Hire heroes, build an army, prevail in battles and try to keep your empire intact in the face of grave danger. Eador. Imperium is a new chapter in Eador series, known for its unique blend of grand strategy, turn-based tactics and RPG elements.
Recent Reviews:
Very Positive (34) - 97% of the 34 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (553) - 84% of the 553 user reviews for this game are positive.
Release Date:
Jan 27, 2017

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Recent updates View all (67)

October 16

Patch status and evolution of DLC

Hi everyone,

We got two topics for today. The first one is, of course, about the upcoming patch status. The work is still going, our Eador programmer is doing his best day and night. He's lost his human form a long time ago, but now he seems to be gradually losing his communication skills as well — in the last few days he only talked to us with basically two phrases: "got any more Red Bull?" and "The patch is coming".

So, it's coming, but slowly. Why does it take so long for some of the updates to release? We talked about it before, but maybe it's worth delving into again.

Eador is built on the engine that takes its roots from 2004. A dozen of programmers worked on this engine, without keeping any documentation at all. For the original team this choice of engine was justified in 2010 (it's already been seven years, oh boy), when the work on Eador was just getting started. But, unfortunately, we can't just drive back in time inside DeLorean and shout "Stop! We're from the future! Just use Unity!".

This is why it takes a lot of time in some cases. Right now we want to rework the hiring system: move unique units from sites right into the castle. So that after constructing something you could have access to "winter units" right from the garrison. In the process, it turns out that the entire drag-n-drop system is literally mined with errors, that, for some unknown reason, have not blown up yet. So we put this new functional away for a bit and start working on the basic functional — that is already present in the game from the player's view. Only now it's being written anew, clean and with no errors.

The second topic is a continuation from the comments to the previous post — sales and marketing strategy. Let's take DLC, for example. For the most part, DLC in general can be dismissed at this point, it's a relic from 2009. How many people who bought your game, will also purchase DLC for it? We can't share our own numbers, but this is true for most cases — about 10-15% will buy good DLC. It makes sense to make DLC if the game sold around 1 million copies. Or at least 100 thousand. If it's less than that, then it's more about thanking the fans than a commercial project. Allied Forces DLC for original Eador. Masters of the Broken World came out in 2014, but the sales recouped its production budget only recently.

You could notice that DLC as small additions of new content is not really trendy these days. Some developers do still release them — for example, Paradox's games receive tons of DLC, as their production is cheap, and the audience is gigantic. Also, today's DLC is more about cosmetic items for successful online games like Rocket League or Rainbow Six: Siege. We're not taking into account giant expansions for games like Dark Souls or The Witcher 3, which are called DLC by default as well.

What's definitely trendy now though is lootboxes. These things are ethically ambiguous, and the psychological mechanism behind them has been known for the longest time — research on it is closer to the nature of drug addiction and gambling than narrative or strategic thinking, that much is clear. But lootboxes and their abuse in some cases did not just come out of nowhere: games are extremely expensive, income doesn't get any higher, and the attention span of players is getting shorter with each day. If you follow the industry, we suggest reading the opinion of people from inXile (Wasteland) and Daedalic (Deponia) — it's panic and horror all around, no one is sure that their company will still be alive by 2020.

However, we don't want to make people feel bad for our studio with this post — we got no plans to launch Patreon or ask for donations. No plans to add lootboxes in Eador either (only if you really, really would want that yourself). We'd just like to take this opportunity to learn more about your opinion on this topic. How do you choose your new game nowadays? How many strategy games per year do you need? Do you read gaming press at all? And how did you end up with us? :)
12 comments Read more

September 22

Response from Alexander the Developer

Hi everyone,

We got a number of questions directed to Alexander the Developer on our Steam forum, so we decided to follow them up with some answers. Since Alexander himself will delve into philosophy, postmodernism and Keynesian economics in his response, we'd better start off with news about the upcoming update.

