Compara los precios de Deadlock II: Shrine Wars en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Cyberlore Studios, Inc.. Publicado por Atari. Lanzado el 23/10/2014. Disponible en PC. Géneros: Strategy.

A late-90s 4X that keeps its colony count to one planet, meaning you hit your neighbours fast and every diplomacy call matters from turn one.

My spreadsheet instincts lit up the moment I understood what Deadlock II is actually doing structurally: instead of sprawling you across a galaxy, it pins all seven races onto a single shared planet map and forces meaningful contact almost immediately. That constraint is the game's best design idea. You colonise territories with a Colonizer vehicle, drop buildings into each territory's six-by-six grid, assign colonists to farms, mines, factories, and universities, and then watch the resource math either reward or punish your build order within a dozen turns. The tech tree across 13-plus researchable technologies is the part that still holds up best in 2024, and the community agrees: players consistently single out the research progression as the most satisfying loop in the game. The seven races - ChCh-t, Cyth, Humans, Maug, Re'Lu, Skirineen, Tarth, and Uva Mosk - each carry distinct mechanical identities that push you toward different opening strategies. ChCh-t multiply fast and should flood the map early with tier-1 infrastructure, upgrading once labour becomes abundant. Tarth lean into brute military production and high food output. Humans tax at the highest rate but are uniquely vulnerable to Skirineen espionage scandals. The Cyth can never deploy their full workforce but maintain rock-steady morale, and their scouts can poison enemy food supplies. The asymmetry is real, if not as pronounced as in a modern faction-driven 4X - the differences nudge playstyle rather than demanding completely separate strategic plans. Diplomacy, including military pacts and shared-victory pacts, adds another axis: ally with someone, share a win condition, and suddenly your endgame calculus changes completely. Here is where honesty is required. The AI is the game's oldest wound. Opponents rarely press an attack unprompted, won't expand into undefended open territories, and build their colonies poorly - meaning mid-to-late game the challenge drops off unless you are playing at harder difficulty settings or bringing human opponents into the TCP/IP multiplayer (which itself requires compatibility workarounds on modern Windows). Combat resolves automatically rather than interactively, so ground troops and naval dreadnoughts matter in terms of stat investment, not manual command. The morale system rates anything below 90 out of 100 as a crisis, which creates a permanent micromanagement itch that some players will find tedious. Early turns also follow a near-identical opening sequence every game because everyone starts at the same tech level, and those first 30 or so turns can feel like going through the motions before the map fills up and real decisions begin. The bigger question right now is compatibility. Player reports confirm this release does not run reliably on Windows 10 or later without manually applying a DDRAW fix and setting compatibility mode - steps that are documented in community guides but require effort. If you are not prepared to spend fifteen minutes before your first session reading a forum thread, frustration awaits. Once past that gate, though, you have a genuinely compact 4X with a focused planet-level scope that suits players who find Master of Orion-style galaxy management overwhelming. The included scenario editor and skirmish mode on random maps extend the solo value past the campaign, which is ultimately a sequence of pre-built scenarios rather than a procedurally generated challenge. For a strategy fan approaching this fresh, the manual and in-game tooltips are solid enough that the learning curve is a real slope rather than a cliff. Give it the patient first session it needs, learn your race's build-order priorities early, and the mid-game diplomacy and tech choices do generate genuine decisions. Just go in knowing the AI will not carry the late game alone. Diego, Scout Team

Deadlock II: Shrine Wars

Deadlock II: Shrine Wars

23 oct 2014Cyberlore Studios, Inc.Atari
GamerScout opina

A late-90s 4X that keeps its colony count to one planet, meaning you hit your neighbours fast and every diplomacy call matters from turn one.

