tactical RTS Combat

Command historically inspired factions with over a millennium of rich history, including Assyrians, Egyptians, Babylonians, and Hittites.

Each brings unique units, strengths, and playstyles to economic domination and warfare.

KEY FEATURES

  • Narrative-driven RTS campaign set during the Late Bronze Age Collapse

  • Survival-focused gameplay with base-building and resource management

  • Food is a central system impacting population, armies, and progression

  • Playable factions: Assyrians, Egyptians, Babylonians, and Hittites

  • Tactical real-time combat with asymmetric units and strategies

  • Scenario-based missions and skirmish mode

  • Multiplayer on dedicated servers with AI opponents

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 or later
  • Processor: Intel Dual Core or AMD equivalent
  • Memory: 6 GB RAM
  • Network: Broadband Internet connection
  • Storage: 2 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English*, French, Italian, German, Spanish - Spain, Simplified Chinese, Polish, Portuguese - Brazil, Russian
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Update v.0474

    Minor change to pathfinding to avoid cases of flip-flopping between multiple best pathsFixed that in some cases the start menu wouldn't fade in after completing a game
    Read full article on Community Announcements (Wield Interactive)
  • Patch NotesOfficial

    Update v.0472

    This is another general improvements patch. We are making progress on other features, but want the public build to be as stable as possible. We are getting close to a point where we are really with it.At the moment, we are making "easiest to do x biggest impact" changes first, but we have noted all your feedback, so if you don't see it included yet, it's still in our backlog. We will consider everything and there is still a chance we will add it to the game.Destroying overgrown abandoned buildingsThis has been a much requested feature for certain missions, as these buildings take up space around your starting point, and so you want to be able to clear them. It's possible to destroy these in this build.Change Log v0.472GeneralFurther fine-tuning of high-level pathfinding to handle edge casesReplaying mission 1 from missions list won't reset missions progress; choosing new campaign and starting mission to open cinematic will reset missions progress insteadHousing blocked notification is delayed by 2 second so it doesn't overlap with unit created SFXAISkirmish AI will now produce all available bronze age civilization equipmentFixed a rare to common problem that could stop skirmish AI wood cutters from finding wood to chop even though there were trees nearbyFixed a rare case that prevented skirmish AI from successfully placing a military building and getting stuck in its build order progress because of that; this same bug could cause the skirmish AI to order the wrong amount of villagers to construct a building in generalMissionsCan destroy abandoned overgrown village buildings in missions 3, 4 and 5Mission 3: fixed a rare case where too many secondary objectives could show at onceMission 7: Kupara's army looks more daunting and made some minor map layout tweaks around the army positionsMission 9: fixed a dialogue sentence in English that was too longBugsFixed spacing between certain letter combinations in fontFixed problem with replaying mission 1 from missions listCor...
    Read full article on Community Announcements (Wield Interactive)
  • Patch NotesOfficial

    Update v0.468: A Pathfinding Story

    What's more important than good pathfinding in a Real Time Strategy game? It's so important that it's probably the feature we have spent the most hours on throughout the years developing The Fertile Crescent series. Not only is it important for the game to feel good and be fun to play, but it's also really hard to get right. Oh, and what about the fact that it's even more difficult to make performant!?For TFC2 (and TFC1), we have implemented 3 different pathfinding systems that depends on the use case, and it works really well for most cases.However, due to design changes in TFC2, it still didn't quite cut the edge...Copper for the King: The Problem!If you've gotten to mission 5: Copper for the King, you might have questioned the enemy attacks, and if you have, it's for a good reason. Let us explain.In TFC1, enemy groups always find the best path to their destination. Always! They will take the longest detour there is, if there is one, and will never penetrate walls if there is a path, unless they are ranged and spot an enemy within firing distance. Melee units will always take the full detour, unless they can reach a tower connected to the walls. If you go back and play Horde Mode in TFC1, you can make a TD maze!Improving Pathfinding for TFC2For TFC2, we wanted enemies to feel smarter sieging your walled village. So among various other tweaks and improvements, we added a wall penetration feature to pathfinding. If the detour was too long, units would instead attempt to penetrate walls. It worked well in theory and during internal testing. However, we had to limit the length of possible detours due to performance issues, and so once we launched into Early Access, players reported AI units getting stuck... behind their own walls! Of course, and this means we had to revert to the old pathfinding until we found a new solution.The problem with the old solution (TFC1 pathfinding) in Copper for the King is that it kinda renders walls useless. If you make a wall, the enemy...
    Read full article on Community Announcements (Wield Interactive)
  • Patch NotesOfficial

    Update v.0465

    GeneralHordes generally attack slightly rarer in mission 5: Copper for the KingSlightly reduced max army size of nomads in mission 5: Copper for the KingBugs FixesMinimap updates correctly when units move across map (bug introduced with performance improvements)Fixed wrong portrait image for Elite Levy Spearman in civilization info panelFixed font spacing between '-' and numbersFixed several wrong equipment descriptionsColor picker in skirmish doesn't render below wonder settings panelFixed Papyrus Scrolls not increasing knowledge generation per priestIndividual priest exit palace button now plays sfxFixed a case of overlapping text for elite slinger description for polish localizationAdjusted civilization info panel unique technology tooltipHierarchical Networks tech unlocked will no longer cause error in unit production tooltipFixed wrong wonder tooltip descriptionFixed a few cases of overflowing text in continue campaign button
    Read full article on Community Announcements (Wield Interactive)
  • AnnouncementsOfficial

    One Week in Early Access

    What a ride it is to release a game! Not to mention a Real Time Strategy game with a small team.We released into Early Access with the aim of it feeling like a 1.0 build, having spent weeks testing, bug fixing and polishing the game... but, of course, when you release the game to real players, you find all sorts of quirks we didn't find ourselves.So what have we been working on since we launched into Early Acces?Bug SquashingOur priority has been to squash out bugs that the community reported, small and large. At the moment, we can't reproduce any game-breaking bugs, so we hope the build is stable as we move to work on new features. As always though, if something gets reported, we will investigate it asap!Fixing Localization IssuesThis has been the most time-consuming task. We decided to release into Early Access with 8 languages localized, and were made aware of issues like wrong translations, overflowing text, missing localization, and more. We have fixed everything reported.Mission ImprovementsWe have added some improvements, like scaling difficulties in certain missions based on feedback, but overall you have been so happy with the mission design that we haven't had to touch them up that much.Mission SelectThis was requested, so we have added a way to replay missions that have been completed.Auto-SaveThis has been long overdue. The game will auto-save every minute now, so if you forget to save before quitting, you can easily get back into it next time you play without having to restart.BalanceWe've made a few balance changes, but nothing major yet, mostly to units that are only available in skirmish mode (for now). We did add a small nerf to slinger's siege damage.Performance ImprovementsAs we move to add support for 6 players in skirmish and multiplayer, we have been looking at improving the performance further, and achieved this, with changes that can increase the frame rate by a whopping x2 in many cases. It's included in the newest build (v0462).Thank you!We...
    Read full article on Community Announcements (Wield Interactive)

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