About the Game

DotAGE has deep worker placement mechanics inspired by board games.
Build your village and assign your workers to their daily tasks, grow crops, herd animals, bury corpses, forge tools, upgrade buildings, train professionals, and produce dozens of resources.
Take your time and think carefully before passing the turn!

The memories of the Elder are unclear, so each run will be different, with new buildings to discover. Play with more than 200 buildings, 30 professions, and 70 resources.
As you play, the memories of the Elder will come back, unlocking new game mechanics and content, such as new ailments, the mysterious VIPs, and new Elders!
Each turn, the Domains, the forces that govern the world, will unleash increasingly powerful events on your village.
From poison, to disease, to earthquakes, to kittens. Will you be able to survive them all and find out what is causing the apocalypse?

In addition to each run being different, the game has multiple difficulty levels, so pick the one that suits your playstyle.
Enjoy a relaxed turn-based town builder with its cozy graphics, or prove your mastery of the prophecy with the increasingly difficult mastery levels!

This game is a love letter to the games of my childhood, made with passion in 9 years in the little spare time I got by a single developer from Italy.
The music of the game is real medieval music, taken from the Montpellier Codex, rearranged by Luigi di Guida.
I hope you enjoy the world of Dotage!
Screenshots
15 images
Version Information
Steam Patch Notes
Official update history
Hello Elders!
The time has come for the second DLC of dotAGE! Trade Secrets is here! This DLC introduces mechanics I've been wanting to add since... probably 2016? So it was about time they saw the light!
Welcome to Trade Secrets!
[dynamiclink href="https://store.steampowered.com/app/4393280/dotAGE_Trade_Secrets/"]
New Memories!
Once you have purchased the DLC and updated the game to the latest version, when you start the game, you will notice that new memories have appeared in the memories menu! These memories are placed so to provide a nice progression flow, but, contrary to Folkways, you'll be able to play earlier with the content.
To help existing players, the first new memory (Expeditions) will cost zero memory points if you have already surpassed it, so you can start playing with the new exploration mechanics right away!
If you want to get to new stuff earlier, or if you are a new players that finds the amount to unlock too daunting, remember that you can enable the new "Fast Memories" option in the Accessibility settings in game.
Exploration!
Once you unlock the Expedition memory, you can start exploring the world outside!
The mechanics works as follows: once you build a Gate (for example, a Forest Gate), three new Expeditions will appear in the new Expedition menu. Each Expedition has a set of costs, and a number of required Pips to start. Once you start it, it will take a variable amount of days for Pips to go out and then return with (hopefully) some good stuff and (probably) some ugly ailment.
Remember that you might get all of none of the Rewards and Risks, as the percentages are independent.
[img src="{STEAM_CLAN_IMAGE}/33727204/7e6af0bbe02ba226be85a8e94e8138d4dcbf3ad3.gif"]
The first type of Expedition is Exploration. Each Exploration can be pretty different from one another and provide different outputs, but they often have risks to them. Some specific Pips can mitigate the risks however! Some Traits, Boons, Jobs, and even Folks and VIPs can affect the chance for various expeditions, so decide with care who to send out (especially as they might not return!)
There are more than 100 Expeditions to find in the game, as more are unlocked by playing! I had a lot of fun in adding some... subtle (or not so subtle) movie references, as I always like to do. Also, some of the more advanced expeditions have sub-narratives of their own!
Trade!
Once you build a Gate and then connect through a road a Market to it from the "Basic Trade" memory, you will start seeing new strange Pips with what appears to be golden face masks appearing. Do not worry, they are the Goldlings! Lured by your markets, they will appear in your village by traveling on Roads to buy your hard earned resources in exchange for a new type of resource that it seems only them can produce: Coins!
[img src="{STEAM_CLAN_IMAGE}/33727204/e80a735bdb42994600d35d97eb3aab6a4f4c8416.gif"]
These small rounded coin pieces are mostly useless to you (well, unless you play as Wanna, the Merchant), but they seem to be pretty useful for whoever lives in the outside world, as they will accept it as currency! You can thus access a second type of Expeditions: Trade, which has its own tab in the Expeditions panel.
Trade Expeditions usually require coins to work, and often a Trader or Merchant must go out (as they are the only ones that can haggle successfully, it seems)
Exotic Buildings!
