Compare BC Kings prices across 50+ stores and find the best deal. Developed by Mascot Entertainment. Published by Strategy First. Released on 6/16/2009. Available on PC. Genres: Strategy.

Old-school prehistoric RTS with hero RPG layers bolted on top, charming enough for genre veterans craving a low-stakes nostalgia fix, shallow enough to frustrate anyone after real strategic depth.

My first honest reaction to BC Kings was a mild sense of deja vu: this is base-building RTS circa 2002, wearing a Stone Age costume and trying on a few RPG accessories to see if they fit. It sits firmly in the lineage of early Warcraft-style real-time strategy, and if that sentence alone makes you nostalgic rather than bored, you are the target audience. The campaign follows two heroes, Mradin and Giesnik, through a prehistoric world populated by dinosaurs, hostile tribes, and alien mutants who apparently arrived via meteor impact. The fiction is cheerfully absurd in the best low-budget way. On the numbers side, the content roster looks decent on paper: 63 unit types, 32 buildings, 84 researchable technologies, and 8 magic spells spread across two playable sides. In practice, the technology tree is not the layered decision web a strategy-minded player wants. Resources come in four types, wood, stone, bone, and food, and food is obtained by hunting mammoths, which is a nice texture detail. The problem is that the combat system leans heavily toward a simple mass-unit win condition rather than any meaningful unit composition logic. There is no real counter system; the strongest unit type, produced in volume, tends to win. That flattens late-game decision-making considerably and will disappoint anyone who wants build-order depth. Where BC Kings tries hardest to differentiate itself is in the campaign structure. Each mission layers in optional side-quests that reward Shell-coins, which you then spend on upgrading Mradin and Giesnik between missions. The heroes level up, gain attribute points, and can equip new weapons, so there is a light progression loop running alongside the RTS base-building. Sub-maps are accessible through portals during missions, adding physical scope to each scenario, though reviewers at the time noted these sub-maps rarely justify their existence beyond padding map size. The AI has been criticized for spending resources on workers rather than defending against attacks, which means the challenge ceiling is low for experienced RTS players. From a newcomer perspective, that same shallowness is actually an on-ramp. If you have never touched an RTS and want to understand resource gathering, build queues, and hero micro without being crushed by a punishing AI, BC Kings genuinely respects that learning curve. There is no tutorial that insults your intelligence, but the mechanics surface naturally and the difficulty sits at a level where normal players will be challenged without being annihilated. The graphics are firmly dated, no argument there, but the art direction has the scrappy charm of early 2000s PC titles. Multiplayer is present for those who want to take the prehistoric warfare to a human opponent, though the active player base in 2025 is functionally zero, so treat that mode as a bonus rather than a selling point. Steam reviews land in mixed territory at roughly 65 percent positive, which tracks: the people who love it grew up with this genre and forgive the rough edges; the people who don't were hoping for something more evolved. Diego, Scout Team

BC Kings
Strategy

BC Kings

Jun 16, 2009Mascot EntertainmentStrategy First
GamerScout Says

Old-school prehistoric RTS with hero RPG layers bolted on top, charming enough for genre veterans craving a low-stakes nostalgia fix, shallow enough to frustrate anyone after real strategic depth.

PC
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Screenshots & Media

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About BC Kings

My first honest reaction to BC Kings was a mild sense of deja vu: this is base-building RTS circa 2002, wearing a Stone Age costume and trying on a few RPG accessories to see if they fit. It sits firmly in the lineage of early Warcraft-style real-time strategy, and if that sentence alone makes you nostalgic rather than bored, you are the target audience. The campaign follows two heroes, Mradin and Giesnik, through a prehistoric world populated by dinosaurs, hostile tribes, and alien mutants who apparently arrived via meteor impact. The fiction is cheerfully absurd in the best low-budget way. On the numbers side, the content roster looks decent on paper: 63 unit types, 32 buildings, 84 researchable technologies, and 8 magic spells spread across two playable sides. In practice, the technology tree is not the layered decision web a strategy-minded player wants. Resources come in four types, wood, stone, bone, and food, and food is obtained by hunting mammoths, which is a nice texture detail. The problem is that the combat system leans heavily toward a simple mass-unit win condition rather than any meaningful unit composition logic. There is no real counter system; the strongest unit type, produced in volume, tends to win. That flattens late-game decision-making considerably and will disappoint anyone who wants build-order depth. Where BC Kings tries hardest to differentiate itself is in the campaign structure. Each mission layers in optional side-quests that reward Shell-coins, which you then spend on upgrading Mradin and Giesnik between missions. The heroes level up, gain attribute points, and can equip new weapons, so there is a light progression loop running alongside the RTS base-building. Sub-maps are accessible through portals during missions, adding physical scope to each scenario, though reviewers at the time noted these sub-maps rarely justify their existence beyond padding map size. The AI has been criticized for spending resources on workers rather than defending against attacks, which means the challenge ceiling is low for experienced RTS players. From a newcomer perspective, that same shallowness is actually an on-ramp. If you have never touched an RTS and want to understand resource gathering, build queues, and hero micro without being crushed by a punishing AI, BC Kings genuinely respects that learning curve. There is no tutorial that insults your intelligence, but the mechanics surface naturally and the difficulty sits at a level where normal players will be challenged without being annihilated. The graphics are firmly dated, no argument there, but the art direction has the scrappy charm of early 2000s PC titles. Multiplayer is present for those who want to take the prehistoric warfare to a human opponent, though the active player base in 2025 is functionally zero, so treat that mode as a bonus rather than a selling point. Steam reviews land in mixed territory at roughly 65 percent positive, which tracks: the people who love it grew up with this genre and forgive the rough edges; the people who don't were hoping for something more evolved. Diego, Scout Team

Tags

singleplayermultiplayertier:sub-5Prehistoric SettingHero ProgressionBase BuildingRetro RTSSide QuestsResource ManagementLow Skill FloorCampaign Focus

Steam Deck & Linux

ProtonDB Platinum

Runs flawlessly on Linux out of the box. Based on 4 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP or Vista
Sound
DirectX compatible sound card
Memory
512MB memory
Graphics
3D accelerated graphics hardware
DirectX®
DirectX 9
Processor
1GHz processor or better
Hard Drive
300MB of free space

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Game Info

Developer
Mascot Entertainment
Publisher
Strategy First
Release Date
Jun 16, 2009

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Price History

2026-06-100.78(lowest)

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How much does BC Kings cost?

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What platforms is BC Kings available on?

BC Kings is available on PC.

When was BC Kings released?

BC Kings was released on 16 June 2009.

Who developed BC Kings?

BC Kings was developed by Mascot Entertainment and published by Strategy First.