Compare 50 years prices across 50+ stores and find the best deal. Developed by Aleksandr Golovkin. Published by Aleksandr Golovkin. Released on 5/26/2017. Available on PC. Genres: Indie, Strategy.

Thirty-minute runs, 11 factions, five difficulty levels, and an 89% Steam rating: stripped-back strategy that actually respects your evening.

My spreadsheet instincts told me to be skeptical when I first loaded this up. A solo-dev strategy game where a full campaign clears in thirty minutes? That is either genius compression or a warning sign. After several runs across different factions, I can tell you it is mostly the former, with a few honest caveats attached. The loop works like this: you pick one of eleven nations, each with a distinct mechanical twist, and then spend fifty turns managing four resources: gold, wood, food, and faith. Every turn you are buying buildings, hiring units, and setting up your economy to survive the next attack wave. Buildings cap the types and counts of units you can field, food caps your total army size, and the scaling cost system means that stacking the same unit type repeatedly gets expensive fast, which nudges you toward mixed compositions. The Egyptian faction flips the scouting mechanic entirely, letting you build with faith instead of gold, which means your early-game religion choices carry different weight than they do for every other nation. That kind of faction-level asymmetry is exactly the thing I want to see in a game pitched as replayable. Combat is the most divisive part of the design. Battles resolve automatically, with the AI positioning and moving your units for you. The result of a fight comes down almost entirely to what you brought to it: the pre-battle preparation, the build order, the resource trades you made in years ten through twenty. For strategy purists who want to issue orders mid-battle, this will feel like a wall. The combat AI has a habit of letting strong units get screened behind weaker ones, and a few targeted manual commands could prevent a lot of unnecessary losses. What I will say in its defense is that this design choice is the reason a full run stays under an hour. The pacing trade-off is intentional, and for the game this is trying to be, it is a reasonable call. For newcomers to the genre, this is genuinely one of the more approachable entry points you will find. Five difficulty levels, short sessions, and rules that fit on one page mean you can learn by failing without losing an evening to it. The special modes add variety, including a battle editor with Steam Workshop support where players can script custom enemy waves, which is a small but welcome layer of longevity. With 54 achievements spanning variant win conditions and nation-specific challenges, completionists have enough to chase across many runs. The art style is soft and low-key, though it does not change to reflect your chosen nation past the selection screen, which is a missed opportunity for atmosphere. The honest assessment: this sits in the space between a mobile strategy game and a full desktop release. It has real strategic depth in its economy and build decisions, a Steam rating that has stayed above 89 percent across hundreds of reviews, and enough faction variety to support genuine replayability. It is not a game you sink forty hours into. It is a game you return to on a Tuesday night when you want a complete strategic arc without a campaign commitment. Diego, Scout Team

50 years
IndieStrategy

50 years

May 26, 2017Aleksandr Golovkin
GamerScout Says

Thirty-minute runs, 11 factions, five difficulty levels, and an 89% Steam rating: stripped-back strategy that actually respects your evening.

PC
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About 50 years

My spreadsheet instincts told me to be skeptical when I first loaded this up. A solo-dev strategy game where a full campaign clears in thirty minutes? That is either genius compression or a warning sign. After several runs across different factions, I can tell you it is mostly the former, with a few honest caveats attached. The loop works like this: you pick one of eleven nations, each with a distinct mechanical twist, and then spend fifty turns managing four resources: gold, wood, food, and faith. Every turn you are buying buildings, hiring units, and setting up your economy to survive the next attack wave. Buildings cap the types and counts of units you can field, food caps your total army size, and the scaling cost system means that stacking the same unit type repeatedly gets expensive fast, which nudges you toward mixed compositions. The Egyptian faction flips the scouting mechanic entirely, letting you build with faith instead of gold, which means your early-game religion choices carry different weight than they do for every other nation. That kind of faction-level asymmetry is exactly the thing I want to see in a game pitched as replayable. Combat is the most divisive part of the design. Battles resolve automatically, with the AI positioning and moving your units for you. The result of a fight comes down almost entirely to what you brought to it: the pre-battle preparation, the build order, the resource trades you made in years ten through twenty. For strategy purists who want to issue orders mid-battle, this will feel like a wall. The combat AI has a habit of letting strong units get screened behind weaker ones, and a few targeted manual commands could prevent a lot of unnecessary losses. What I will say in its defense is that this design choice is the reason a full run stays under an hour. The pacing trade-off is intentional, and for the game this is trying to be, it is a reasonable call. For newcomers to the genre, this is genuinely one of the more approachable entry points you will find. Five difficulty levels, short sessions, and rules that fit on one page mean you can learn by failing without losing an evening to it. The special modes add variety, including a battle editor with Steam Workshop support where players can script custom enemy waves, which is a small but welcome layer of longevity. With 54 achievements spanning variant win conditions and nation-specific challenges, completionists have enough to chase across many runs. The art style is soft and low-key, though it does not change to reflect your chosen nation past the selection screen, which is a missed opportunity for atmosphere. The honest assessment: this sits in the space between a mobile strategy game and a full desktop release. It has real strategic depth in its economy and build decisions, a Steam rating that has stayed above 89 percent across hundreds of reviews, and enough faction variety to support genuine replayability. It is not a game you sink forty hours into. It is a game you return to on a Tuesday night when you want a complete strategic arc without a campaign commitment. Diego, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Resource ManagementAuto-CombatFaction AsymmetryShort SessionsWave DefenseWorkshop SupportAchievement HuntingBeginner-Friendly Strategy

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 4 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP, Vista, 7, 8, or 10
Memory
512 MB RAM
DirectX
Version 9.0c
Storage
150 MB available space
Graphics
128MB
Processor
2 GHc +

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Game Info

Developer
Aleksandr Golovkin
Publisher
Aleksandr Golovkin
Release Date
May 26, 2017

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Price History

2026-06-100.89(lowest)

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50 years is available on PC.

When was 50 years released?

50 years was released on 26 May 2017.

Who developed 50 years?

50 years was developed by Aleksandr Golovkin.