Through Expeditions, you might find familiar resources, but sometimes you will also find new ones! Many new resources can only be obtained through expeditions and they are called Exotic. Alongside Exotic resources, you will also find Exotic buildings! These buildings can be pretty strong, and often produce exotic resources. Exotic resources can also be used for trade, as Goldings love them!
The DLC also adds a new track by Luigi, tied to the new buildings!
[img src="{STEAM_CLAN_IMAGE}/33727204/2e8862abc77dc145dd503009643024fec5726ade.gif"]
Equipment!
Trade Secrets also introduces a new 'riding equipment' mechanic! Some buildings will require a creature or machine (a new game element type) to be built, generally called 'equipment'. When a Pip works in a building with an Equipment, they will jump on it (or drag it, in some cases). Buildings that use equipment are generally stronger, and often can reach farther than usual. A horse hunter, for example, can efficiently hunt on the whole map!
The DLC introduces horses, boats, carts and harvesters to use as equipment, once you unlock their memories! I heard there is a way to however ride other creatures too...
[img src="{STEAM_CLAN_IMAGE}/33727204/f60551104de790ad8184c211551ef0015493e1d4.gif"]
Advanced Trade!
For the daring, and those that really want to make the most of the DLC, advanced trade mechanics are available under the form of an 'Export System'. Exports will require Stations to first collect resources and place them into barrels, and then special Exporter Markets will be needed to sell the barrels to the outside world.
The two building types have special rules for how they define the final coin output, and it will require a complex road connection!
[img src="{STEAM_CLAN_IMAGE}/33727204/e1d2a0f370470fd77a451c739795010968a11679.gif"]
Three new elders!
This DLC introduces three more elders to the world of dotAGE! They focus on the new mechanics in different ways, but remember you can also play with the new content with your existing elders!
The three elders are Grandma, Wanna, and Darwin. Let's meet them!
[img src="{STEAM_CLAN_IMAGE}/33727204/b4ee7c4c2b626c7db6a5995c1db0fe4ca3eab22e.gif"]
Grandma, the Green Thumb
She just wants to be left alone in her peaceful garden, grow her vegetables and knit! Grandma is a great cook and a proficient knitter, and she can make very nice recipes and easily makes advanced fabric in her own buildings.
This can be very useful, as Grandma has access to special Trade Expeditions that let you sell her work in exchange for coins, or for new buildings! The new buildings are picked from choices not in the research tree. Her Pips are also very flexible, and they can work in multiple buildings!
Of course, this does not come without costs! She has a few quirks that will mess with your usual strategies: her garden, while lush, is very small, and she cannot accept having more than ONE structure of each type (not counting upgrades). So, if you are used to just spam small buildings, though luck!
Wanna, the Merchant
Wanna is the best haggler in the world! She focused on making a lot of coins and has various ways to make a lot of money, and can even use coins in her village!
She also has access to more markets than other elders, so try to look for seasonal bargains, as in her story resources will change their Coin value each season (you can hover on resources to see the coin value!)
However, her Pips don't really like her that much, so they will also require a wage to work for her... or they will go on strike! Damn it, capitalism!
Darwin, the Explorer
At last, Darwin! He's been looking for a secret island all his life and has finally found it... the island has a very thick jungle, so thick that you cannot even see what is inside it from above! You will have to send your Pips into the jungle and cut some trees to reveal what is inside!
They say that long lost buildings are lurking there... and that one of them might be very, very valuable! Go and explore, but be wary of the jungle diseases!
Version 1.10: UX
The new version, as always, also bring some UX changes, here are the most important ones:
Due to popular demand, I added new hints to introduce all elders, both new and old, giving some direction to their gameplay quirks. This should help you get started with their novel mechanics, without spoiling too much about the strategy!
The end score screen now has tooltips that explain the different score types, as well as some additional information such as what type of Apocalypse you got, and who was the Rogue Domain
The side UI for buildings got a revamp with a fourth column that distinguishes whether buildings are activated or not, tooltips, as well as a list of buildings on hover
I redrew the birch trees so you now think of a tree when looking at it (yes, I saw that!)
More can be found in the complete changelog here:
V 1.10.0 Changelog :: dotAGE General Discussions
Now go play, then report back!
As always, I appreciate all feedback, and there might be some very... extreme edge cases with all the new combinations, so do come to Discord or to the discussion forums and share your thoughts!
Please make sure to report bugs here or on the Discord, I'll be monitoring the release and try to be swift with updates if something big slipped in!
Trade Secrets release trailer!
I also made a new trailer to show some of the new content for the occasion, you can share it on socials and help spread the word of dotAGE! All help with making more players be reached by dotAGE is important and very appreciated!
To celebrate the release of Trade Secrets, the base game will also appear today 3rd of June 2026 on a Daily Deal on Steam's home page, and will also be with its highest discount ever at 40% starting today for the next couple of weeks! So, if you have not yet played the base game, or if you have a friend that was waiting, it's time to make up for the lost time!
[dynamiclink href="https://store.steampowered.com/app/638510/dotAGE/"]
Have fun with Trade Secrets!
- Michele
Hello elders!
Work on the new DLC goes smoothly, but in the meantime here are some small fixes for balance and bugs that were reported in the last weeks.
Have fun!
Michele
V 1.9.0e
Balance
Avalanche is now a Misfortune instead of an Omen
Snow weather will now hit 2 tiles instead of 3 per turn
Lava tiles will not kill creatures on appearance anymore
Improved general tile-selection logic for terrain events, especially for sparse villages
Logic that avoids tiles spawning too close to road posts is now enabled only for animal spawning events
Sinkhole and Lava tiles cannot appear anymore below roadposts or dwellings
Bugfixing
Fixed bug with Temperature Omen threat changes being negated by a season switch
Fixed Cat VIP achievement not unlocking if you get the Cat via other means than the default event
Fixed bug with Endless mode skipping events at Threat level 21+
I hope you are enjoying the new lava update, I just pushed some small changes, thank you for the reports!
Have fun,
- Michele
V 1.9.0d
UX
- Korean localization improvements (Experimental)
Balance
- Increased chance for Lava events to appear
- Lava events will now try to hit empty spaces instead of your buildings, if possible
- You cannot roll Fishpips with Lava anymore (as it would make your Fish bourgeoise unable to eat)
Bugfixing
- Fixed some advanced buildings not being rerolled correctly if you rerolled prerequisites
- Fixed Shaman not being able to reroll correctly some folk-related paths
- Fixed Lava not appearing correctly when using Low Quality Terrains
- Fixed some players getting the wrong event at Apocalypse's end, causing the Apocalypse to linger still (but you won, yay!)
- Minor UI fixes
Hello Elders!
I finished work on the Lava Update! Analyzing all events and all their intricacies took a good chunk of time, but I'm happy with the result.
Lava everywhere!
This new update brings a new resource (Lava), a new terrain (LAVA), 3 new buildings (Lava-related) and several new events (guess what? LAVA BASED!)
The lava buildings give you a new way to produce Heat if you find yourself full of LAVA, but they can be risky... All lava pits produce heat each turn, making they... not ideal during summertime.
The addition of lava introduces a change in how some events appear, as depending on whether your tree has lava or ice buildings, the system will adapt by generating events tied to the correct path.
You will find Lava as a new memory in the memories screen! Lava can appear during your run, similarly to snow, it can be strong if harnessed correctly, but you cannot rely on it from the start!
[img src="{STEAM_CLAN_IMAGE}/33727204/eb424778a9c972d9941370e1f70fef6c93a5fde9.gif"]
New Apocalypses!
While working on the event system, I also took the chance to revise the Apocalypse phase to improve the end game, which now has 4 different ways to appear (5 with Folkways)!
At the end of page 6 in the Prophecy, you will now be shown what Apocalypse type will appear, and can plan accordingly. This takes out the guesswork tied to cold and heat, and makes them more interesting, as each starts with a different bad effect! You can unlock them inside memories (and if you have unlocked everything you should already have all of them, plus the lava one!)
However, Apocalyptic event strength is not fixed anymore, so that losing by a little will net a lower strength event (apart from the last event, which is still Deadly). This should help players that are struggling with the Apocalypse.
[img src="{STEAM_CLAN_IMAGE}/33727204/602f212c9f7a2ff2a7c038980efdbbf4c1d52f43.png"]
Events balance!
I went over all events and systems and tweaked here and there both numbers and formulas to provide a better experience. The goal was to reduce the feel-bad moments, give players more leeway after losing events, and also make good events feel better as rewards.
