Endless Legend is a 4X turn-based fantasy strategy game by the creators of Endless Space and Dungeon of the Endless. Control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
User reviews: Very Positive (2,005 reviews)
Release Date: Sep 18, 2014

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Recommended By Curators

"An endless gasp of fresh air for a staid genre."
Read the full review here.

Recent updates View all (31)

December 11

[1.0.24] Release Notes

  • Decreased impact of stocks and transactions on market prices
  • Reduced the stockpile prices on the market place
  • Added a random number of turns between diplomatic proposals to avoid multiple AI proposals at the same turn
  • Tweaked a bit the attribute bonuses given by the Sceptre, Wand, Staff and Claws weapons

  • Fixed an issue where an infinite end turn occurs in a specific situation
  • Fixed an issue where a skippable assert is generated for the host at the beginning of each turn in a multiplayer session (OrderQueueConstruction.Pack)
  • Fixed an issue where a session desyncs when the AI empires retrofit units with the "Sweep strike back" capacity
  • Fixed an issue where a session desyncs due to unit design modifications in a specific situation
  • Fixed a null reference exception when the AI empires are dealing with boosters


  • Fixed an issue where the AI empires retrofit only one unit per turn
  • Fixed an issue where the AI empires don't react to player sneak attacks on capitals
  • Fixed an issue where War is cancelled every 2 turns by AI empires

  • Fixed an issue where the Hold Position strategy for Ardent Mages ranged units doesn't work
  • Fixed an issue where the Cultists and the Ardent Mages do not have access to the right technologies when using a pre 1.0.21 save file
  • Fixed an issue where using conversion on a village will break population bonus with a Custom Faction
  • Fixed an issue where the Cultist Custom Faction has a cap of 85 custom points when everyone else has 80 points
  • Fixed an issue where Pillars are not available for Custom Factions
  • Fixed an issue where some technology traits stay in the faction traits list of the Custom Factions screen even after their prerequisite is removed
  • Fixed an issue where Broken Lords Chapter 7 step 1 quest cannot be completed using Custom Factions with the Anarchists trait
  • Fixed an issue where the Pillars and Spells cannot be used with Custom Factions without the Ardent Mages affinity
  • Fixed an issue where units created by the Proliferators can trigger an error message
  • Fixed an issue where Undead units are not usable for factions other than the Necrophages

  • Fixed an issue where the Research notification keeps popping out at loading when no research are available anymore
  • Fixed an issue where the Strategic booster does not force the strategic GUI button to show when the resource stock is null and the booster is active.
  • Fixed an issue where, when an hero has all the accessory slots equipped (at least 3), the third accessory will be removed when drag and dropping the first one out
  • Fixed an issue where the AI deal attitude bar for the open borders treaty is not modified by added technologies

  • Fixed an issue where units don't reset all their attributes (current health points, movement points) when sold to the market place
  • Fixed an issue where the Booster auction doesn't check if the booster is salable

  • Fixed an issue with some quests rewarding units using an edited unit design
  • Fixed an issue where the chapter 4 of the Necrophages questline rewards units based on their edited design
  • Fixed an issue where the chapter 1 step 2 of the Ardent Mages questline rewards units based on their edited design
  • Fixed an issue where saving on the same turn the city from Ardent Wizard chapter 4 quest is destroyed would corrupt the quest upon loading
  • Fixed an issue where quests requiring colonisation can be completed by colonising any region

  • Fixed an issue where the Siege breaker army can stay immobile because of a pathfinding misuse
  • Fixed an issue where minor faction assimilation is lost when all converted villages are destroyed
  • Fixed an issue where the garrison unit count can exceed the maximum capacity when buying mercenary units
  • Fixed an issue where the user cannot see or access save file created after a victory has been achieved
  • Fixed an issue where the user remains stuck in the tutorial if the city is selected too fast after the city construction step
  • Fixed an issue where the flying units do not receive targeting orders while initiating combat in areas with limited deployment tiles
  • Fixed several text issues

~Amplitude Studios

33 comments Read more

November 26

[1.0.21] Release Notes - Visions of the Unseen

  • Added a new minor faction: the Eyeless Ones.
  • Added new 10 side quests.
  • Added Faction-related diplomatic interactions.
  • Added loading tips.
  • Added the Vaulters' outgame view.
  • Added VFX to the unique quest weapons.
  • Added more data to the save files, in order to allow parsing for league/stats database.

  • Allowed garrisons of AI empires to handle a siege on their own.
  • Improved the battle targeting of AI units.
  • Reduced the Dust and Food stresses, and increased the Industry stress for the AI empires.
  • Increased the importance of Industry when the AI chooses a city spot for its next city.
  • Added the use of the retrofit feature for the AI empires.
  • Improved the way AI empires manage their Empire plan.
  • Improved the way AI empires manage their construction queues.
  • Changed the way AI empires manage their researches: must-have technologies begin with a low heuristic value but increase a lot at each completed research.
  • Added an "after battle" analysis in order to adapt the unit designs of AI empires.
  • Refactored the unit design system used by the AI empires.
  • Improved the management of the "Slayer" abilities by the AI empires in their unit designs.
  • Increased the weights of resources marketplace technology and the assimilation technology for the AI empires.
  • Feedback have prerequisites to avoid strange messages from AI empires (for example: "We appreciate your peaceful behaviour" during a war).
  • Open/Close Borders and Map Exchange/Embargo are now used by AI empires.

