Compara los precios de Conquest of Elysium 4 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Illwinter Game Design. Publicado por Illwinter Game Design. Lanzado el 16/11/2015. Disponible en PC, Mac, Linux. Géneros: Indie, Strategy.

Twenty radically different factions, roguelike chaos, and automated battles that somehow demand real strategic thought. CoE4 is ugly, unforgiving, and alarmingly hard to put down.

I came into Conquest of Elysium 4 expecting something in the vein of a stripped-down 4X and left with triple-digit hours I can't fully account for. That is either a great sign or a mild personal concern. The game sits in a weird genre gap between turn-based strategy and roguelike, where randomness is a structural feature rather than a bug. Maps are procedurally generated and explicitly unbalanced by design. You can spawn surrounded by aggressive wildlife that ends your run before you've done anything interesting, and the game treats that as a valid outcome. If you bounce off early-game chaos, there's a decent chance CoE4 is simply not built for you. The headline mechanic is faction asymmetry, and it's the real thing. Twenty playable factions exist, and they don't just differ in unit stats. A Druid needs forests to harvest herbs and summon woodland creatures, while a Dwarf cares exclusively about mines and spends the whole game upgrading a finite pool of units that are brutally hard to replace. A Demonologist is slow off the blocks but can summon infernal powerhouses that make mid-game expansion borderline oppressive once the resource engine turns over. A Necromancer raises the dead but manages a sanity mechanic on commanders that punishes overextension. A Baron floods the map with levy armies. The faction variety is not cosmetic. Each one rewires what the game actually is on that playthrough. Combat is fully automated. You arrange armies, you move them, and then two unit stacks resolve against each other with no input from you. That sounds like a dealbreaker and it isn't. The initiative system, weapon ranges, and unit positioning all matter during planning, even if you can't micromanage the fight itself. Spear-armed units strike before axe-wielders due to reach-based initiative. Archers and spellcasters anchor the rear. The new battle system added in this version puts unit counters on a physical grid and gives the fights a board-game legibility that the older abstracted system lacked. Where the automation stings is when you lose a strong commander to a fight you misjudged, which triggers a loss condition if you run out of them, because armies cannot move without commanders attached. Keep redundant commanders or learn that lesson the hard way. The six planes of existence add texture without demanding constant attention. Hades mirrors Elysium and fills with the spirits of the dead. The Infernal plane houses demon lords that a Demonologist can summon to the surface, and if you want to permanently kill one you have to storm Inferno and finish it there. Portals to other planes appear rarely and usually end badly for whoever goes through without preparation. The AI is acknowledged to be weak at handling cross-plane events, so if a cult opens a gate to hell and starts flooding your territory with devils, expect to clean it up yourself. Faction balance at the upper difficulty tiers is a genuine concern in the community, with some factions snowballing resource income in ways others genuinely cannot match. Faction balance is not the game's strong suit. Multiplayer runs up to 16 players via network or hotseat, with cross-platform support across PC, Mac, and Linux, and team play against a mix of AI and human opponents. Map sizes range from Small sessions that wrap in under an hour to Enormous maps that stretch across multiple days. Solo play against AI at a couple of difficulty tiers is where most people spend their time, and the AI makes inefficient decisions but supplies enough opposition on larger maps to keep the strategic pressure real. CoE4 looks bad. There's no polite framing of that. The pixel tiles are tiny and the interface demands practice before it stops fighting you. None of that ended up mattering after a few sessions, but it is a real barrier on the first hour. If this were a shooter I'd tell you to quit and find something with better fundamentals. Here the fundamentals are buried under the presentation, and finding them is most of the point. Fred, Scout Team

Conquest of Elysium 4

Conquest of Elysium 4

16 nov 2015Illwinter Game Design
GamerScout opina

Twenty radically different factions, roguelike chaos, and automated battles that somehow demand real strategic thought. CoE4 is ugly, unforgiving, and alarmingly hard to put down.

