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Age of New Worlds

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Age of New Worlds screenshot 1
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Age of New Worlds

ernest.dev · Published by ernest.dev · Official site ↗

7 user reviews — 57% positive (7 reviews)

Last updated 28 Sept 2026

Age of New Worlds is a turn-based 4X strategy game where every empire begins with a settler, a fog-covered map, and a handful of hard choices.

DJCTQ 10PvPFull Controller Support

£6.29

Lowest price we've ever recorded

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Price history

5 Sept 2026Lowest: £6.29 · Highest: £6.2910 Oct 2026

Indie, Strategy, Casual · 2026 · More £5 - £15 games

About this game

Lead a civilization from a lone settler to a global power in this turn-based 4X strategy game. Explore handcrafted hex maps, found cities, build roads, research technologies, manage strategic resources, trade, wage war, and play solo or multiplayer.

Build a civilization, one turn at a time

Your people begin with a lone settler, an unexplored hex map, and a world full of opportunities and threats. Found your first city, reveal the surrounding lands, and decide what kind of civilization you want to create.

Age of New Worlds is a turn-based 4X strategy game built around deliberate decisions rather than quick reactions. Every turn is a chance to expand your borders, strengthen your economy, prepare your defenses, or exploit a rival’s weakness.

Explore, develop and connect your empire

Send units into the unknown, uncover valuable terrain, and choose where your next city should rise. Develop the land with workers, construct roads between important locations, and build an empire whose cities, armies, and trade routes support one another.

Strategic resources are more than icons on the map. Reveal deposits through research, build the improvements needed to extract them, accumulate stockpiles, spend resources on production, and trade your surpluses for gold or other resources.

Research, trade and fight

Advance through the technology tree to unlock new units, buildings, improvements, infrastructure, and world wonders. Invest in a peaceful economy and diplomacy, or prepare armies capable of taking what negotiation cannot secure.

Command land, naval, siege, reconnaissance, and modern units. Movement depends on terrain and roads, while fortification, ranged attacks, retreats, and positioning can decide the outcome of a war.

Conquer your rivals, dominate the map, lead through score, or compete for powerful world artifacts. There is more than one path to victory.

Choose how you play

• Single-player — build your empire against computer-controlled civilizations.

• Local hot-seat — share one device and take turns with other players.

• Online multiplayer — join network matches with other players. The online mode is available and continues to receive improvements to synchronization, reconnects, stability, and match flow.

Key features

• Multiple handcrafted hex maps with distinct strategic layouts

• 24 playable countries with localized leaders and city names

• Exploration, fog of war, city founding, territorial expansion, and population growth

• Workers, terrain improvements, resource extraction, and road construction

• A persistent transport network that changes movement costs and merchant routes

• Strategic-resource deposits, stockpiles, production requirements, refunds, and trade agreements

• A technology tree with new units, buildings, improvements, infrastructure, and world wonders

• Land, naval, siege, reconnaissance, and modern military units

• Tactical movement, fortification, ranged combat, retreats, and terrain-based decisions

• Save and load support, match history, and replays

• Several victory paths, including conquest, territorial domination, score, and world artifacts

A strategy game that continues to grow

Age of New Worlds is a solo-developed, open-source game. The current release already includes the complete core strategy loop: explore, settle, develop, research, trade, fight, and pursue victory.

Regular updates continue to improve the interface, AI, balance, multiplayer, performance, map presentation, combat feedback, and available content. Player reports and suggestions directly influence development priorities.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Dual-core 2.0 GHz
  • Memory: 4096 MB RAM
  • Graphics: DirectX 11 compatible GPU
  • DirectX: Version 11
  • Storage: 1000 MB available space
  • Sound Card: DirectX compatible
  • VR Support: None
  • Additional Notes: Internet connection required for multiplayer features

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11
  • Processor: Quad-core 2.5 GHz
  • Memory: 8192 MB RAM
  • Graphics: Dedicated or integrated DirectX 11 compatible GPU
  • DirectX: Version 11
  • Storage: 1000 MB available space
  • Sound Card: DirectX compatible
  • VR Support: None
  • Additional Notes: SSD recommended

Supported Languages

English*, German*, Spanish - Spain*, Dutch*, Polish*, French*
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    1.1.16

    Deterministic asset pipelineThe runtime asset pipeline has been expanded.It now includes:generated atlases,versioned manifests,reproducibility checks,explicit memory-budget validation,frame-budget validation.This should make it much easier to keep increasingly complex maps and graphics predictable across platforms.Map and interface improvementsThere are also several changes you can actually see in the current game.A new radial hex-selection palette has been added, together with improvements to the graphic-map presentation.This includes work on:cloudsmap markersmovement routescitiesresourceshover feedbackmovement feedbackThese systems will continue to evolve over the next updates.Better single-player and hot-seat turn handlingAnother important part of 1.1.16 is turn ownership.Local single-player and hot-seat games now handle human and AI turns more consistently.AI players correctly wait for the human player's submitted turn, consecutive AI turns resolve in the expected order, and player input remains blocked only until the next human turn is actually ready.Several lifecycle issues discovered while implementing this were also fixed, including late state updates reaching already disposed HUD elements.Terrain and stability fixesAuthored terrain validation has been hardened.Generated river tiles now always retain a valid underlying terrain and therefore a valid base yield.A number of regression checks around map generation, rendering and game state were expanded as part of this work.Testing and architectureA large portion of this update is also about making future changes safer.Coverage was expanded around:commandsrenderingHUD stateprovidersarchitectureperformanceprotocol compatibilitymutation testingdeterministic engine behaviorSeveral oversized production and test libraries were also split or reduced without lowering the existing quality thresholds.
    Read full article on Community Announcements (ernest.dev)
  • AnnouncementsOfficial

