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

A mid-90s turn-based 4X that predates Civ's dominance of the genre, with real colony-management teeth underneath its dated exterior. Worth the manual-fix tax if you can stomach 1996 visuals.

I've spent time with enough 90s strategy relics to know which ones still have a pulse, and Deadlock: Planetary Conquest is more alive than its age suggests. Released originally in 1996 by Accolade and later re-released digitally, this is a turn-based 4X set on the planet Gallius IV, where seven playable alien races have agreed to settle their dispute through colonization rather than orbital bombardment. That premise alone is more interesting than the box art implies, and the mechanics beneath it have a satisfying density that most of its contemporaries lacked. The core loop splits neatly into two linked views. In the world view, you move armies across provinces, trade with rivals, and decide whether to tech-race or go for the throat. Drop into the settlement view and you are micromanaging housing, farms, factories, mines, and research centers at the individual colony level. Five resources, including a late-game material called Endurium, all feed into a balancing act between military spending and population happiness. Citizen morale matters: push taxes too high and workers stop showing up. The first ten to twenty turns of each game are load-bearing decisions, since getting your housing capacity wrong early means your population growth formula punishes you for the rest of the match. That is the kind of cause-and-effect clarity that good strategy games live on. The seven playable races each bring a distinct mechanical identity. Humans tax-generate better than anyone but are vulnerable to Skirineen black-market scandals. The Cyth have a fixed morale ceiling that bleeds a worker every five turns, making them a genuinely harder mode. The Maug lean into research. Each race rewards a different build priority, which gives the game more replay variance than its surface simplicity implies. Victory comes via two routes: eliminate every rival colony or construct the required number of City Centers, with each successive Center costing significantly more than the last. The City Center path is nominally peaceful but in practice forces you into constant aggression, since any opponent nearing that threshold needs to be stopped by force. Combat itself is hands-off, an automated battle resolution shown as a short animation after you commit your sea, land, air, and missile units. Veterans of the genre will recognize the limitation immediately, but for newcomers it actually keeps decision-making clean. The honest problems are real and worth knowing before you install. The Steam version is a documented compatibility mess on 64-bit machines. The community fix involves deleting or renaming WAIL32.DLL in the install directory, which resolves the crash-on-intro issue most users hit; the GOG version handles this more gracefully and is the safer purchase. The AI at mid-difficulty levels is on the soft side, and genre veterans coming from Civ or Masters of Orion will find the strategic depth thinner than those benchmarks. Diplomacy is essentially absent, limited to resource trades, military gifts, and sending insults to start wars. There is no meaningful negotiated peace. For a certain kind of player, that is fine, even preferable. For anyone who wants the full geopolitical sandbox of a Paradox title, it falls short. Where Deadlock earns its place is in the niche of approachable-but-substantive colony sims. The dual-view structure means a newcomer to the 4X genre can see exactly where their economy is breaking down at the settlement level, rather than staring at abstract numbers. The learning curve is steep for about two games and then flattens out considerably. If your only prior experience is something like Civilization or a modern grand-strategy title, this will feel primitive in presentation but familiar enough in logic to click within a session. It is a dated game that the passage of time has not been kind to aesthetically, but the mechanical bones are sound enough to justify a playthrough for anyone curious about how the genre developed before Civ 2 set the mold in stone. Diego, Scout Team

Deadlock: Planetary Conquest

Deadlock: Planetary Conquest

23 oct 2014Accolade, Inc.Atari
GamerScout opina

A mid-90s turn-based 4X that predates Civ's dominance of the genre, with real colony-management teeth underneath its dated exterior. Worth the manual-fix tax if you can stomach 1996 visuals.