At the moment we're working on the hiring UI, and in case with this engine it means changing some part of the groundwork without dismantling the house. Why we decided to change the UI is another story — we'll try to get to it in a separate post. The basic idea is to move a part of the hiring from sites into the garrison, plus add unique garrison fortresses for provinces, which will enable hiring of special units. By the way, we already have two new units of the highest rank — right now we're balancing them out.

Now to your questions, asked in this thread.

It should be noted that Alexander is extremely happy with the warmest community's response to his in-game message. Over the summer the game's rating went up from 56% to 83%! Such rating growth and very kind words do wonders to our morale. For this we thank you very much! On the other hand, a higher rating didn't really help with the game's sales...

Seven dollars. This is how much the project Eador. Imperium managed to earn on Steam on the 18th of September. And after Valve's share and taxes, it's even less than that.

This level of sales would means that either a person with a salary of 200 dollars a month will work on the game from this point (a person nearly impossible to find), or the project's support is slowly put on hold.

So these are the options for now. How did we end up here? Let's reflect on this a little bit.

Our tournament's winner speedyappraisals: «I am confounded as to why this game has not sold more. Perhaps marketing, I don't know because for game play and strategy I have yet to see a game that comes close.»

So there are different kind of marketing. For example, product marketing. We develop a game for some specific audience, and the game basically sells itself. Our sales tell us that either our audience didn't really like our game (not reflected by the current Steam rating), or this audience is just too small. Or something went wrong with another type of marketing — promotion.

This is mostly about showing the complete product to the largest possible number of people. Luck and money are key factors here. You need a good budget to work with YouTube "influencers" — this implies a variety of possible cooperation. Or maybe you created a meme game, and the Internet will do the rest for you.

As a game, Eador is not really funny and can't produce much hype. It's quite slow, looks like Heroes of Might & Magic on screenshots, but is very different gameplay-wise. Of course, the project also had stability problems — this is the part where we complain about the game's ancient engine we inherited and the old team's management blunder.

Returning to our two options. To be honest, we don't have a definite answer at this moment. Not sure what the best way to go about this is. So for the nearest future, we don't plan any immediate changes in the support plan for the game — while we still can pay the bills. However, the decision will have to be made at some point.

If we are to stick with Eador in the future, maybe in the form of a new a completely reworked game — how do you imagine it to be? More of HoMM, more of Civilization or Crusader Kings, perhaps? Let us know.
86 comments Read more

About This Game

Hire heroes, build an army, prevail in battles and try to keep your empire intact in the face of grave danger.

Eador. Imperium is a new chapter in Eador series, known for its unique blend of grand strategy, turn-based tactics and RPG elements.


A young wizard pursuing his revenge against the fanatics who have ruined his life. A barbarian priestess searching for a higher purpose for her people. A mercenary facing the abyss about to consume his home. A governor appointed to rule over a defiant province in times of great crisis.

Threads of their lives will weave a strange pattern, for the destiny of the Imperium is at stake.


  • All new and handcrafted story campaign, bringing a fresh approach to the Eador formula.
  • New heroes, new units and unique Shard worlds offer even more strategic possibilities and unexpected challenges.
  • The ultimate Eador game: Imperium includes all original content from Masters of the Broken World (not counting the campaign).

System Requirements

    • OS: Microsoft® Windows® XP SP2 / Vista / 7 / 10
    • Processor: Intel® Pentium 2,0 GHz/AMD 2000+
    • Memory: 2 GB RAM
    • Graphics: GeForce 7300/Radeon 9200
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Sound Card: DirectX® compatible
    • OS: Microsoft® Windows® XP SP2 / Vista / 7 / 10
    • Processor: Intel® Core 2 Duo 1.6/AMD 3000+
    • Memory: 4 GB RAM
    • Graphics: GeForce 8800/Radeon X1900
    • DirectX: Version 9.0c
    • Storage: 4 GB available space
    • Sound Card: DirectX® compatible
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