Compara los precios de Age of Mythology Retold Heavinly Spear en tiendas de claves de confianza y encuentra la mejor oferta. Lanzado el 30/9/2025. Disponible en PC. Géneros: Strategy.

The Japanese pantheon Retold needed lands with 12 gods, meaty campaign missions, and a Bushido meter that rewards aggressive play - a genuine step up from its predecessor.

My spreadsheet brain lit up the moment I saw the Bushido mechanic. Every Japanese soldier generates XP in combat, feeding a meter that unlocks free line upgrades - Medium, Heavy, or Champion - for your entire human army regardless of your current Age. That single system forces build-order decisions you do not face with any of the existing pantheons: do you flood the map with cheap units to charge the meter faster, or do you invest in Dojo-trained Samurai and Shinobi who contribute passively even when idle? It is the kind of asymmetric civic design that makes replaying skirmish matches feel genuinely different run to run. The three major gods - Amaterasu, Tsukuyomi, and Susanoo - each reshape that framework further. Amaterasu's Solar Shield turns a single unit near-invulnerable for a window, which is a clutch late-game saver if you time it right. Tsukuyomi's New Moon hands you every available tech in a building for free while accelerating unit training, which is borderline absurd in a Heroic Age push. Susanoo's Kusanagi sword crashes down on a targeted location, damages nearby enemies, and launches survivors skyward - the flashiest map-wide disruption tool the roster has seen since the original Norse Ragnarok power. Minor god relics add further texture: the Fragment of the Killing Stone poisons nearby enemies through your myth units, while Onikiri, Demon Slayer boosts infantry damage multipliers against myth units, meaning counter-composition matters more here than with older civs. On the myth unit side, the Kitsune fills a genuine scouting and aura-support role that the game previously lacked, the Shinigami respawns into a stronger form on death (a late-game army-composition curveball), and the Tengu leap into melee from range in a way that punishes players who leave archers unguarded. Critically, this is the first Japanese pantheon ever attempted in the Age of Mythology series, so there is no 2002 version to disappoint fans of the original - the design team had a blank canvas and used it well enough to earn an 89% positive rating across Steam user reviews at launch. The Yasuko's Tale campaign runs 12 missions and represents a clear improvement over the Immortal Pillars campaign that preceded it. Most missions are large-map macro scenarios with multiple objectives rather than the constrained dungeon-crawl format that frustrated players previously. The story voice acting is noticeably more competent, characters have discernible arcs, and the pacing escalates in a way that actually teaches the Bushido and god-power systems through play rather than just throwing them at you. Two missions do lean back into the crawl format, which is still one too many, but the overall arc holds together. The free Gauntlet mode that launched alongside this expansion is worth acknowledging as a bonus, even if it is clearly shipped in beta state. It layers randomized buffs and chaos events onto Arena of the Gods runs, adding roguelite progression and more variety than the old static missions. The execution is rough - chaos events can swing a run arbitrarily rather than through skill - and it needs more patches before it becomes a reliable reason to load the game solo. Treat it as upside, not a selling point. On the modding front, the accompanying patch opened the simulation database as an editable XML file and added an FBX conversion tool to the editor, which modders on Nexus have already started using. For players who want the game to outlast its official support window, that matters. The fair caveat is that Heavenly Spear follows an east Asian expansion in Immortal Pillars, and some players will feel the visual and biome overlap between the two. Six new maps themed around sacred mountains and misty forests are well-constructed tactically but will not feel visually alien if you just finished the Chinese campaign. That is a legitimate gripe, not a dealbreaker. The substance underneath - the Bushido meter, the god-power toolkit, the myth unit design - earns its place in the roster and gives competitive players fresh matchup theory to work out. Diego, Scout Team

Age of Mythology Retold Heavinly Spear

Age of Mythology Retold Heavinly Spear

30 sept 2025Unknown
GamerScout opina

The Japanese pantheon Retold needed lands with 12 gods, meaty campaign missions, and a Bushido meter that rewards aggressive play - a genuine step up from its predecessor.

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My spreadsheet brain lit up the moment I saw the Bushido mechanic. Every Japanese soldier generates XP in combat, feeding a meter that unlocks free line upgrades - Medium, Heavy, or Champion - for your entire human army regardless of your current Age. That single system forces build-order decisions you do not face with any of the existing pantheons: do you flood the map with cheap units to charge the meter faster, or do you invest in Dojo-trained Samurai and Shinobi who contribute passively even when idle? It is the kind of asymmetric civic design that makes replaying skirmish matches feel genuinely different run to run. The three major gods - Amaterasu, Tsukuyomi, and Susanoo - each reshape that framework further. Amaterasu's Solar Shield turns a single unit near-invulnerable for a window, which is a clutch late-game saver if you time it right. Tsukuyomi's New Moon hands you every available tech in a building for free while accelerating unit training, which is borderline absurd in a Heroic Age push. Susanoo's Kusanagi sword crashes down on a targeted location, damages nearby enemies, and launches survivors skyward - the flashiest map-wide disruption tool the roster has seen since the original Norse Ragnarok power. Minor god relics add further texture: the Fragment of the Killing Stone poisons nearby enemies through your myth units, while Onikiri, Demon Slayer boosts infantry damage multipliers against myth units, meaning counter-composition matters more here than with older civs. On the myth unit side, the Kitsune fills a genuine scouting and aura-support role that the game previously lacked, the Shinigami respawns into a stronger form on death (a late-game army-composition curveball), and the Tengu leap into melee from range in a way that punishes players who leave archers unguarded. Critically, this is the first Japanese pantheon ever attempted in the Age of Mythology series, so there is no 2002 version to disappoint fans of the original - the design team had a blank canvas and used it well enough to earn an 89% positive rating across Steam user reviews at launch. The Yasuko's Tale campaign runs 12 missions and represents a clear improvement over the Immortal Pillars campaign that preceded it. Most missions are large-map macro scenarios with multiple objectives rather than the constrained dungeon-crawl format that frustrated players previously. The story voice acting is noticeably more competent, characters have discernible arcs, and the pacing escalates in a way that actually teaches the Bushido and god-power systems through play rather than just throwing them at you. Two missions do lean back into the crawl format, which is still one too many, but the overall arc holds together. The free Gauntlet mode that launched alongside this expansion is worth acknowledging as a bonus, even if it is clearly shipped in beta state. It layers randomized buffs and chaos events onto Arena of the Gods runs, adding roguelite progression and more variety than the old static missions. The execution is rough - chaos events can swing a run arbitrarily rather than through skill - and it needs more patches before it becomes a reliable reason to load the game solo. Treat it as upside, not a selling point. On the modding front, the accompanying patch opened the simulation database as an editable XML file and added an FBX conversion tool to the editor, which modders on Nexus have already started using. For players who want the game to outlast its official support window, that matters. The fair caveat is that Heavenly Spear follows an east Asian expansion in Immortal Pillars, and some players will feel the visual and biome overlap between the two. Six new maps themed around sacred mountains and misty forests are well-constructed tactically but will not feel visually alien if you just finished the Chinese campaign. That is a legitimate gripe, not a dealbreaker. The substance underneath - the Bushido meter, the god-power toolkit, the myth unit design - earns its place in the roster and gives competitive players fresh matchup theory to work out.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamJapanese PantheonBushido MeterMyth UnitsGod PowersCampaign RTSSkirmish MapsRoguelite ModeCiv Asymmetry

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Fecha de lanzamiento
30 sept 2025

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Age of Mythology Retold Heavinly Spear se lanzó el 30 de septiembre de 2025.