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I came into Conquest of Elysium 4 expecting something in the vein of a stripped-down 4X and left with triple-digit hours I can't fully account for. That is either a great sign or a mild personal concern. The game sits in a weird genre gap between turn-based strategy and roguelike, where randomness is a structural feature rather than a bug. Maps are procedurally generated and explicitly unbalanced by design. You can spawn surrounded by aggressive wildlife that ends your run before you've done anything interesting, and the game treats that as a valid outcome. If you bounce off early-game chaos, there's a decent chance CoE4 is simply not built for you. The headline mechanic is faction asymmetry, and it's the real thing. Twenty playable factions exist, and they don't just differ in unit stats. A Druid needs forests to harvest herbs and summon woodland creatures, while a Dwarf cares exclusively about mines and spends the whole game upgrading a finite pool of units that are brutally hard to replace. A Demonologist is slow off the blocks but can summon infernal powerhouses that make mid-game expansion borderline oppressive once the resource engine turns over. A Necromancer raises the dead but manages a sanity mechanic on commanders that punishes overextension. A Baron floods the map with levy armies. The faction variety is not cosmetic. Each one rewires what the game actually is on that playthrough. Combat is fully automated. You arrange armies, you move them, and then two unit stacks resolve against each other with no input from you. That sounds like a dealbreaker and it isn't. The initiative system, weapon ranges, and unit positioning all matter during planning, even if you can't micromanage the fight itself. Spear-armed units strike before axe-wielders due to reach-based initiative. Archers and spellcasters anchor the rear. The new battle system added in this version puts unit counters on a physical grid and gives the fights a board-game legibility that the older abstracted system lacked. Where the automation stings is when you lose a strong commander to a fight you misjudged, which triggers a loss condition if you run out of them, because armies cannot move without commanders attached. Keep redundant commanders or learn that lesson the hard way. The six planes of existence add texture without demanding constant attention. Hades mirrors Elysium and fills with the spirits of the dead. The Infernal plane houses demon lords that a Demonologist can summon to the surface, and if you want to permanently kill one you have to storm Inferno and finish it there. Portals to other planes appear rarely and usually end badly for whoever goes through without preparation. The AI is acknowledged to be weak at handling cross-plane events, so if a cult opens a gate to hell and starts flooding your territory with devils, expect to clean it up yourself. Faction balance at the upper difficulty tiers is a genuine concern in the community, with some factions snowballing resource income in ways others genuinely cannot match. Faction balance is not the game's strong suit. Multiplayer runs up to 16 players via network or hotseat, with cross-platform support across PC, Mac, and Linux, and team play against a mix of AI and human opponents. Map sizes range from Small sessions that wrap in under an hour to Enormous maps that stretch across multiple days. Solo play against AI at a couple of difficulty tiers is where most people spend their time, and the AI makes inefficient decisions but supplies enough opposition on larger maps to keep the strategic pressure real. CoE4 looks bad. There's no polite framing of that. The pixel tiles are tiny and the interface demands practice before it stops fighting you. None of that ended up mattering after a few sessions, but it is a real barrier on the first hour. If this were a shooter I'd tell you to quit and find something with better fundamentals. Here the fundamentals are buried under the presentation, and finding them is most of the point.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvplocal-multiplayercooplocal-coopcross-platformtier:indieFaction AsymmetryRoguelike StrategyAutomated CombatMulti-Plane ExplorationHotseat MultiplayerProcedural MapsHigh DifficultyArmy Management

Requisitos del sistema

Mínimos

OS
win 10 or later
Memory
1 GB RAM
Storage
2 GB available space
Graphics
OpenGL
Processor
64-bit intel/amd cpu

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Información del juego

Desarrolladora
Illwinter Game Design
Distribuidora
Illwinter Game Design
Fecha de lanzamiento
16 nov 2015

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¿En qué plataformas está disponible Conquest of Elysium 4?

Conquest of Elysium 4 está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Conquest of Elysium 4?

Conquest of Elysium 4 se lanzó el 16 de noviembre de 2015.

¿Quién desarrolló Conquest of Elysium 4?

Conquest of Elysium 4 fue desarrollado por Illwinter Game Design.