  • Drakkens' Force status declarations increase their costs when they are used.
  • Removed the constraints upon land mass from Large and Huge map sizes (issues with too many regions are handled another way by the World generator).
  • Added Morale penalty (-1) to Ranged and Support units when there are enemies around.
  • Decreased by 30% Damage and by 10% Attack values of Ranged units and heroes.
  • Other unit tweaks: WW-Forest Spirit, BL-Infantry, BL-Ryder, AM-Battle Mage, RC-Berzerk, D-Drakkenling, Giant Ogre, Justicere, Ice Warg.
  • Unit capacities: Dark Proof added to Ice Warg, Slightly increased BL-Ryder Life Drain, reduced a bit power of Fire Rain AoE for Witches.
  • Hero default capacities: downgraded from Lv.3 to Lv.2 Industry and Damage boost capacities.
  • Tweaked Luxury Effects: switched Emerald and Grassilk effects, changed Hydromiel effects for Hero Upkeep reduction, slightly reduced Dust Orchid effect.
  • Increased the military technologies' weights of the 4th Era.
  • Tweaked the cost of some custom faction traits.
  • The "We are legion" faction trait requires the Conversion faction trait. Rage wizards technologies are now linked to a faction trait instead of the faction affinity.
  • Added prerequisites on terrain tag water for the shipyard.
  • Changed the descriptions of 4 Luxury Resources (according to their gameplay changes).
  • Changed the position of the "Mindless Slaughter" technology (Necrophages quest reward, Era 4).

  • Added an attack odds panel in battle.
  • Added the possibility to swap the units' positions in battle deployment.
  • Improved the battle targeting rules (decreased cases where units do nothing).
  • Added the battle deployment zone size in the Registry file.
  • The coloured area of the life bar is more visible in battle.
  • The life bar in battle is removed when de-zooming.
  • Reachable and attack tiles are now more visible in the Winter season.
  • Improved the targeting highlight in battle.
  • Clamped min and max Morale bonus from -6 to +6.

  • The colour palette can now be selected as a game options of the User Interface tab; includes a colour-blind mode that can be edited through the palette.xml file.
  • Added a custom tooltip on the terms' prices that explains what modifiers influence it, in the notification of diplomatic interactions.
  • When a notification is about a warning or a compliment, the contract is displayed for clarification.
  • Added the number of assimilated villages on each minor faction slot.
  • The real number of available assimilation slots is now displayed in the Empire screen (was capped by the number of assimilable minor factions).
  • Added tooltips on the "Army in battle" and "Army locked by other battle" icons.
  • Added a section in the districts tooltips to explain how to level them up.
  • Added the Battle Movement icon in the Unit battle tooltip.
  • Display of the World Seed value in the bottom left corner of the Options screen.
  • Sorted out the pillar faction trait (no arcana use when there are no pillars and set the right pillar price for Ardent Mage).
  • Improved the large version of the spells' icons.

  • Added Mastery Strategic Resource Cost Bonus system: the more you unlock item technologies, the more you get discounts on item strategic resource costs.
  • Increased by 50% strategic cost of items (to improve strategic resources rarity and to partially compensate the new Mastery system that can potentially decrease by 60% the strategic resources costs of items).
  • Increased by 20% Industry and Dust costs of items made of Iron or Dust.

  • Improved the stock management in the marketplace.
  • Added a feature of auto-supply of stockpiles in the marketplace.
  • Reduced a bit the impact of the level up of units on the marketplace.
  • Changed the value of the Sellout Market Tax.
  • Changed values of the marketplace reference prices of stockpiles and heroes.

  • Downgraded Industry Efficient and Damage Boost capacities (Hero default capacities).
  • Unit instant heal can now be modded to choose the used resource.
  • Renamed the "Low Damage" ability: now "Warrior Apprentice".
  • Removed Low Damage (Warrior Apprentice) ability of Support units but reduced their base attack values.
  • Sorted abilities to have Range ability on top of the abilities list.

  • Fixed an issue where an assert can be raised by the Trade Routes system (some region was not correctly excluded).
  • Fixed an issue where an assert can be raised when the Roving Clans lose their main city and have some roaming privateers.
  • Fixed an issue where a crash can occur when displaying info about an annihilated army which was a privateer army.
  • Fixed an issue where a crash can occur when loading a save where a unit is mistaken for a hero.
  • Fixed an issue where an unskippable assert is received by the host during gameplay.
  • Fixed an issue where a desync in MP games is caused by AI empires (when manipulating the construction queues).
  • Fixed an issue where audio is muted and audio options have no functionality when booting the title without headset or speakers plugged in.

And we ran out of characters. :) For the complete release notes, please check the official forum.

Thank you and enjoy!


34 comments Read more


“Plays out on one of the greatest, most beautiful maps in strategy gaming history. It combines style, substance, and setting into a marvelous overall experience for both empire management and tactical combat.”
8.3/10 – IGN

“Reinvents the 4X genre, mirroring what XCOM did for tactical turn-based games, and they have, as today Endless Legend brings the genre to new heights.”
9/10 – Hooked Gamers

“At every stage Endless Legend shines. Where it takes from the past, it puts its own spin on it. Where it innovates, it does so cautiously and mostly successfully. Amplitude Studios has created another astounding story-driven game, that really has taken the best bits of RTS, RPG and 4X. This is a game that wannabe developers should play and learn from.”
89% – PC Gamer

About the Game Packs

About This Game

Create your own Legend
Another sunrise, another day of toil. Food must be grown, industries built, science and magic advanced, and wealth collected. Urgency drives these simple efforts, however, for your planet holds a history of unexplained apocalypse, and the winter you just survived was the worst on record. A fact that has also been true for the previous five.

As you discover the lost secrets of your world and the mysteries of the legends and ruins that exist as much in reality as in rumor, you will come to see that you are not alone. Other peoples also struggle to survive, to grow, and perhaps even to conquer.

You have a city, a loyal populace, and a few troops; your power and magic should be sufficient to keep them alive. But beyond that, nothing is certain… Where will you go, what will you find, and how will you react? Will your trail be one of roses, or of blood?