PC
ProtonDB Gold
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Mínimo histórico: €2.76

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Acerca de Deadlock II: Shrine Wars

My spreadsheet instincts lit up the moment I understood what Deadlock II is actually doing structurally: instead of sprawling you across a galaxy, it pins all seven races onto a single shared planet map and forces meaningful contact almost immediately. That constraint is the game's best design idea. You colonise territories with a Colonizer vehicle, drop buildings into each territory's six-by-six grid, assign colonists to farms, mines, factories, and universities, and then watch the resource math either reward or punish your build order within a dozen turns. The tech tree across 13-plus researchable technologies is the part that still holds up best in 2024, and the community agrees: players consistently single out the research progression as the most satisfying loop in the game. The seven races - ChCh-t, Cyth, Humans, Maug, Re'Lu, Skirineen, Tarth, and Uva Mosk - each carry distinct mechanical identities that push you toward different opening strategies. ChCh-t multiply fast and should flood the map early with tier-1 infrastructure, upgrading once labour becomes abundant. Tarth lean into brute military production and high food output. Humans tax at the highest rate but are uniquely vulnerable to Skirineen espionage scandals. The Cyth can never deploy their full workforce but maintain rock-steady morale, and their scouts can poison enemy food supplies. The asymmetry is real, if not as pronounced as in a modern faction-driven 4X - the differences nudge playstyle rather than demanding completely separate strategic plans. Diplomacy, including military pacts and shared-victory pacts, adds another axis: ally with someone, share a win condition, and suddenly your endgame calculus changes completely. Here is where honesty is required. The AI is the game's oldest wound. Opponents rarely press an attack unprompted, won't expand into undefended open territories, and build their colonies poorly - meaning mid-to-late game the challenge drops off unless you are playing at harder difficulty settings or bringing human opponents into the TCP/IP multiplayer (which itself requires compatibility workarounds on modern Windows). Combat resolves automatically rather than interactively, so ground troops and naval dreadnoughts matter in terms of stat investment, not manual command. The morale system rates anything below 90 out of 100 as a crisis, which creates a permanent micromanagement itch that some players will find tedious. Early turns also follow a near-identical opening sequence every game because everyone starts at the same tech level, and those first 30 or so turns can feel like going through the motions before the map fills up and real decisions begin. The bigger question right now is compatibility. Player reports confirm this release does not run reliably on Windows 10 or later without manually applying a DDRAW fix and setting compatibility mode - steps that are documented in community guides but require effort. If you are not prepared to spend fifteen minutes before your first session reading a forum thread, frustration awaits. Once past that gate, though, you have a genuinely compact 4X with a focused planet-level scope that suits players who find Master of Orion-style galaxy management overwhelming. The included scenario editor and skirmish mode on random maps extend the solo value past the campaign, which is ultimately a sequence of pre-built scenarios rather than a procedurally generated challenge. For a strategy fan approaching this fresh, the manual and in-game tooltips are solid enough that the learning curve is a real slope rather than a cliff. Give it the patient first session it needs, learn your race's build-order priorities early, and the mid-game diplomacy and tech choices do generate genuine decisions. Just go in knowing the AI will not carry the late game alone.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:sub-54XSingle-Planet StrategyTurn-Based 4XAuto-CombatFaction AsymmetryCompatibility WorkaroundRetro StrategyDiplomacy PactsColony Builder

Requisitos del sistema

Mínimos

OS
Windows XP / Vista / 7 (This product will NOT work in Windows 8)
DirectX
Version 7.0
Storage
800 MB available space
Graphics
100% DirectX compatible graphics
Processor
1.0 GHz Processor
Sound Card
100% DirectX compatible card or onboard sound

Recomendados

OS
Windows 7 (This product will NOT work in Windows 8)
DirectX
Version 7.0
Storage
800 MB available space
Graphics
100% DirectX compatible graphics
Processor
1.8 GHz Processor
Sound Card
100% DirectX compatible card or onboard sound

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Información del juego

Desarrolladora
Cyberlore Studios, Inc.
Distribuidora
Atari
Fecha de lanzamiento
23 oct 2014

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¿En qué plataformas está disponible Deadlock II: Shrine Wars?

Deadlock II: Shrine Wars está disponible en PC.

¿Cuándo se lanzó Deadlock II: Shrine Wars?

Deadlock II: Shrine Wars se lanzó el 23 de octubre de 2014.

¿Quién desarrolló Deadlock II: Shrine Wars?

Deadlock II: Shrine Wars fue desarrollado por Cyberlore Studios, Inc. y publicado por Atari.