About the Game
Originally released as a small demo, Circle Empires was avidly played by 160.000+ gamers worldwide.
“Since we got all this love from thousands Circle Empires demo players, we decided to make it into a fully-fledged RTS. Now, after two years of work, this little gem is ready to be enjoyed.” – the Luminous Team.
KEY FEATURES
- Fast-paced real-time strategic gameplay with large-scale battles
- Expand your empire, circle by circle
- Units can gain XP and level up
- Procedurally generated worlds containing unique flora and fauna
- 150+ different creatures, buildings and resources
- 18 Different faction leaders, a variety of bonuses
- 12 enemy boss monsters
- A magnificent treasury that grows with each battle
Screenshots
18 images
Version Information
Steam Patch Notes
Official update history
It has been a while! We've made a few QoL improvements for your empire-conquering pleasure. Cloud saves are here, so if you play Circle Empires from multiple machines, you're now able to carry over your progress.
Changes
- Added cloud save for save-games and unlocked things.
- Treasury maximum size lowered to reduce lag in Treasury view.
- Fixed a memory leak that affects very long games.
NOTE:
All unlocked content remains unlocked. The save-game directory has changed. If you want to use old save-games, please copy them from the old location to new location. Old location is:
C:\Users\USERNAME\AppData\LocalLow\Circle Empires\Circle Empires\Saves
New location is:
C:\Users\USERNAME\AppData\LocalLow\Circle Empires\Circle Empires\cloud\Saves
We kick off 2019 with more balance adjustments & fixes based on community feedback and videos. A special thanks to everyone who has shared their experience of Circle Empires with us! This is what really keeps us going. Happy new year to all!
Balance changes
- Adjusted the way circles grow in difficulty. The circles right next to your starting circle area are easier to capture, especially on high difficulties. Circles that are further away have guardians that are a bit stronger.
- Unlocked +1 difficulty level from the start for all game modes as some players were suggesting that they played on the hardest available difficulty and it was a walk in the park.
- Knight price changed from 100 food & 150 gold to 180 food & 40 gold. Hp increased from 480 to 500.
- Level 3 farm: available food amount increased from 600 to 800.
- Sunken Ruins (frog spawner) strength rating increased from 200 to 350.
- Level 1 farms available food amount increased from 180 to 220. Previously, some players felt like they were "losing resources" because the cost is 200 wood and you got 180 food out of it. This caused a puzzling situation where people were struggling with a lack of food but were reluctant to make farms. This puzzle is now more simple, you get more out of it in addition to converting wood to food.
- Made the starting circle available food amount less random. You now always have 2 blueberry bushes for a total of 600 food, previously it was possible to have 0-2.
- Buildings that have an attack and spawn creatures (e.g. barracks) no longer gain experience from combat. They get experience from spawning waves of creatures which is a more predictable behaviour. Before that, it was possible that e.g barracks accidentally finished off your dragon and gained a level, which could turn the battle around very unexpectedly.
- Hammerman and Giant Maul Warrior (Apex Monsters DLC only) have more clear bonus damage vs armor. E.g. +50% damage vs armored targets. This also means that heavily armored units take less extra damage than before.
Fixes
- Updated the Unity engine to latest version which fixes various issues (including Linux input glitch).
- Fixed an issue that caused enemies to attack you immediately after loading a save game. Due to that, old save games are no longer functional unfortunately.
- Fixed an issue with a legacy update system popping up.
- Fixed an issue where the attack cursor was the default cursor. Now it's a sword again.
- Added an option to delete save games.
- Fixed one of the issues that caused workers to go into unintended circles to work there (issue introduced in last patch)
Hello circle conquistadores!
We have just pushed out a humongous update that some of you might know from the beta branch. It contains a lot of new content, changes, upgrades and fixes.
Without further ado, here's the mighty list:
Apex Monsters DLC only
- Added 2 rare biome variations with special armies.
- Elder Pumpkin Wizard: decreased damage from 50 to 30. This also helps to reduce the number of pumpkin warriors they can spawn as they get less last-hits when combined with other units.
Circle Empires base game new content
- Added 4 rare biome variations with special armies.