PC
Steam Deck UnsupportedProtonDB Gold
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Mínimo histórico: €5.39

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Acerca de Deadlock: Planetary Conquest

I've spent time with enough 90s strategy relics to know which ones still have a pulse, and Deadlock: Planetary Conquest is more alive than its age suggests. Released originally in 1996 by Accolade and later re-released digitally, this is a turn-based 4X set on the planet Gallius IV, where seven playable alien races have agreed to settle their dispute through colonization rather than orbital bombardment. That premise alone is more interesting than the box art implies, and the mechanics beneath it have a satisfying density that most of its contemporaries lacked. The core loop splits neatly into two linked views. In the world view, you move armies across provinces, trade with rivals, and decide whether to tech-race or go for the throat. Drop into the settlement view and you are micromanaging housing, farms, factories, mines, and research centers at the individual colony level. Five resources, including a late-game material called Endurium, all feed into a balancing act between military spending and population happiness. Citizen morale matters: push taxes too high and workers stop showing up. The first ten to twenty turns of each game are load-bearing decisions, since getting your housing capacity wrong early means your population growth formula punishes you for the rest of the match. That is the kind of cause-and-effect clarity that good strategy games live on. The seven playable races each bring a distinct mechanical identity. Humans tax-generate better than anyone but are vulnerable to Skirineen black-market scandals. The Cyth have a fixed morale ceiling that bleeds a worker every five turns, making them a genuinely harder mode. The Maug lean into research. Each race rewards a different build priority, which gives the game more replay variance than its surface simplicity implies. Victory comes via two routes: eliminate every rival colony or construct the required number of City Centers, with each successive Center costing significantly more than the last. The City Center path is nominally peaceful but in practice forces you into constant aggression, since any opponent nearing that threshold needs to be stopped by force. Combat itself is hands-off, an automated battle resolution shown as a short animation after you commit your sea, land, air, and missile units. Veterans of the genre will recognize the limitation immediately, but for newcomers it actually keeps decision-making clean. The honest problems are real and worth knowing before you install. The Steam version is a documented compatibility mess on 64-bit machines. The community fix involves deleting or renaming WAIL32.DLL in the install directory, which resolves the crash-on-intro issue most users hit; the GOG version handles this more gracefully and is the safer purchase. The AI at mid-difficulty levels is on the soft side, and genre veterans coming from Civ or Masters of Orion will find the strategic depth thinner than those benchmarks. Diplomacy is essentially absent, limited to resource trades, military gifts, and sending insults to start wars. There is no meaningful negotiated peace. For a certain kind of player, that is fine, even preferable. For anyone who wants the full geopolitical sandbox of a Paradox title, it falls short. Where Deadlock earns its place is in the niche of approachable-but-substantive colony sims. The dual-view structure means a newcomer to the 4X genre can see exactly where their economy is breaking down at the settlement level, rather than staring at abstract numbers. The learning curve is steep for about two games and then flattens out considerably. If your only prior experience is something like Civilization or a modern grand-strategy title, this will feel primitive in presentation but familiar enough in logic to click within a session. It is a dated game that the passage of time has not been kind to aesthetically, but the mechanical bones are sound enough to justify a playthrough for anyone curious about how the genre developed before Civ 2 set the mold in stone.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:indie4XTurn-BasedColony ManagementAlien RacesRetro StrategyResource ManagementAutomated CombatMulti-Race Asymmetry

Requisitos del sistema

Mínimos

OS
Windows XP / Vista / 7 (This game will NOT work on Windows 8)
Memory
512 MB RAM
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 game will NOT work on Windows 8)
Memory
1 GB RAM
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
Accolade, Inc.
Distribuidora
Atari
Fecha de lanzamiento
23 oct 2014

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¿En qué plataformas está disponible Deadlock: Planetary Conquest?

Deadlock: Planetary Conquest está disponible en PC.

¿Cuándo se lanzó Deadlock: Planetary Conquest?

Deadlock: Planetary Conquest se lanzó el 23 de octubre de 2014.

¿Quién desarrolló Deadlock: Planetary Conquest?

Deadlock: Planetary Conquest fue desarrollado por Accolade, Inc. y publicado por Atari.