Explore fantastic lands.
  • Lead one of eight civilizations each with a unique gameplay style and storyline.
  • Survive through cold dark seasons that drive Auriga to its end. Will it also be yours?
  • Experience an endless replayability with randomly generated worlds and quests.
  • Set the size, shape, topography and more... to create your own world to discover.

Expand beyond the unknown.
  • Conquer, build and develop villages into feared fortresses or wonderful cities.
  • Assimilate powerful minor factions and use their special traits and units wisely.
  • Hire, equip and train your heroes to become army leaders or city governors.
  • Raise your civilization by finding mysterious artefacts and forgotten technologies.

Exploit every opportunity.
  • Evolve your civilization through the discovery of new advanced technologies.
  • Collect Dust, luxuries and strategic resources tradable on the marketplace.
  • Keep one step ahead of other civilizations through trade and subtle diplomacy.
  • Choose from different victory conditions and adapt your strategy on the fly.

Exterminate fools who defy you.
  • Experience an innovative dynamic simultaneous turn-based battle system.
  • Use unit equipement, abilities and the terrain to overcome your opponents.
  • Zoom out of a battle and rule the other aspects of your empire seamlessly.
  • Define your custom civilizations and confront those created by your friends.

System Requirements

Mac OS X
    • OS: Windows Vista / 7 / 8 / 8.1
    • Processor: 2.5Ghz Intel Core 2 Quad Q8300 or equivalent
    • Memory: 4 GB RAM
    • Graphics: 1GB nVidia Geforce GT460 or equivalent, 500 MB ATI HD4850 or equivalent
    • DirectX: Version 9.0c
    • Hard Drive: 3 GB available space
    • Sound Card: DirectX 9 Compatible Audio
    • OS: Windows Vista / 7 / 8 / 8.1
    • Processor: 3.5Ghz Intel Core i5 or equivalent
    • Memory: 8 GB RAM
    • Graphics: 1GB nVidia Geforce GTX660 or equivalent, 1GB ATI HD7850 or equivalent
    • DirectX: Version 9.0c
    • Hard Drive: 3 GB available space
    • Sound Card: DirectX 9 Compatible Audio
    • OS: MAC OS X 10.8 or higher
    • Processor: 1.7 GHz Intel Core i5
    • Memory: 4 GB RAM
    • Graphics: 512 MB AMD Radeon HD 4850, NVidia GeForce 640 or Intel HD 4000
    • Hard Drive: 3 GB available space
    • OS: MAC OS X 10.8 or higher
    • Processor: 2nd Generation Intel Core i5 (or greater)
    • Memory: 8 GB RAM
    • Graphics: 1 GB NVidia 750 (or better)
    • Hard Drive: 3 GB available space
Helpful customer reviews
326 of 344 people (95%) found this review helpful
9.9 hrs on record
Posted: October 24
First: 4x is my fave game genre. Period. Then racing. Then grindy MMO/ARPG stuff. 4x > everything though.

I'm going to be honest. After playing Civ BE a lot, my mind goes back to this game and how much it's actually trying to innovate. How much it actually tried to bring a few new concepts into the realm of 4x and how it executes a lot of them very well. Also how , yes it did make a few strange design choices that I'm not sure I love, but I can say the same about any Civ game past version 3 including the newest one.


- Big Picture mode UI. I'm going say this again. BIG PICTURE MODE UI This sounds like a stupid thing to fanfare, but surprise it's not 1999 anymore and people have their PCs hooked up to 46 inch TVs in their living room. If they want to play 4x games it's mostly tiny boxes to click on and blurry 8 point fonts. Here we have something that looks like it belongs the TV. I can see it clearly and I can play 4x on my couch instead of being huddled up on a desk like I'm working on a spreadsheet.

- Graphics are just gorgeous for what they are. This game just has some kinda good charm about it's presentation that's very pleasing to my eyes. It's not super next-gen omgcrysis level of graphics but it's just perfect for this type of game.

- The UI is the best in 4x history. Yes. ALL OF 4x HISTORY . All important up-front information is up-front. Things that can be in the background are in the background. This game just makes amazing use of the screen and all the turn-to-turn stuff is clearly visible at all times. Also do you realize how right-clicking to close menus and screens needs to be accepted by EVERY SINGLE GAME EVER?

- The leaders/teams/civs/whatever they are called are actually varied. Not with only special units by completely different approaches all together. You have mage types that cast spells, warrior types that run in with giant axes and edgy dark caped guys that are just 24/7 edgy.

- The tech tree isn't linear even though it's still focused on tiers and a loose example of "ages".

- I think expansion is actually a bit interesting albeit hard to wrap your head around at first. It makes total sense when you see it motion but it's going to feel weird to not be able to put a new city inside your borders even though there's a billion tiles of it. Also I really like the manual expansion of "quarters". I feel like I'm building the city brick by brick and not just letting fate do it's thing with MY workers. This is where the less is more thing goes into effect. You have less cities as a result but they will be much more important and detailed to you.

- Troop design that goes way past 'the more powerful guy' type research. This is where this game gets kinda RPG but it works in this context.

- I like the resource system. It's the standard "this is for war stuff" and "this is luxary" type setup, but it does what it needs to do and no more. They all have special benefits and are worth linking up.

- The exchange and play with minor factions actually feels rewarding, especially when you assimilate them and start producing their units and get unique benefits depending on their race... or you know. Just run them over and take their cities. Your choice, but it's more in line with what a 4x should offer instead of just mouse-clicky stuff because mouse-clicky stuff.


