Compare Stone Age Wars prices across 50+ stores and find the best deal. Developed by Permafrost Studio. Published by Back To Basics Gaming. Released on 1/9/2017. Available on PC. Genres: Violent, Action, Indie, Strategy.

Fifteen prehistoric unit classes, a cursor-drawing spell system, and ten boss fights squeezed into roughly three hours - worth a look if your expectations match the pocket-change price tag.

My spreadsheet instincts told me to be skeptical the moment I saw the words 'RPG arcade' stapled together under a prehistoric setting, but Stone Age Wars turned out to be a more earnest little package than that mashup implies. The core loop puts you in command of a squad of prehistoric soldiers chosen from fifteen distinct classes - warriors, hunters, tanks and more - each upgradeable across strength, armour, and speed, and each equipped with weapons and masks that layer on passive bonuses. The big mechanical hook is an active spell system: you trace symbols on screen with your cursor to trigger unit power-ups, and the accuracy of your drawing determines how effective the result is. It is a small idea but it keeps your hands busy during what would otherwise be a passive wave-survival game. From a strategy standpoint, the depth is real but narrow. Roster composition matters - stacking physical tanks without a ranged unit to handle fast enemy hunters is a recipe for frustration, and the community has noted that certain mid-game Hunter enemies hit harder than the boss encounters surrounding them. That imbalance is genuine and worth flagging: some players found late waves so erratic in enemy attack speed that distinguishing intended difficulty from a bug became genuinely unclear. Permafrost Studio never patched these rough edges out after the 2017 launch, and the game shows no signs of post-launch support. There is no mod ecosystem, no community tools, and no dev activity in the forums. Treat it as a finished, frozen product. The upgrade loop does reward deliberate thinking within its small scope. Meat (the in-game currency) must be distributed across your roster, so choosing which units get armour bumps versus weapon upgrades before a boss encounter gives you a planning layer that casual players will ignore and min-maxers will appreciate. The ten boss fights provide clear structure, and average runs clock in around three hours - short enough that the balancing issues never become exhausting. Steam users rate it mostly positive across roughly 75 reviews, which is an honest reflection of a game that delivers exactly what the price suggests and little more. Who is this for? Players who enjoy light tactical roster-building with a bit of active input from the spell mechanic, and who are not expecting a long-form strategy experience. The fifteen classes sound generous on paper but the meaningful decision space is much thinner than that number implies once you sort out which builds actually survive the later waves. Newcomers to this genre will find no tutorial to speak of, so be ready to lose your first run figuring out how the symbol-drawing system scales with power-up timing. Experienced players will clear it over a weekend session and move on. No mod support, no multiplayer, no replayability hooks beyond achievement hunting - what you see is what you get. Diego, Scout Team

Stone Age Wars
ViolentActionIndieStrategy

Stone Age Wars

Jan 9, 2017Permafrost StudioBack To Basics Gaming
GamerScout Says

Fifteen prehistoric unit classes, a cursor-drawing spell system, and ten boss fights squeezed into roughly three hours - worth a look if your expectations match the pocket-change price tag.

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About Stone Age Wars

My spreadsheet instincts told me to be skeptical the moment I saw the words 'RPG arcade' stapled together under a prehistoric setting, but Stone Age Wars turned out to be a more earnest little package than that mashup implies. The core loop puts you in command of a squad of prehistoric soldiers chosen from fifteen distinct classes - warriors, hunters, tanks and more - each upgradeable across strength, armour, and speed, and each equipped with weapons and masks that layer on passive bonuses. The big mechanical hook is an active spell system: you trace symbols on screen with your cursor to trigger unit power-ups, and the accuracy of your drawing determines how effective the result is. It is a small idea but it keeps your hands busy during what would otherwise be a passive wave-survival game. From a strategy standpoint, the depth is real but narrow. Roster composition matters - stacking physical tanks without a ranged unit to handle fast enemy hunters is a recipe for frustration, and the community has noted that certain mid-game Hunter enemies hit harder than the boss encounters surrounding them. That imbalance is genuine and worth flagging: some players found late waves so erratic in enemy attack speed that distinguishing intended difficulty from a bug became genuinely unclear. Permafrost Studio never patched these rough edges out after the 2017 launch, and the game shows no signs of post-launch support. There is no mod ecosystem, no community tools, and no dev activity in the forums. Treat it as a finished, frozen product. The upgrade loop does reward deliberate thinking within its small scope. Meat (the in-game currency) must be distributed across your roster, so choosing which units get armour bumps versus weapon upgrades before a boss encounter gives you a planning layer that casual players will ignore and min-maxers will appreciate. The ten boss fights provide clear structure, and average runs clock in around three hours - short enough that the balancing issues never become exhausting. Steam users rate it mostly positive across roughly 75 reviews, which is an honest reflection of a game that delivers exactly what the price suggests and little more. Who is this for? Players who enjoy light tactical roster-building with a bit of active input from the spell mechanic, and who are not expecting a long-form strategy experience. The fifteen classes sound generous on paper but the meaningful decision space is much thinner than that number implies once you sort out which builds actually survive the later waves. Newcomers to this genre will find no tutorial to speak of, so be ready to lose your first run figuring out how the symbol-drawing system scales with power-up timing. Experienced players will clear it over a weekend session and move on. No mod support, no multiplayer, no replayability hooks beyond achievement hunting - what you see is what you get. Diego, Scout Team

Tags

singleplayertrading-cardstier:sub-5Wave SurvivalRoster BuildingCursor MechanicsBoss RushShort CampaignUpgrade SystemPrehistoric SettingArcade RPG

Steam Deck & Linux

Steam Deck Verified

Valve rates this game Steam Deck Verified.

System Requirements

Minimum

OS
Windows XP/Windows Vista/Windows 7/8/10
Memory
128 MB RAM
Storage
75 MB available space
Graphics
DirectX 9.0 Compatible
Processor
1.6 GHz

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Game Info

Developer
Permafrost Studio
Publisher
Back To Basics Gaming
Release Date
Jan 9, 2017

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Price History

2026-06-100.64(lowest)

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What platforms is Stone Age Wars available on?

Stone Age Wars is available on PC.

When was Stone Age Wars released?

Stone Age Wars was released on 9 January 2017.

Who developed Stone Age Wars?

Stone Age Wars was developed by Permafrost Studio and published by Back To Basics Gaming.