Compare Rise Eterna War prices across 50+ stores and find the best deal. Developed by Makee. Published by Forever Entertainment S. A.. Released on 8/22/2024. Available on PC. Genres: Adventure, Casual, Indie, RPG, Strategy.

A hybrid RTS-deckbuilder with a dark medieval war story that lands mostly negative on Steam, but the concept is more interesting than the execution suggests.

My honest reaction after digging into Rise Eterna War is something between curiosity and caution. Makee is swinging for a genuinely unusual genre mix here: real-time strategy collides with deck-building and resource management across more than 40 story-driven missions, all wrapped around a grim prequel narrative following general Arthbane's insurgency against the Athracian occupiers of Ars Rare. That combination on paper is the kind of hybrid that makes strategy-heads sit up. In practice, the community reception tells a sobering story: only about one-in-three Steam reviewers found it positive, a "mostly negative" verdict from a small but directionally consistent sample. The systems themselves are worth parsing. You field up to 16 unit types and 11 heroes, and the Chuckwagon resource loop, where coins fund meals that sustain your troops, adds a light logistics layer on top of the tactical moment-to-moment. Unit and ballista upgrades gate into multiple tiers, so there is some progression depth to chase if the core real-time action clicks for you. The deck-building layer is the wild card: it theoretically forces you to pre-commit to a roster composition before missions rather than free-deploy anything you want, which should produce meaningful build decisions. Whether it lands that way is where player opinion seems to fracture. The original Rise Eterna was criticised for maps that overstayed their welcome and enemies that stopped providing meaningful pressure past the mid-game. War shifts the genre axis away from turn-based tactics entirely, so those specific complaints do not translate directly, but Makee's general habit of promising depth and delivering something a little thinner than advertised appears to persist based on the Steam response. The narrative ambition is real: Arthbane is positioned as a tragic antihero with a dark personal arc, and the prequel framing means the outcome is already written by lore, which could feel either poignant or mechanical depending on your tolerance for that structure. Steam community threads also flag at least one hero unlock appearing to behave unexpectedly in early missions, and a few players note the ending feels inconsequential regardless of decisions made. Neither is catastrophic, but both are yellow flags. Who should consider it: players who want a low-stakes experiment in RTS-deckbuilder hybrids and already enjoyed the original Rise Eterna enough to want Arthbane's origin story. If you have no attachment to the series and are evaluating this purely as a real-time strategy or deckbuilder, there are more polished options in both genres. No mod ecosystem or workshop support was found, so replayability rests entirely on the mission variety and difficulty settings. As a sub-5 tier title, the value proposition is priced to absorb risk, which is the one honest argument for giving it a look. Diego, Scout Team

Rise Eterna War
AdventureCasualIndieRPGStrategy

Rise Eterna War

Aug 22, 2024MakeeForever Entertainment S. A.
GamerScout Says

A hybrid RTS-deckbuilder with a dark medieval war story that lands mostly negative on Steam, but the concept is more interesting than the execution suggests.

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About Rise Eterna War

My honest reaction after digging into Rise Eterna War is something between curiosity and caution. Makee is swinging for a genuinely unusual genre mix here: real-time strategy collides with deck-building and resource management across more than 40 story-driven missions, all wrapped around a grim prequel narrative following general Arthbane's insurgency against the Athracian occupiers of Ars Rare. That combination on paper is the kind of hybrid that makes strategy-heads sit up. In practice, the community reception tells a sobering story: only about one-in-three Steam reviewers found it positive, a "mostly negative" verdict from a small but directionally consistent sample. The systems themselves are worth parsing. You field up to 16 unit types and 11 heroes, and the Chuckwagon resource loop, where coins fund meals that sustain your troops, adds a light logistics layer on top of the tactical moment-to-moment. Unit and ballista upgrades gate into multiple tiers, so there is some progression depth to chase if the core real-time action clicks for you. The deck-building layer is the wild card: it theoretically forces you to pre-commit to a roster composition before missions rather than free-deploy anything you want, which should produce meaningful build decisions. Whether it lands that way is where player opinion seems to fracture. The original Rise Eterna was criticised for maps that overstayed their welcome and enemies that stopped providing meaningful pressure past the mid-game. War shifts the genre axis away from turn-based tactics entirely, so those specific complaints do not translate directly, but Makee's general habit of promising depth and delivering something a little thinner than advertised appears to persist based on the Steam response. The narrative ambition is real: Arthbane is positioned as a tragic antihero with a dark personal arc, and the prequel framing means the outcome is already written by lore, which could feel either poignant or mechanical depending on your tolerance for that structure. Steam community threads also flag at least one hero unlock appearing to behave unexpectedly in early missions, and a few players note the ending feels inconsequential regardless of decisions made. Neither is catastrophic, but both are yellow flags. Who should consider it: players who want a low-stakes experiment in RTS-deckbuilder hybrids and already enjoyed the original Rise Eterna enough to want Arthbane's origin story. If you have no attachment to the series and are evaluating this purely as a real-time strategy or deckbuilder, there are more polished options in both genres. No mod ecosystem or workshop support was found, so replayability rests entirely on the mission variety and difficulty settings. As a sub-5 tier title, the value proposition is priced to absorb risk, which is the one honest argument for giving it a look. Diego, Scout Team

Tags

singleplayerachievementstier:sub-5RTS-Deckbuilder HybridPrequel StoryResource LogisticsHero Roster ManagementPixel Art StrategyDark Medieval NarrativeUnit Upgrades

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
Storage
2 GB available space
Graphics
512MB VRAM
Processor
1.0 GHz Processor

Recommended

OS
Windows 10
Memory
4 GB RAM
Storage
2 GB available space
Graphics
1GB VRAM
Processor
Dual core from Intel or AMD at 2.0 GHz

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Game Info

Developer
Makee
Publisher
Forever Entertainment S. A.
Release Date
Aug 22, 2024

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What platforms is Rise Eterna War available on?

Rise Eterna War is available on PC.

When was Rise Eterna War released?

Rise Eterna War was released on 22 August 2024.

Who developed Rise Eterna War?

Rise Eterna War was developed by Makee and published by Forever Entertainment S. A..