- This might not be a total con, but it's worth noting. War is a mixed bag. You don't really directly fight. You are more of a general and you guide troops in a general direction and they move how they want. This is a very weird choice considering you are making 95% of the rest of the choices in the game. I'm not sure what justifies it. The good thing about this, is that it's not you managing all these very small incrimental moves from square to square and most of the time the AI picks a good spot where to put itself. It's going to always flank. If you send melee to their doom by enemies that are just attacking in a giant cone in front of them, then it's your fault for sending them in there. So you have control, but not 100%. It's a wierd thing to get used to but it's total love/hate. It's far far better than it was when I played this in alpha where you literally just kinda watched fights.

- Since combat is kinda hard-coded like that, your armies are almost forced to be balanced. This is kind of a "duh" thing in warfare, but specialization kinda goes sideways. I mean if you heavily invest in melee unit tech and gear, but can only really put a few in your lineup I guess you got half your army stronger, but would have been better off just splitting the tech down the middle into more balance? This is kind of how I've been seeing it anyway. I could be very wrong. I just know some stuff is really dumb to fight against as melee and vice versa. This is obviously by design but I really hate the illusion of choice when it comes to research and what not in a 4x game if you really have to play a certain way to benefit from better tactics. This is a very minor gripe again, because in almost any war type game you'll be on this page, but in this game let's say I pick a mage type hero for the army who is incredibly strong, I might have the tendancy to field them with melee to keep things distracted while he blows them up. This really works more like, I just fed a lot of melee to the other guys and they rushed my mage in his face. 2 ranged, 2 melee and the hero is a lot better because I could focus fire while the melee only takes a hit or two.

- AI isn't the best, but is being tuned up. They did a reasonably good job by improving this tenfold in Endless Space so I trust they will improve it.

- Quests... Every time you start a new game it's kinda the same deal and they are actually pretty important. It gives the game a bit of guidence, but I really feel like it takes away the sandbox a bit and replaces with story rails. You don't have to do these and you only miss out on small bonuses, but you tend to feel obligated for at least the first few entries. It also helps eat the void where the opening stages of most 4x just don't have a lot going on. The last thing I ever want to do is arbitrary 0 out of 5 type quests though.. I'd just go play an RPG, but I get what they were going for.

My main point of recommendation here is that we have a developer like this at least trying to do something new and make a solid entry who isn't very well known and isn't selling a ton of games. Then we have Civ pretty much not even trying with half of their new flagship game that cost 50 bucks and it got lapped up . I'm guilty here, and honestly I still enjoy BE and will play it, but I had to mention this game in my recommendations because I got it for really cheap in a forum trade and it's worth knowing about it. If you see this for a good price and love 4x do not hesitate. It's something truly different, but also familiar to those that love Civ already. I might even almost recommend it over BE if you aren't hung up on the sci-fi thing or just really absolutely HAVE to have everything play exactly like Civ.
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274 of 300 people (91%) found this review helpful
2.9 hrs on record
Posted: September 19
This is the most surprizingly great game I've ever seen on Steam.
Surprizing because considering the small price, and considering I'm a fan of the Civilization saga since the first one, I was expecting a nice game inspired by Civilization but certainly not as good.
Well I was wrong. This game is at least as good as Civilization, and probably even better because :
- it has way better graphics (including a real 3D map with elevations : on the contrary to Civ you can 'climb' hills to reach a plateau for example to shoot arrows from above... and of course this gives you bonus) and a very cool and modern User interface
- it has RPG elements (quests but also a good heroes management in which you can customize the equipement and also chose specilizations like you do in any RPG)
- it has turn based battles (which I love... but you still can use automatic battle resolution if you prefer)
- it has seasons with real effects on the game
- it has an interesting units customization feature (in Civ the upgrade system is more basic here you can equip you units with new shield, armor, weapons but also items that give some extra points... it's very RPG inspired)
- it has a very usefull and well made training.
So, it is a good combo of TRPG and 4X games. Exactly what, personnaly, I was looking for for a long time !!!
Was this review helpful? Yes No
225 of 250 people (90%) found this review helpful
47.8 hrs on record
Posted: September 18
Early Access Review
Civ 5, Heroes of Might and Magic had a baby together and that baby grew up and had a baby with Endless Space and this baby has now grown up and it is glorious in every level.

Incredibly polished, incredibly neat, incredibly addictive and a game that stands out from the rest. If you like Empire-builders, this game is for you!

Ignore the "Early access". This game is ready to be sold. I have only experienced one single bug in this game and the MP works like a clockwork. It's highly optimised, full of features and pretty to look at. I wish more Devs would make their games this way, it warms my heart!
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119 of 121 people (98%) found this review helpful
74.2 hrs on record
Posted: October 20
1. Beautiful, intriguing world. Not generic fantasy. Tons of inventive lore infused throughout the game. Even descriptions of the odd map "anomalies" are interesting.
2. Emphasis on effective empire management (vs. constant warfare, as in AOW, Warlock, etc.). City-building, economy balancing, and researching the tech-circles are immensely satisfying.
3. Combat is done nicely and wars aren't a slog. Tactial battles can be fun to play out, or you can auto-resolve without worrying too much. Unit upgrading is fun but not too time-consuming.
4. Different races that actually play quite differently. Choose the Vaulters to race for a scientific victory, or the Necrophage to dominant your foes.
4. Some innovative features that haven't been seen in 4x genre. For example: race-specific quest lines that actually serve as a unique victory condition, seasonal effects (summer/winter), the concept of regions limiting city placement, reinforcements, how heroes are handled (as generals or governors), etc., etc.

1. Still crashes periodically, esp. after I've been playing for a while.
2. A.I. is deficient. This is the game's greatest threat to long-term success. But it is possibly improving with each patch, and I wonder how the modding community's efforts will help.
3. Some of the more nuanced aspects of the game are not obvious and require digging for info on forums, etc.

