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
V 1.10.0e
Hello Elders!
I hope you are having a good weekend! I'm monitoring feedback on the new elders, and in the meantime we got a few more bugfixes!
Have fun,
Michele
Balance
- Forced Forest outer edge to appear for Matus, Ronomy, