Screenshots from the App Store.
Age of New Worlds is a turn-based 4X strategy game built around readable hex maps, deliberate choices, and the steady rise of an empire. Found your first city, scout the unknown, improve terrain, guide research, build an economy, and decide when diplomacy gives way to war. Every turn asks you to weigh expansion, production, science, defense, and map control. Features: - Single-player matches against AI - Hot-seat play on one device - Hex map exploration with fog of war - City growth, production, buildings, workers, and resources - Research paths that unlock improvements, units, and infrastructure - Land, naval, siege, modern, and recon unit roles - Conquest, territorial domination, score, and artifact victory pressure - Save and load support This release focuses on the core strategy loop: explore, settle, develop, research, command, and adapt. Online multiplayer systems are in development.
Heuristic score · not affiliated with Apple or Google.
Categories as listed by the developer on Google Play / the App Store.
vs 0 median in the prior 7 days
Last bump 66d ago.
Signals: version bump ≤ 7 days + review velocity ≥ 1.5× the 7-day median. Both ⇒ Active event; version only ⇒ Recent update; spike only ⇒ High engagement.
- Added a public multiplayer statistics page with aggregate match activity, outcomes, turn counts, and recent online-session trends. - Improved multiplayer result handling so victories, resignations, timeouts, and abandoned matches are recorded from the authoritative server state. - Improved end-of-match summaries in multiplayer games so the HUD shows clearer synchronized outcomes for all players. - Improved online session recovery so reconnects and multiplayer actions use the latest credentials after an access token expires. - Made multiplayer sign-out more reliable when a session refresh or network request is already in progress. - Made long multiplayer histories load across multiple pages so established matches can resume and replay beyond the first history page. - Improved matchmaking and multiplayer match-list stability under larger queues by bounding how much stale-lobby and discovery work one request does.
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