I love turn-based strategy games, and I love this game. Absolutely gorgeous and relaxing to play. Nothing better than coming home from a long day at work and watching toddler, locking myself in my office, and playing Endless Legend till 1AM. Plays quicker and smoother than Civ V. Yes, the AI needs improvement, but that's every strategy game since the beginning of time. If the developers support it like they did Endless Space, I think this is going to stay installed on my HD for a long time.
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158 of 177 people (89%) found this review helpful
47.1 hrs on record
Posted: November 9
It's literally Heroes of Might and Magic mixed with Sid Meier's Civilization.

What more do you want?

Just don't play the tutorial.
It's awful and dosen't explain much.
The UI is simple, but takes getting used too, after a quick warm-up round you'll be good to go if you explore it some.
Hell, you will get a basic idea of what to do if you take a moment and read through the factions triats.

The combat feels uninvolved at first glance, but it's more on how you tell your troops to do things. You can tell them what to do, to the letter if you learn to use the unit tactics, as they tend to do their own thing unless you tell them not too.
I played some multiplayer, and it definetly showed the difference it makes to interact with your troops compared to just telling them who to attack as you can better control the field and force them into narrow areas in the terrain, or into some troops you have on the high ground. In other words, it was a massacre, not a battle.
I'm so sorry to that Broken Lords Player, whoever you were.
Should of accepted the peace treaty, bruh.

Overall, good stuff. I'll play this over Civ anyday.
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127 of 136 people (93%) found this review helpful
64.7 hrs on record
Posted: November 16
This is a 4X game with some interesting new mechanics, which mostly work well. For me it's basically the Sword of the Stars (1, not 2) of land-based 4X. The things that I enjoy most are the city management system and that you don't have to go wide to win, though there certainly are advantages to rapid expansion. I beat the game on the hardest difficulty with the one-city-only faction.

If I was giving it a score I'd probably say 8. It isn't as polished and well-rounded as Civ V, but I find it to be more fun and interesting.

- Looks much prettier than Beyond Earth.
- Lots of people praise the music. I wouldn't say it's the greatest, but it is solid.
- All the factions are interesting and different. Each has a gimmick, though they don't all suit the playstyles that the developers intended.
- The hero system can be annoying at times, since some heroes are just completely better than others, and it is random chance which ones you'll be given access to (though starting heroes are always the same).
- As with many 4X games, it suffers from the fact that the victory conditions can be pretty meaningless. Literally the fastest way to win a diplomacy victory is to continually break your alliances and reform them each turn. Also, once you start winning, you may as well just kill everyone else immediately rather than waiting to get a science victory or whatever.
- Combat can be very tedious; I recommend increasing the combat animation speed immediately. Also, do not underestimate the importance of initiative in combat. Each unit only gets one attack/counterattack, and the default counterattack overrides all except one of the special attacks.
- You have to work out a lot of the mechanics for yourself. This game does not hold your hand. Reading a guide on city leveling/building is almost mandatory.
- Harder difficulties are legit challenging.
- Quests system is robust enough, but some of them are fairly stupid and/or impossible.
- Strategic and luxury resources all have meaningful differences and advantages.

Some basic info so you can work out if it is the game for you:

Hex-based movement. Out of combat movement is in army stacks with movement of slowest unit, but combat is in a 6-turn battle/encounter where the units split into one-unit-per-tile. This encourages you to build armies which complement each other out of different unit types.

Cities work differently to most other games of the genre. The population is essentially all "specialists", to use the Civ term, where each unit of population can be used to create (base) 4food/4industry/4science/4dust/2influence depending on your priorities that turn. Food, industry, etc. on terrain adjacent to the city is automatically collected, and you can expand the city by building districts in adjacent hexes to increase the area being passively collected from.

The world is divided into regions, and you can only have one city per region. This makes city placement be really important, and leads to important decisions as to city expansion.

Units are upgradeable with equipment. Each faction has three unique base units, and you can assimilate up to three minor factions to get a faction-unique buff and their factions unit. eg. assimilate the Haunts to get 5% to science per Haunt village in your territory, and build "Ended" which are flying ghosts with a chain lightning attack.
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139 of 156 people (89%) found this review helpful
21.4 hrs on record
Posted: October 30
This is review for version 1.0.12 @ 2014/10/30

Endless Legend is a 4X turn-based fantasy game. The world settings, background story and races are a little relative with Endless Space.

Several awesome feature
+Gorgeous artworks, pictures and animation.
+Wonderful in-game music. And OST included for sure.
+Simple and neat UI design.
+Distinguished races with nice story.
+Interesting and challenging battle system.
+Customizable race and units.
+Mod support.

-No hotkey instruction and no option to customize the hotkey.

Generally speak, Endless Legend is definitely a masterpiece. If you like deep and complex gameplay, thinking and figuring out strategies, managing and expanding, you should try Endless Legend!


這篇評論版本是 1.0.12 @ 2014/10/30

Endless Legend 是一款奇幻風格回合制策略4X遊戲,世界設定、背景架構和故事種族與同公司 Endless Space 有些許重疊和延續。



整體來講 Endless Legend 是一款很不錯的4X回合制策略遊戲,值得推薦給喜歡深度內容、思考謀略、經營發展的玩家!

PTT心得文 http://www.ptt.cc/bbs/Steam/M.1414655023.A.624.html





- 遊戲相對論,民明書房
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116 of 128 people (91%) found this review helpful
83.0 hrs on record
Posted: September 21
Lets start with the bad one :
- Bad AI, if you are veteran in Civ games, then start your difficulty above normal, although this is your first campaign
- No need to fight in manual mode, just play in auto, save your time. Unless you fight another human player
- Need more polished animation

Now the good one :
- Fresh gameplay, not another typical Civ games. Although seem weird for the first time, but you will enjoy it later.
- Different faction, different strategy. And you have faction quest. Its awesome! Finish the quest to unravel the story.
- Unlimited replaybility.
- Great artwork, beatifull, love it. That season change is amazing!
- Good soundtrack, need more creepy music though.

This game has more potential, need more scenario, need more faction, need more magical wonder, or super badass monster who can wipe all faction alone. There will be DLC no doubt. So if you fans of Fall from Heaven Mod in Civ 4 like me. Then this game is for you. Cheers~

Rate 8/10
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86 of 90 people (96%) found this review helpful
33.0 hrs on record
Posted: September 25
I refrained from writing a review on this game until I had a better grasp of the mechanics and content available -- and there's a hell of a lot.

For those that are too lazy to read a somewhat cautious approach to review this game, tl;dr -

Sick graphics,
Great Design,
Mindblowingly good music (i'm talking supergiant quality)
A lot of hours holding on for the next turn.
Some boggy mechanics but nothing completely quality breaking.
Multiplayer is dun goof'd, save us amplitude.

Other reviews have already outlined the various 4x features that they like, there is a general consensus on the graphical aesthetics of the game being phenomenal and the outstanding music. These are well deseved and there is little I have to say about either.

As far as 4X games go, this is far from being ground breaking, a lot of its features are ubiquitous. However what the game does do well is polish these features combining complicated designs with simplified presentation. For example, the concept of citybuilding is simple at first glance, any player can create a relatively stable state by implimenting all the upgrades available, and for the most part this will work for beginners as the game is designed in such a way that the improvements benefit off and balance one another. However, at higher tiers of play, more experienced players are able to selectively design a city around a handful of upgrades and achieve very impressive specialisations and "minmaxing" as RPG players would describe it. Whilst minimal in its impact at first glance, this definitely sets apart players as I've witnessed in multiplayer games.

Multiplayer as of release has been relatively buggy, often desynchronising (a problem also inherant in the original launch of endless space). The developers have recognised this since their previous game and have implimented a resync feature which whilst not optimal is at least a fair attempt at multiplayer stability. I hope they bring further development into this specific problem as players are currently not residing in multiplayer as much as anticipated. It would certainly detract from the game's value if things remain this way.

Technical problems aside, Endless Legend is a game taking after Endless Space; the game is very lore rich, even moreso than Endless Space in my opinion. Each faction is unique and interesting, which whilst subjective to each person's perception of what constitutes "fresh" is at the very least very different from the tolkien lore archetypes. Don't get me wrong, there are still ogres or elves as one may be led to believe, but what is different is the way these factions and nations are portrayed and how their lore is intertwined with their playstyle within the game. This game is effective at combining lore and gameplay mechanics which reinforce the depth of the world and its immersion. For every generic "orc & elves" faction (which are at least less stereotypical in this game) there are factions such as the Cultists that convert villages to fight for their single fortress state and its queen, Dust Lords who do not consume food but instead will stop at nothing for dust, the energy and currency to expand or Vaulters who bear an uncanny resemblence to what would be medieval space muhreens and fight for glorious science - coincidence or not, this is cool. There are more, my favourite being necrophages will burst into poisonous clouds on death and spawn more crawling bug-things from the corpses of their enemies and more.

This leads onto the world itself, each randomly generated or generated by user seed input, it is always interesting. I found myself almost mechanical in my routine when playing Civ. The start of a game would always involve checking for the closest luxury or strategic resource and setting up camp. Endless Legend however, sets itself apart. The combination of interesting anomalies (of which I was more than happy to read its descriptions for further lore) and the implimentation of a height system in the terrain meant that locating a city now meant much more than a simple viewpoint of resources. The world appears vibrant always and the alternation between winter and summer seasons further draw a need for players to consider the environment in which they set up a city. Cities themselves are also unique. I found that many 4X games were often too promoting of brainless expansion, Civ and Endless Space were shocking exemplars in this regard. But with Legend, since cities can only exist lone in a single region, the need for strategic location, expansion and management are further incentivised.

This same depth however, is not applied to combat, where gameplay boils down to simply selecting units to either target or move. Advanced combat does improve things somewhat, restricting users to only being permitted selection every two turns but this doesn't remedy the lackluster depth here. I especially hope to see more emphasis on heroes and their role in combat.

However all of this is also stumped by the fact that the game is rather lacking in certain important areas of play. Custom faction creation appears to be quite a good idea at first glance, case in point Endless Space, which was phenomenal in the various options you could create a playstyle through your own faction. However, in Endless Legend, the very limiting restrictions of having to choose an archetype based upon the existing factions is doubled with the limiting number of options you have for the faction's traits. Compared to Endless Space, there are less categories, less negative traits and less traits overall. Furthermore, many of these traits are distinctly and very obviously geared towards the playstyles of the existing factions which further make the creation of one's own faction that much less free and satisfying.

Additionally, the customization of units and heroes within the game are frankly terrible. I can understand where Amplitude got the idea-- many games have the problem of overbearing numbers of units and technological trees. To counteract this norm, Endless Legend has been designed by nature to rely upon 3 units (and the settler, bar Cultists) for a single faction, each with a distinct playstyle. This was to be supplemented by the use of mercernaries and assimilated factions. Customization and variety would come in the form of unit design and customization within the game, choosing their armours based upon various strategic resources and accessories. This was an impressive idea in concept, however it was poorly executed. Units appearances do not change if you swap their armour (this includes heroes) and the variety of equipment mostly came down to very clear cut and distinct differences in statistics, one will have less attack than another or one will be better against ranged units than another. Yes, this does indeed promote playstyles, having a platoon of archer killers with a line of infantrymen in the front is often optimal. But it also sets players into a very rigid selection of play for combat, killing any innovative ideas one could have procured. I hope Amplitude expands this region further as this was certainly one of my biggest complaints regarding this release.

