Compara los precios de Elysium: Blood Games en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por SimProse Studios. Publicado por Conglomerate 5. Lanzado el 5/1/2016. Disponible en PC. Géneros: Casual, Indie, Simulation, Sports, Strategy.

If your idea of a lunch break is optimizing fighter contracts and calculating bribe-vs-win-odds ratios, this gladiator management sim fits your brain exactly. Everyone else may bounce off the randomness.

I have a soft spot for sports management games that strip away the licensing fees and NFL logos and ask a more honest question: can the underlying systems carry the whole thing? Elysium: Blood Games answers that question with a qualified yes, at least for the first dozen seasons. This is a text-driven gladiator management sim built by a solo developer, and the ambition-to-team-size ratio is genuinely impressive once you understand what you are actually looking at. The core loop works like a stripped-down OOTP Baseball reskin in a Roman arena. You take the role of an Arenamaster controlling a roster of three fighters, each with five individual stats and a special trait that tangibly affects how they perform in the sand. Between fights you are managing contracts, drafting free agents, deciding how to allocate training focus, and choosing whether to spend your gold on legitimate preparation or darker tools: Brews that boost a fighter's skill, Influence-purchased Favors, or outright bribing opponents. That last layer is where the game separates itself from a basic sports ticker. The corruption economy is small but it creates genuine decision tension every single session day. Combat itself is text-based but more interactive than you might expect. You can call each move in real time, choosing between Lunge, Normal, Defensive, or targeting a vein for a Bleeding attack, or you can set an overall combat attitude and let the engine resolve it. Post-fight breakdowns include hit percentage and average damage, which is exactly the kind of stat sheet a management-sim player wants to review. The career engine underneath all this is decently modeled: hidden Potential ratings, a realistic aging algorithm, injury risk, fatigue accumulation, and development curves that mean a hyped prospect can absolutely disappoint you over a full career arc. Season length is configurable at three, ten, fifteen, or twenty days, which is a small but smart accessibility lever. A new player can run a short season to learn the systems before committing to a longer campaign. Here is where I have to be honest about the friction points. Steam's overall reception sits at roughly 52% positive across around 104 reviews, and the split tells you something real. The criticism that surfaces most often from players is that fighter development feels heavily random, and that a stat advantage over an opponent does not reliably translate into a win as often as the numbers suggest it should. From a sim-design standpoint that is a meaningful complaint. If skill expression is muffled by variance, the management decisions feeding into those stats lose weight. The game clearly compensates by making the side channels, bribing, brewing, promoting fights to attract royal attention, feel more decisive than raw stat building alone. Whether you find that balance satisfying or frustrating is going to define your whole relationship with the game. There are also some legacy UI scaling issues flagged in community discussions, particularly on older Windows configurations, worth knowing before you launch. For players who already know they enjoy the OOTP-style management loop and want a thematic left turn into gladiatorial Rome, this scratches a very specific itch. It is not a deep modding sandbox and it does not have the AI complexity of a Paradox title, but the career history tracking, Hall of Fame, and championship records do give multi-season runs a sense of accumulating weight. Approach it as a lunch-break sim rather than a 200-hour campaign investment and it earns its place on the hard drive. Diego, Scout Team

Elysium: Blood Games

Elysium: Blood Games

5 ene 2016SimProse StudiosConglomerate 5
GamerScout opina

If your idea of a lunch break is optimizing fighter contracts and calculating bribe-vs-win-odds ratios, this gladiator management sim fits your brain exactly. Everyone else may bounce off the randomness.

PC
Steam Deck Unsupported
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I have a soft spot for sports management games that strip away the licensing fees and NFL logos and ask a more honest question: can the underlying systems carry the whole thing? Elysium: Blood Games answers that question with a qualified yes, at least for the first dozen seasons. This is a text-driven gladiator management sim built by a solo developer, and the ambition-to-team-size ratio is genuinely impressive once you understand what you are actually looking at. The core loop works like a stripped-down OOTP Baseball reskin in a Roman arena. You take the role of an Arenamaster controlling a roster of three fighters, each with five individual stats and a special trait that tangibly affects how they perform in the sand. Between fights you are managing contracts, drafting free agents, deciding how to allocate training focus, and choosing whether to spend your gold on legitimate preparation or darker tools: Brews that boost a fighter's skill, Influence-purchased Favors, or outright bribing opponents. That last layer is where the game separates itself from a basic sports ticker. The corruption economy is small but it creates genuine decision tension every single session day. Combat itself is text-based but more interactive than you might expect. You can call each move in real time, choosing between Lunge, Normal, Defensive, or targeting a vein for a Bleeding attack, or you can set an overall combat attitude and let the engine resolve it. Post-fight breakdowns include hit percentage and average damage, which is exactly the kind of stat sheet a management-sim player wants to review. The career engine underneath all this is decently modeled: hidden Potential ratings, a realistic aging algorithm, injury risk, fatigue accumulation, and development curves that mean a hyped prospect can absolutely disappoint you over a full career arc. Season length is configurable at three, ten, fifteen, or twenty days, which is a small but smart accessibility lever. A new player can run a short season to learn the systems before committing to a longer campaign. Here is where I have to be honest about the friction points. Steam's overall reception sits at roughly 52% positive across around 104 reviews, and the split tells you something real. The criticism that surfaces most often from players is that fighter development feels heavily random, and that a stat advantage over an opponent does not reliably translate into a win as often as the numbers suggest it should. From a sim-design standpoint that is a meaningful complaint. If skill expression is muffled by variance, the management decisions feeding into those stats lose weight. The game clearly compensates by making the side channels, bribing, brewing, promoting fights to attract royal attention, feel more decisive than raw stat building alone. Whether you find that balance satisfying or frustrating is going to define your whole relationship with the game. There are also some legacy UI scaling issues flagged in community discussions, particularly on older Windows configurations, worth knowing before you launch. For players who already know they enjoy the OOTP-style management loop and want a thematic left turn into gladiatorial Rome, this scratches a very specific itch. It is not a deep modding sandbox and it does not have the AI complexity of a Paradox title, but the career history tracking, Hall of Fame, and championship records do give multi-season runs a sense of accumulating weight. Approach it as a lunch-break sim rather than a 200-hour campaign investment and it earns its place on the hard drive.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertrading-cardstier:sub-5Gladiator ManagementText-Based CombatCareer SimulationInfluence SystemContract NegotiationBribery MechanicsSingle-Elimination TournamentHidden PotentialAging System

Requisitos del sistema

Mínimos

OS
Windows XP or higher (NOTE: 100% or Normal System Font Size required for Windows 7 and some Windows 8 users)
Memory
1 GB RAM
Storage
60 MB available space
Graphics
1GB Video Card or higher
Processor
Pentium Celeron class or higher
Sound Card
Recommended for music and sound

Recomendados

OS
Windows 8.1 or higher
Memory
2 GB RAM
Graphics
1400x900 resolution or higher
Processor
Pentium i3 class or higher

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Información del juego

Desarrolladora
SimProse Studios
Distribuidora
Conglomerate 5
Fecha de lanzamiento
5 ene 2016

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¿En qué plataformas está disponible Elysium: Blood Games?

Elysium: Blood Games está disponible en PC.

¿Cuándo se lanzó Elysium: Blood Games?

Elysium: Blood Games se lanzó el 5 de enero de 2016.

¿Quién desarrolló Elysium: Blood Games?

Elysium: Blood Games fue desarrollado por SimProse Studios y publicado por Conglomerate 5.