Do note that the difficulty of the game is roughly the same, but this should help players that are struggling to avoid being obliterated by a single random event!
The number of changes is enormous, but here are the most important notes for what concern balance:
I added 20+ new good events, which will make your rewards more interesting
I added 9 new Omen scenarios, i.e. distribution of Omens in the prophecy, to provide more variety
At lower difficulties, higher level good events now have a higher reward multiplier
I improved the clarity of what Event Level will appear, and also increased the ranges to level up an event, making it harder to get too strong events at easier difficulties. Event level UX has been revised to make it cleaner as well.
Many Misfortune events are now Omens, increasing the overall variety
Events now hit fewer targets at the highest levels, making a single event less able to obliterate the whole village
Boss events are now all exclusive, making such events appear only if you fail a Doom
Many events that were too strong for small villages now require 15 Pips to appear instead
Events that spawn buildings now do so farther from the village, making it more interesting and useful
Rarer events are a bit less rare, making some cool interactions appear for more players (and allowing achievement hunters to get a better chance!)
Weathers are now less annoying, as they cannot hit the same Pip twice and the Consumed event trait reduces to 50% the production instead of zeroing it
And much more! See the changelog below
Also, almost all events have received specific balance touches to make them fairer, less annoying, and overall better to play with!
More changes!
Check out the changelog for more changes, such as UX tweaks, new Agepedia pages, Randolph changes, some general balancing changes for easier levels, and the addition of new text lines for Yugong, Shaman and Captain in the English language, making their stories feel more in tune with their personalities!
Also, we are testing Korean localization, so if you know it, you can test it out on Experimental! Let us know how it reads!
And now, for a cool new announcement...
A new DLC!!!
Yes!! You heard that! I'm making a new DLC, which will be ready in a few months! The new DLC is called Trade Secrets, and adds new mechanics tied to transports, expeditions, and trade!
Check out the page and make sure to Wishlist it to get notified when it is out, also share the news with everybody!
[dynamiclink href="https://store.steampowered.com/app/4393280/dotAGE__Trade_Secret/"]
Don't stay too close to the lava, and have fun!
Michele
V 1.9.0c changelog
Lava
New resource: Lava
New terrain: Lava Pit
New job: Lavasmith
New buildings appear as a different path from Ice: Lava Well, Lava Generator, Geothermal Smelter
Added several new events tied to Lava
Some events now appear only with Lava or Ice paths
Apocalypse
Each story can now end with a different apocalypse (4 from the base game, 1 more from Folkways)
Different Apocalypses now have different start events with a starting, known, effect on the whole village. They also define what Apocalyptic events will appear, and whether the Apocalypse will be hot or cold.
Apocalyptic event strength is not fixed anymore, so that losing by a little will net a lower strength event (apart from the last event, which is still Deadly)
The nature of the upcoming Apocalypse now appears in the last prophecy page before it, so you can prepare for it
General Balancing
Start food on the map for Easier difficulty increased by roughly 20%
Start food on the map for Relax difficulty increased by roughly 50%
Event Balancing
Added 9 new Omen flow scenarios
Added 20+ new good events
Moved many Misfortune events to Omens, to increase variety
Overthreat can now reach value 23 instad of 14, making endless more interesting (let's see you reach that!)
Ranges to level up an event are now larger, making it harder to get a higher event level. This also now scales with difficulty at Hard and above.
When the chance to get a bad (or good) level is low, the event level now diminishes more (this makes losing with a small chance less punitive)
Higher maximum number of hits is now reduced, to avoid events engulfing the whole village (unless desired)
Rarer events are now a bit less rare
Threat ranges for events are now smaller, which makes it easier to predict what event can come at a given strength level
Boss events now are all exclusive (they appear only as Boss events). Moved some Risk events to Boss.
Events that spawn buildings now do so farther from the village, making it more interesting and useful
Many events that were too strong for small villages now require 15 Pips to appear instead
High level Good Events now have a stronger effect multiplier for easier difficulties
Comeback events now have a higher chance to appear
Omens cannot increase Threat value of other Domains anymore
Strong thievery events won't appear as Mini-events anymore
Weathers: now cannot hit the same Pip twice
Weathers: Consumed During Events trait is now x0.5 during events, to avoid blocking all production
Weathers: Rains are more common
Event chains: revised what events can chain and what not to be fairer, greatly reducing the number of events that produce consequences
Event chains: all event chains now count as Reckonings, to be clearer
Randolph: The minimum number of hits based on threat level is disabled to avoid events hitting too many Pips early
Randolph: Parametric events now cannot arrive at a higher level than their maximum level (any event level can still be selected)
Randolph: can now start with some Snow or Lava too
All events have been rebalanced to be fairer (too many changes to list! You'll see by playing!)