Endless Legend is certainly a fantastic game, well worth its retail price nevermind sales or discounts. We hope that amplitude does what amplitude does best and develops its released games further, I have seen few studios that have managed their community better, through the use of games2gether which is a lot more than a witty coorperate front. Players can vote on game content to be implimented and provide input that is often responded to by the developers granted enough momentum and correct timing. For what is there alone, regardless of future updates and patches, I would recommend to any fan of turn based strategy games.

Buy this game and exterminate the invalid species of Auriga.
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62 of 70 people (89%) found this review helpful
114.5 hrs on record
Posted: September 20
Amazing theme, Beautiful world, Lush graphics, Enthralling Lore, playing gives a sense of purpose in the world, Well emphasized factions, Enjoyable combat, Fun to play overall, Elegant UI, Pretty fast paced for a 4x game.

AAAAAHHHH <3 I'm in love with a game.

Enough content to get you hooked, not enough content to satisfy what you'll be craving for afterwards. YOU WILL WANT MORE.

I tried to be serious, but damn I'm as happy as a little girl finding out about her crush liking her back.

-I got mocked by lizard people 10/10
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50 of 54 people (93%) found this review helpful
11.3 hrs on record
Posted: October 26
Tried the 1 hour CIV:BE demo. Too much of the same. So some people were recommending Endless Legend from the creators of Endless Space. I didn't like Endless space at all but this game is different.
It's very much like Civ5 in a fantasy setting and lots of extra stuff added and annoyances removed.
You can choose from 8 totally different factions or build your own one, based on an existing one.
You get side quest, faction questlines, wars that feel reasonable paced, customization for your heroes.
The present AI feels challenging and is exploiting your weaknesses. The autosaves for the last 5 turns may not be enough to save the day.
There are some things I didn't like.
In the late game the performance wasn't that great. Some infrequent crashes here and there plus balancing issues that can make the game much more hard/easy if played wrong/right.
The information overflow or the lack thereof by hiding crucial information, because you didn't know it existed, takes some time to get used to.

Overall if you're looking for an alternative for your typical 4X game, give this game a try. 8/10
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53 of 61 people (87%) found this review helpful
81.5 hrs on record
Posted: September 19
Really great 4x game with a wonderful fusion of Science and Fantasy. Lovely graphical design, and nothing feels out of place despite the peculiarities of the setting. I personally am very pleased I picked it up in Early Access, it was a wonderful adventure to see the game mature like it did. Difficulties ramp up very quickly, even on just normal setting (newbie +3) it's very easy to fall behind and not be able to catch back up if something goes wrong.
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46 of 51 people (90%) found this review helpful
46.4 hrs on record
Posted: October 28
A well made 4x that does a lot of things right. Lacks some unit variety and combat depth but makes up for it in management aspects and overall aesthetics. Firaxis should be taking notes, in my opinion this desrves more attention than Beyond Earth.
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130 of 185 people (70%) found this review helpful
94.0 hrs on record
Posted: September 18
Early Access Review
Has elves with braintails, guilt-ridden chivalrous knights who devour souls, merchants riding giant beetles that can move entire cities, self-consuming insect plague, sadistic pain-loving mages, wingless dragons and fanatics of the apocalypse. Oh, don't forget the cavemans with automated crossbows, titanium armor and accompanied by a fully functioning large mechanical titan.

Plus dogs with crossbows.

11/10 would fight for survival.
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40 of 43 people (93%) found this review helpful
47.7 hrs on record
Posted: September 23
Really great 4X stratagy game.
A lot of the mechanics are very similiar to their earlier title, Endless Space.
The game has a lot of depth to it, and a large amount of very different races, which all have their own, unique mechanics.
While most of the playable races are based and inspired by your stereotypical fantasy races (Elves, Humans, Dragons etc.), the lore and art design behind them always seems to have a creative and diverse flavore to them.
As mentioned, the mechanics and depth of stratagy are both very solid and the game ends up being incredibly addictive.
It really has that classic "just one more turn" feel, highly recommendet if you have many hours to waste!
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39 of 42 people (93%) found this review helpful
28.3 hrs on record
Posted: September 27
This game is very much Civ-inspired. Civ V: BnW+GnK, not Vanilla. It's hard not to compare the two because they share so much in common. But that's not a bad thing. It takes what works, and it adds some very nuanced depth to the mechanics.

Faction selection is at the moment 8 choices. They cover most gamestyles you'd expect to find, for the most part they are fairly balanced between each other, with only one faction seen far and away as being UP, and none in particular as being OP. If you don't like any of the factions you're free to take one of the factions as a template, and make a custom faction, with different bonuses costing a set amount of creation points. You can also take some disadvantages to allow you more points to spend on bonuses.

You start the game with a meager military, a hero, and a settler. You can't settle wherever you want, as there are a finite number of regions, and there can only settle one city per region. Each region has its own host of strategic and luxury resources, who's exploitation is handled with city improvements. This is in addition to minor faction villages, which when pacified and settled, provide you different bonuses depending on which faction it is, and how many of their villages you own.

Heroes are units that can either lead a military stack, or lead a city, providing bonuses to one or the other. For the most part they are slightly stronger than regular unit, but as they level up and acquire skills through a skill tree, they can become quite powerful, but also much more expensive. After researching a certain technology you're free to pick up as money heroes from the mercenary market as your wallet will afford you. You're also free to pick up other faction's heroes at the same time, if you so choose.

Your city planning is handled with city improvements, most of which cost dust (money) to maintain. There are no "workers" in this game so most of your tile improvement is handled with city improvements. You can expand your city with borough expansions, which extends the urban sprawl of your city while adding the surrounding tiles as usable. However this comes at the price of happiness (which can be mitigated as your urban tiles level up by building surrounding urban areas, wiping out the happiness deficit of that particular tile).