Towers are better and have different attacks
Many leaders got buffed to be on par with the best ones
- Wolfram start bonus wood increased from +300 to +700.
- Laura the life-giver bonus gold for each new circle increased from 1 pile to 2 piles.
- Puck the pumpkin king: increased start wood bonus from 1000 to 1500.
- Each claimed circle now gets +3 trees.
- Darius the druid: increased claimed circle bonus from +3 trees to +5 trees.
- Removed start bonus +300 wood. Added start bonus +2 frog workers (4 in total with 2 human workers).
- Mindy the Mushroom Mage: claimed circle healing mushrooms count increased from +1 to +3. Removed claimed circles getting explosive mushroom. Starts now with +600 food.
- Demian the Dragon worker bonus for each circle increased from +2 workers to +3 workers.
- Wyona the watery queen now starts with +500 wood and in Fishy Lake biome.
- Swift the Scavenger Lord's resource bonus increased from 2x to 3x.
Long term economy gives bigger bonuses
- Bank rebalanced to get more instant benefits and give greater rewards for keeping them alive.
- Price increased from 200 wood, 500 food => 500 wood, 500 food.
- Gold production on 3 levels increased from 4, 6, 12 => 8, 12, 25.
- Xp requirement increased: Level 1 from 240 to 300. Level 2 from 500 to 1000.
- Increased high level storehouse resource bonuses: Level 2 from +20% to +50%. Level 3 from 50% to +100%.
- Decreased pumpkin growth time: Level 1 from 240s => 160s. Level 2 from 300s => 180s. Increased harvesting speed from Level 2 pumpkins by 33% and from level 3 pumpkins by 66%.
Resources gained from creatures is more consistent
- All things that can be fought have 25% chance to give resources when destroyed. If it's a building or it's strength rating is 500+ then this chance is 100%. It used to be a thing always, now it's more predictable and gives more resources so you can build a strategy around it.
- Buildings and ranged creatures give wood.
- Melee creatures give food.
- Any creature that deals splash damage or has line-attack gives gold (that overrides previous points).
- Resource amount is 50% of the strength rating of the creature. If it gives gold then the amount is halved.
Balance changes
- Knight armor increased: Level 1 from 3 to 6. Level 2 from 5 to 8. Level 3 from 7 to 9. Damage increased: Level 1 from 12 to 15. Level 2 from 25 to 30.
Hammer-man level 1: decreased hp from 280 to 220 and damage from 7 to 6.
Frogman XP requirement decreased from 300 to 150. Price changed from 120 wood, 50 food => 150 wood, 25 gold. Raw strength wise they were always closer to knight than to guard. - Archer XP requirements for getting from level 2 to 3 increased from 500 to 800.
- Ranged mermaids are 16% faster. Melee mermaids are 33% faster.
- Increased golem cost from 100 wood, 200 food to 250 wood and food.
- Monster hunts now have more varied terrains for boss circle.
- Made lakes a bit less prominent.
Fixes
- Healers no longer seek martyrdom in battle.
- Player can now move creatures to land and water regardless of movement limitations. Notably mermaids. AI mermaids will not come to attack you on ground if they are in "drinkable" water.
- Units no longer forget about their attack move when levelling up.
- Frog workers no longer level up to human workers.
- Fixed an issue with loading localisations before the game content was created.
- Fixed an issue where saving certain terrain types created anomalies, e.g. player had to build +1 storehouse to be able to build units.
- Pumpkin necromancer attack sound upgraded.
- Fixed an issue where tooltips showed incorrect freeze stats when looking at units to buy.
- Mermaid spearman has more visual cues to distinguish it from other mermaids.
- Reworked the logic how units choose what to do. Fixed multiple issues.
- Smarter behaviour expected. Let me know if seeing anything weird.
- Fixed an issue that caused units to gain too much XP when multiple units killed the enemy at same moment. No more levelling up entire army of archers from 1 kill. This happened in case of huge ranged armies and low fps.
Current Release
v2.0.42
Uploaded Sep 10, 2023
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System Requirements
How to Install
Circle Empires.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
234 MB
v2.0.42
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View AllDownload Circle Empires for PC with a direct link or via torrent. Get the full version of Circle Empires for free. Circle Empires is a Casual released by Luminous.