UX
Revised English text for Shaman, Captain, and Yugong to be more in tune with their spirit!
The chance bar now changes color and function based on the first upcoming event, making it easier to discern upcoming Omens and whether the next event is preventable or not
Danger and Protection values are now always colored to hint at the upcoming event level for Risk visions
The chance bar will now be highlighted when an event is coming soon
When idle, the chance bar displays Unknown event values, so you can see whether you will win or not
Hovering on production / danger values will now show the event levels for eventual Risk events
Hovering on a Prediction will show the chance and potential event levels tied to it
Boons now show their level
The Event Level hint now shows the table with the threshold for event levels increasing
Omens that can appear as the first ones now have LEVEL ZERO, to distinguish them from ones that appear only when your threat is 1
Events that could appear only from Reckonings and Consequences are now labeled as "Major-misfortunes" to make it clear they do not appear as first losing events
Added new icons and text to differentiate Mini-Risks and Major-Misfortunes
Added a new Apocalypses page in Agepedia
Apocalypse Seasons now appear in the Agepedia
Randolph: Tooltips won't spoil anymore the upcoming event level
Localization improvements
Bugfixing
Fixed event strength for Risks at low danger or protection values being detected as zero instead of one
Fixed some flooding events not appearing at the correct time
Fixed some mini-apocalypses being selected incorrectly causing no event to be selected
Fixed various minor bugs with events
Fixed some buildings preview spoiling too much what you will find in the story
Fixed bug with constraints disappearing in Agepedia
Fixed bug with Cold apocalypse sometimes having the wrong Threat values for Temperature
Fixed event level sometimes being computed wrongly on load
Fixed bug with Fruity Woodlands being highlighted by Mushroom Finder
Fixed Fish Fountain not rerolling correctly
Fixed Careful Harvest erroneously showing bonus Seeds for non-crop buildings
Fixed Randolph still showing the (wrong) event level for Omens
Fixed some Building Techs disappearing on a reload
Fixed Newborn Feast using the wrong icon
Fixed small Agepedia UI issues
Fixed water Tech event having the wrong name
Fixed music disappearing for a while after the second page cutscene
Fixed Doom music sometimes remaining after the Doom is averted
Fixed bug with Lava buildings not being unlocked correctly if unlocking them from inside an old run
Localization updates
Hello Elders!
This is a small patch with some of the fixes I've been doing for the Lava update and that I could backport. The update is going good, with lots of big and small changes to event balancing, so stay tuned for the experimental version in the coming weeks!
Have fun
Michele
V 1.8.2d
Bugfixing
Fixed Longbows Boon granting double the range, instead of one more
Fixed Yugong's Intensive Farming counting crops that are only planned
Fixed Efficient special state being applied for one less turn than desired
Fixed ores trying to spawn on Cobblestone while playing with Trisavolo
Fixed water not animating anymore with wind (you can toggle the animation off in the settings)
Fixed tooltips of hidden elements being visible in Memory Unlock screen
Localization fixes
V 1.8.2c
UX
Improved achievements / highscore enabled / disabled warnings to be clearer
Sped-up Pips run animations when they need to butcher a far away creature
Sped-up Pips run animations when they need to get close during the first boon
Bugfixing
Fixed bug with Make Room and similar boons not correctly working on load, and sometimes moving Pips to new homes
Fixed bug with pavement connection being temporarily lost on hovering an upgrade over the town hall
Fixed being able to cheat out Recalls with a timed load
Fixed bug with missing IDs for some boon traits
Fixed some hints messing up with controller access
Fixed repeated hints not appearing after the first time until you restart the application
Fixed boons UI not being able to contain more than 9 boons
Minor UI fixes
Localization fixes
Hello Elders!
How is it going? I hope everything is great! I am here today with a brand new update for you!
Endless Game Mode!
This new update brings Endless mode to the game! This is a special mode that will test your skills against insurmountable odds.
[img src="{STEAM_CLAN_IMAGE}/33727204/f64c2aa645901a13a3149707b4c0b132460ca773.png"]
This mode has some different rules:
There is no Apocalypse
Boons and Seasons repeat after page 8, forever!
Season sequence will get a bit wacky after the first year
The prophecy can be seen from the start, but only for the current page
Pages are always 30 turns long at Normal speed (apart from the first, which is a bit longer)
Omen selection logic is a bit different, and Omens can rise Threat above 7!
Fortunately however, events at threat 7+ are not Mortal
No cutscenes are played, it's more of an 'arcade' mode
There is no Dilemma boon phase, and instead 3 new boons appear at page 6 (these are also available at page 4 for all game modes!)
You can skip boons in exchange for some wood
It has a SINGLE leaderboard, so you will have a single score online (your best! but you can have any amount locally)
You can enable it for any Elder-Difficulty-Speed combination, apart from Santa (that old Pip has complete control over his prophecy!)
[img src="{STEAM_CLAN_IMAGE}/33727204/d89f68ebdccdb34bd6a7d4d65e9f21a830f55e9a.png"]
Highscore Screen Updates
Paired with this new mode, you will see that the Highscore Screen now has changed, and will provide more information about what happens in the game.
This will work only for newly saved highscores, as new data has been added internally!
Here are a few more changes:
You can now see how your scores compares to players
You can now filter by "ALL" for Elders, Speed, or Difficulty, which will get all the highscore tables at once (default, for Endless)
Improved score loading UX
More stuff to come!
As I keep working on the Lava update (a lot of work, due to the event system being so big!) I'm reviewing all feedback related to the event system. Thank you very much for all the valuable feedback, I've identified various things I want to touch!
In general, here are some things that I'm testing:
All events are being rebalanced (phew, that is a lot of work!), especially focusing on improving some subpar good events, and making bad effects less sad
Some mechanics are getting overhauled
I'm making some of the UI clearer, especially for what concerns event level
Some... now hot content will await you!
I will have more cool news to share later on as I have been doing a lot of stuff lately.. let's just say I've started prototyping some new cool things, so you can expect some cool news in 2026. for now, enjoy the new update and have a great season!
Until next time, have fun!
Michele
V 1.8.2 changelog
New Mode: Endless!
Added Special Game Mode: Endless! (Found among modifiers)
UX
Added logic to show highscores around the user's rank instead of global top scores
Added new leaderboard for Special Game Modes
Added 'Show All' filters for Elder, Speed, and Difficulty
New scores now save more information on your probable demise
Balance
Added 3 new Page 4 Boons (which are used as Page 6 Boons for Endless Mode)
Extrapolated (Threat 8+) Danger is now quadratic
Resources for score are now counted only if directly produced by a building, not by any effect
Domain agnostic events have their cooldown doubled to avoid them appearing too often
Bugfixing
Fixed wind making water act up in a weird way
Fixed a bug with analytics reporting and new Unity versions
Fixed bug with upgrading costs being counted as negative if the previous building had a higher cost
Fixed height of building column when you have too many buildings unlocked
Fixed nullreference with Text
Fixed forced hints not being reset correctly
Fixed bug with Elder effects being erroneously counted for difficulty reduction (UI issue only)
Deleted a folder that should not be there (not a problem, but just in case)
Various localization fixes
Hello Elders,
I got feedback that some players still had their Soil being able to power up Plants, which should not be since 1.8.0. If you encountered that 'unexpected bonus' (you lucky elder!), this should now be fixed when you start a new game
Please note that this was changed to make Meadows more interesting, and to power down Soil a bit when not used for Crops, as it made too many games too similar due to its sheer power, while being unintuitive as a strategy (most players did not do this at all) and too map-dependent.
Also, this was changed to counterbalance the new starting boons, which if picked carefully can make starting food much more manageable. I also took the chance to touch the code to slightly increase starting food on the map, so all should be good!
Have fun!
- Michele
V 1.8.1 Balance
Slightly increased starting food on the map
Bugfixing
Fixed a bug where some players' Soil still produced 1.5 for Plants
Current Release
Not available
System Requirements
How to Install
dotAge.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
87 MB
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View AllDownload dotAGE for PC with a direct link or via torrent. Get the full version of dotAGE for free. dotAGE is a Indie released by Michele Pirovano.