    1.1.15

    Strategic resources now have a real economyStrategic deposits are no longer only simple requirements that you either control or do not control.The system now covers iron, horses, coal, oil, aluminum and uranium. Iron, horses, coal and uranium continue to provide strategic access, while oil and aluminum now use a full quantitative economy based on production, storage and allocation.Oil wells built on revealed oil deposits produce oil every turn. Bauxite mines built on revealed aluminum deposits work in the same way.New local and multiplayer matches also use deterministic strategic-resource placement around player starting regions. Deposits avoid occupied map features and are placed on terrain that workers can actually reach and improve.This should make access to strategic resources fairer while still creating important locations to explore, settle, defend and contest.Stockpiles and unit productionProduced oil and aluminum are stored in your empire-wide stockpile. Resources can then be allocated to units that require them.In the current balance:A tank requires 2 oil.A recon plane requires either 1 aluminum or 1 oil.When more than one valid resource is available, you can choose which one to useThese resources are reserved when production begins. They are production costs rather than recurring maintenance, so they are not charged again when the unit is completed or rushed.Changing production releases the previous allocation before the new order is validated. This means resources are returned correctly when a unit is replaced with another unit, building, project or wonder.Losing access to a deposit also does not delete existing units or automatically cancel production that has already reserved its resources.A new strategic economy overviewThe resource interface has been expanded to explain exactly where your strategic supplies come from and how they are being used.You can now inspect:Stored, allocated and currently available resources.Domestic production, imports, export...
    Read full article on Community Announcements (ernest.dev)
  • AnnouncementsOfficial

    1.1.14

    Roads and the transport networkWorkers can now construct roads on valid map tiles. Completed roads remain part of the match and reduce movement costs for land units travelling through them, allowing armies, workers and other units to move across the map more efficiently.The road network works consistently in single-player and multiplayer, and it is preserved in saved games and replays.This is the first version of the infrastructure system. The core construction and movement mechanics are now in place, providing a foundation for further infrastructure improvements in future updates.New camera focus and tracking optionsCamera behaviour during unit movement can now be configured in much greater detail.Instead of using one general camera setting, you can independently decide how the camera should react to the movement of your own units and enemy units.The following options are now available:Focus the camera on your unit before it begins moving.Continuously track your unit while it moves across the map.Focus the camera on visible enemy unit movement.Continuously track visible enemy units while they move.Enable the Cinematic Camera option for a more presentation-focused map view.This makes several camera styles possible. You can keep the camera almost completely manual, use focus-only behaviour, follow every movement, or configure different rules for your units and enemy units.When the camera follows enemy movement, it returns to your active selection after the movement has finished. Fortified-unit threat notifications also no longer unnecessarily pull the camera away when the fortified unit remains in place.The settings are saved, so your preferred camera behaviour remains active between game sessions.Clearer combat feedbackCombat targeting and presentation have been improved so that battles are easier to understand at a glance.Attackable hexes are now highlighted more clearly.Attacks display animated trajectories between the attacker and defender.Attacker, defender and ...
    Read full article on Community Announcements (ernest.dev)
  • AnnouncementsOfficial

    1.1.12

    Fullscreen by defaultDesktop versions will launch in fullscreen by default. There will also be a new graphics option in the main menu allowing you to switch back to windowed mode. Better city founding UIFounding a city should become much clearer. Instead of highlighting every possible hex, the game will only show territory tiles that can actually be selected. After choosing the first tile, the available second choices will update dynamically so the new territory always stays connected. The bottom action bar will also show the current progress: Found City (0/2) → Found City (1/2) → Found City until the required tiles are selected. Automatic workersWorkers are getting an automatic work option. They’ll be able to search for the nearest useful tile, move there and start the recommended improvement automatically. If there are no new improvements to build, they’ll look for an existing improved tile where they can work instead. I’m also restoring/reviewing the mechanic where workers assigned to completed improvements remain on the map and provide additional yield instead of being consumed.Linux fixesI’m doing another full pass on the Linux build. There have been reports of the game not starting correctly on some systems and, separately, reports of missing music and sound effects.Multiplayer lobby cleanupThe multiplayer lobby system is also getting a reliability pass. Quick Play and public rooms should always show the actual players who are still present. Disconnected players and abandoned rooms should disappear correctly. If the host leaves, the room should close automatically and everyone remaining inside should be returned to the previous screen. The goal is to make sure every player always sees the same, up-to-date lobby state. Abandoned multiplayer matchesOld multiplayer sessions should no longer stay active forever. Inactive matches will automatically expire after a defined period, likely around 12 hours, so abandoned games don’t remain permanently listed as active se...
    Read full article on Community Announcements (ernest.dev)

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