Compara los precios de Age of Wonders: Shadow Magic en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Triumph Studios. Publicado por Paradox Interactive. Lanzado el 12/10/2010. Disponible en PC. Géneros: RPG, Strategy. Puntuación Metacritic: 82/100.

A deep fantasy 4X-RPG hybrid where empire building, hero leveling, and turn-based tactical combat collide across a world bleeding into a sinister shadow realm.

Age of Wonders: Shadow Magic is the third entry in Triumph Studios' long-running fantasy strategy series, and it sits in that satisfying overlap between 4X empire management and old-school RPG systems. You pick a race, grow a wizard-lord hero, build cities, research spells, and then resolve every battle on a separate tactical grid where unit positioning and spell timing actually matter. If you came here from Heroes of Might and Magic or early Disciples, you will feel right at home within the first hour. The headline addition is the Shadow World, a parallel dark dimension that layers over the main campaign map. It introduces new races - the shadowy Shadowborn factions - and opens up flanking routes and resource opportunities that force you to think in two planes at once. It sounds like a gimmick, but in practice it adds genuine strategic depth without burying you in new menus. The base game's race variety is already generous, covering dwarves, high elves, dark elves, draconians, frostlings, and more, each with distinct unit rosters and stat profiles. Build variety here means picking your wizard's sphere of magic, stacking hero equipment, and deciding whether you lean into summoning a massive creature roster or buffing your core infantry. Past hour 40, the combinations still feel meaningfully different. Combat is where the game earns its reputation. Individual units have facing, morale, and ability cooldowns. Heroes level up and can be equipped like CRPG characters, so losing a high-level hero to a bad tactical call stings in a way that a purely strategic map game rarely achieves. The writing in the campaign scenarios is functional rather than literary - do not come in expecting Baldur's Gate dialogue trees. The story gives you enough context to care about the wizard factions at war, but it is the emergent narrative of a hard-fought siege or a desperate shadow realm ambush that stays with you. Replayability comes from the random map generator and multiplayer more than from branching plots. Where it stumbles is pacing. Mid-game map control can feel like a slog when you are mopping up neutral stacks across a large continent before the real strategic confrontations kick in. The interface carries its age proudly, and new players should expect a learning curve that the tutorials only partially address. Pathfinding occasionally makes poor decisions that cost you precious movement turns. None of these are dealbreakers, but they are friction points that a modern player accustomed to streamlined UX will notice. For what it is - a dense, rewarding hybrid of tactical RPG and turn-based strategy released well before the genre's recent revival - Shadow Magic holds up remarkably well. The 89 percent positive Steam rating from a dedicated community is not surprising. If you want a game that rewards careful hero builds, punishes tactical laziness, and offers a world dark enough to feel genuinely threatening, this one delivers without the padding of modern live-service design. Monika, Scout Team

Age of Wonders: Shadow Magic

Age of Wonders: Shadow Magic

12 oct 2010Triumph StudiosParadox Interactive
GamerScout opina

A deep fantasy 4X-RPG hybrid where empire building, hero leveling, and turn-based tactical combat collide across a world bleeding into a sinister shadow realm.

PC
Steam Deck UnsupportedProtonDB Gold
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Age of Wonders: Shadow Magic is the third entry in Triumph Studios' long-running fantasy strategy series, and it sits in that satisfying overlap between 4X empire management and old-school RPG systems. You pick a race, grow a wizard-lord hero, build cities, research spells, and then resolve every battle on a separate tactical grid where unit positioning and spell timing actually matter. If you came here from Heroes of Might and Magic or early Disciples, you will feel right at home within the first hour. The headline addition is the Shadow World, a parallel dark dimension that layers over the main campaign map. It introduces new races - the shadowy Shadowborn factions - and opens up flanking routes and resource opportunities that force you to think in two planes at once. It sounds like a gimmick, but in practice it adds genuine strategic depth without burying you in new menus. The base game's race variety is already generous, covering dwarves, high elves, dark elves, draconians, frostlings, and more, each with distinct unit rosters and stat profiles. Build variety here means picking your wizard's sphere of magic, stacking hero equipment, and deciding whether you lean into summoning a massive creature roster or buffing your core infantry. Past hour 40, the combinations still feel meaningfully different. Combat is where the game earns its reputation. Individual units have facing, morale, and ability cooldowns. Heroes level up and can be equipped like CRPG characters, so losing a high-level hero to a bad tactical call stings in a way that a purely strategic map game rarely achieves. The writing in the campaign scenarios is functional rather than literary - do not come in expecting Baldur's Gate dialogue trees. The story gives you enough context to care about the wizard factions at war, but it is the emergent narrative of a hard-fought siege or a desperate shadow realm ambush that stays with you. Replayability comes from the random map generator and multiplayer more than from branching plots. Where it stumbles is pacing. Mid-game map control can feel like a slog when you are mopping up neutral stacks across a large continent before the real strategic confrontations kick in. The interface carries its age proudly, and new players should expect a learning curve that the tutorials only partially address. Pathfinding occasionally makes poor decisions that cost you precious movement turns. None of these are dealbreakers, but they are friction points that a modern player accustomed to streamlined UX will notice. For what it is - a dense, rewarding hybrid of tactical RPG and turn-based strategy released well before the genre's recent revival - Shadow Magic holds up remarkably well. The 89 percent positive Steam rating from a dedicated community is not surprising. If you want a game that rewards careful hero builds, punishes tactical laziness, and offers a world dark enough to feel genuinely threatening, this one delivers without the padding of modern live-service design.

Monika
Monika · Scout Team

RPGs

Etiquetas

steamTurn-Based TacticsHero Progression4X StrategySpell CraftingFantasy RacesRandom Map GeneratorWizard HeroClassic RPG Systems

Requisitos del sistema

Mínimos

Processor
Intel Pentium 300+ CPU
Memory
64MB RAM
Graphics
DirectX compatible graphic card Hard Drive: 500MB hard disk

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Reseñas y valoraciones

Metacritic
82
Steam
89%(637)

Información del juego

Desarrolladora
Triumph Studios
Distribuidora
Paradox Interactive
Fecha de lanzamiento
12 oct 2010

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Age of Wonders: Shadow Magic está disponible en PC.

¿Cuándo se lanzó Age of Wonders: Shadow Magic?

Age of Wonders: Shadow Magic se lanzó el 12 de octubre de 2010.

¿Quién desarrolló Age of Wonders: Shadow Magic?

Age of Wonders: Shadow Magic fue desarrollado por Triumph Studios y publicado por Paradox Interactive.

¿Merece la pena comprar Age of Wonders: Shadow Magic?

Age of Wonders: Shadow Magic tiene una puntuación Metacritic de 82/100, lo que lo convierte en uno de los títulos destacados de RPG. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.