Citizen management is a large overhaul from Civ as well, it isn't something that is mostly used to fuel great people or beakers. Citizens can provide any of the basics of a city (food, money, production, research, culture, etc) at any time. Late game especially improvements can allow workers to provide more income than most tiles. Micromanagement of them allows for high level efficiency, but can get tedious towards the end of a game when your empire has a lot of workers, and a lot of cities.

Periodically during gameplay, you'll break from normal weather to undergo winter. Winter for the most part, halves movement, decreases combat effectiveness and vision ranges, and plummits your city growth, production, and income for the (several turns) duration of winter. Most heroes, once leveled high enough, can learn a skill to mitigate or eliminate the effects of winter, on stacks of units, or cities. This becomes essential later in the game when the map becomes permament winter.

Military is handled rather well, but could be expanded upon somewhat with more diversity in selection. Each faction gets 3 military units ranging from cavalry, infantry, archers, flying, and support. Each faction maintains a flavor for their selection of units, and these can later be upgraded and diversified with an rpg-style equipment system, most units carry a selection of at least 2 weapons selections which can change their role significantly, as well as a host of armors and accessories. However none of these change the appearance (save the weapons) of the unit. These 3 units are augmented with whatever units your minor factions can be recruited from. These too can be upgraded.

Combat is handled much differently from Civ. It is not handled with dice rolls (although you are allowed that option). Every engagement is zoomed in on the map and played out in a Fantasy Tactics-type of minigame. You (or you can let the computer manage for you) fight the enemy's stack on the map as is, terrain and all. If the enemy AI was more detailed it would be more enjoyable, but they for the most part tend to attack the first thing they run into. Which (in my experience) means most of my stacks are developed as hordes of archers with 1 or 2 high defense tanks to block the enemy.

As far as diplomacy goes, it's very rudimentary, you start off in cold war, for most factions, which means you're allowed to do anything to them short of outright taking their cities. You can negotiate peace, alliance, and trade settlements, or attack them. They will do the same.

Questing is a big mechanic within the game. Each faction has its own quest lines, which pile your usual quest fair of kill this, and search this location, with more factional specific missions that try to guide you towards playing on the strengths of your race. Expect conversion and building from the Cultists, trade and money from the trader oriented Roving Clans, etc. These are nice little distractions which keep interest in the game when you aren't actively at war or preparing for war.

AI in general, is very unchallenging it seems, but so was Civ's. If you are fairly experienced with turn-based 4x games, you will most likely find Normal difficulty useful only to be introduced to mechanics or factions. The difficulty factor primarily seems to be from increases on the AI's starting roster, and their increases to research speed, production, and income. They don't seem to handle oceans or seas rather well either, in aggression or in peaceful expansion. So expect to perform better, with more water seperating you from the AI.

Graphics, are stupendous. For a 4x game. The artstyle surrounding the game is also quite good, and maintains a very fantasy/sci-fi vibe. Units have a fair bit of detail to them, along with your cities, and the general tile layouts of the map. It's not hang up on your wall beautiful, but it looks good, doesn't get boring to look at for extended periods of time, and doesn't tax a moderately built computer's resources too much. However it does make initial map seeding take a fair longer than what I'd like, but once the game's loaded it runs without many hiccups.

I have no experience with the multiplayer, but I haven't heard anything bad about it. No news is good news right?

All things said, if you've enjoyed Civ V, EL brings enough new things around that it'll be interesting enough for several games. If you enjoy 4x games in general, it has some rough trimmings about it, but it is already a fairly solid game, with some fairly interesting mechanics bundled with it to make it one to give a shot.
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42 of 47 people (89%) found this review helpful
8.5 hrs on record
Posted: September 23
A must buy, its basically Civ 5 except fantasy and just a little more complex. Its so cool to see the tiny details in the game, like the little bugs swarming around an evil bee hive faction. And the little dwarf people using the titanium axes that you made them. An amazing and truly unique game, 5 out of 5.
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38 of 43 people (88%) found this review helpful
11.8 hrs on record
Posted: September 18
A visible improvement from Endless Space.

Thing that impressed me the most is the UI. It really feels like it flows nicely, with beautiful art that will make browsing through data feel really natural and not at all painful. Its easy to navigate, and acess anything you need without being cluttered.

- Heroes and Units now have a fantasy setting gear you can equip them with and improve it through tech and resources.
- Random factions and armies that roam the regions are challenging and will go against players, similar to barbarian behaviour in CiV.
- Overall art and visual effects are quite impressive, even featuring little things - like separate intro movie in MP depending on which faction you play - that to me at least really mean a lot.

It is a lot different then Endless space. It is a good hexagonal RTS , which I would really recommend if you find yourself liking games like Civilization, Warlock and alike.
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32 of 34 people (94%) found this review helpful
42.0 hrs on record
Posted: September 21
Came into this game expecting something akin to Civ 5, and was pleaseantly suprised to find that I enjoy it much more.

The AI is a bit more challenging for early and mid-game, the factions all seem to have their unique niche/gameplay mechanics, the map has a cool elevation system and active weather, and the RPG-like elements have a cool feel to them as you customize your units and work through the faction stories.

I find myself losing track of time as I play. Nice job Amplitude!
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41 of 50 people (82%) found this review helpful
30.1 hrs on record
Posted: October 29
If you like Civilization-style TBS*, but want more depth and strategy, as well as much more unique races and the option to create your own race, this is the game for you.
I have played Civ:BE, and I honesty regret pre-ordering that game before playing Endless Legend, Civ:BE is nothing compared to this game.

*TBS not RTS, thank you Sahuagin.
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