Compare Prehistoric Tales prices across 50+ stores and find the best deal. Developed by Amegami. Published by Alawar Casual. Released on 5/26/2016. Available on PC. Genres: Adventure, Casual, Strategy.

Somewhere between a village-builder and a turn-based tactics game lives this compact prehistoric puzzler - good for an evening, thin on long-term depth.

I went into Prehistoric Tales expecting a bare-bones Alawar time-management title and came out mildly surprised. The opening hours play exactly like the genre template: click workers, clear debris, collect food and lumber, build huts to grow your population. The tutorial is brisk and respectful - it drops you into a small coastal settlement, teaches you the resource loop through natural level objectives rather than unskippable pop-ups, and gets out of the way fast. For a casual-tier release, that alone puts it ahead of a lot of its shelf neighbors. What elevates it past the standard click-and-collect formula is the combat mode. When enemy forces arrive - rival tribes or the dinosaurs and goblins that share your map - the game pivots cleanly into turn-based RPG-style battles. You control the hero unit and whatever military forces you trained up back at camp, positioning and attacking in a grid-style exchange. There is an auto-battle button for players who want to stay in village-builder mode mentally, but if you actually engage with the combat system you will find a modest but functional layer of decision-making: which units to field, when to hold your hero back versus push for a faster clear. The transitions between the two modes are seamless and the pacing rarely stalls. The resource economy itself is deliberately shallow by grand-strategy standards. Farm fields yield food passively, additional villagers speed up clearing and construction, and military units unlock as your settlement scales. There are no branching tech trees, no rival AI with meaningful strategic identity, and no late-game complexity worth stress-testing. What you get is a well-tuned loop that keeps asking the next small question - do I expand housing or rush a second farm field - without ever demanding a spreadsheet. For experienced strategy players this is firmly in "relaxation mode" territory. For someone who bounced off Tropico or Anno because the systems felt overwhelming, this could serve as a genuinely useful on-ramp. The weaknesses are honest and unsurprising for the tier. The review count on Steam is small and the community is essentially dormant - no mods, no patches post-release worth noting, no discussion threads with meaningful strategic debate. The AI poses no real threat once you understand the resource timing, and the mission variety, while steady enough in the early-to-mid game, does not reinvent itself by the end. Minor localization rough edges have been flagged by players too. None of this is damning at the price point, but anyone expecting depth beyond a few evenings will hit the ceiling. Diego, Scout Team

Prehistoric Tales
AdventureCasualStrategy

Prehistoric Tales

May 26, 2016AmegamiAlawar Casual
GamerScout Says

Somewhere between a village-builder and a turn-based tactics game lives this compact prehistoric puzzler - good for an evening, thin on long-term depth.

PC
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About Prehistoric Tales

I went into Prehistoric Tales expecting a bare-bones Alawar time-management title and came out mildly surprised. The opening hours play exactly like the genre template: click workers, clear debris, collect food and lumber, build huts to grow your population. The tutorial is brisk and respectful - it drops you into a small coastal settlement, teaches you the resource loop through natural level objectives rather than unskippable pop-ups, and gets out of the way fast. For a casual-tier release, that alone puts it ahead of a lot of its shelf neighbors. What elevates it past the standard click-and-collect formula is the combat mode. When enemy forces arrive - rival tribes or the dinosaurs and goblins that share your map - the game pivots cleanly into turn-based RPG-style battles. You control the hero unit and whatever military forces you trained up back at camp, positioning and attacking in a grid-style exchange. There is an auto-battle button for players who want to stay in village-builder mode mentally, but if you actually engage with the combat system you will find a modest but functional layer of decision-making: which units to field, when to hold your hero back versus push for a faster clear. The transitions between the two modes are seamless and the pacing rarely stalls. The resource economy itself is deliberately shallow by grand-strategy standards. Farm fields yield food passively, additional villagers speed up clearing and construction, and military units unlock as your settlement scales. There are no branching tech trees, no rival AI with meaningful strategic identity, and no late-game complexity worth stress-testing. What you get is a well-tuned loop that keeps asking the next small question - do I expand housing or rush a second farm field - without ever demanding a spreadsheet. For experienced strategy players this is firmly in "relaxation mode" territory. For someone who bounced off Tropico or Anno because the systems felt overwhelming, this could serve as a genuinely useful on-ramp. The weaknesses are honest and unsurprising for the tier. The review count on Steam is small and the community is essentially dormant - no mods, no patches post-release worth noting, no discussion threads with meaningful strategic debate. The AI poses no real threat once you understand the resource timing, and the mission variety, while steady enough in the early-to-mid game, does not reinvent itself by the end. Minor localization rough edges have been flagged by players too. None of this is damning at the price point, but anyone expecting depth beyond a few evenings will hit the ceiling. Diego, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Time-ManagementTurn-Based CombatVillage BuilderResource LoopAuto-BattleDinosaursBeginner-FriendlyShort Campaign

System Requirements

Minimum

OS
Windows XP or later
Memory
512 MB RAM
DirectX
Version 9.0
Storage
150 MB available space
Graphics
128 MB
Processor
1600 MZH

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Game Info

Developer
Amegami
Publisher
Alawar Casual
Release Date
May 26, 2016

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Prehistoric Tales is available on PC.

When was Prehistoric Tales released?

Prehistoric Tales was released on 26 May 2016.

Who developed Prehistoric Tales?

Prehistoric Tales was developed by Amegami and published by Alawar Casual.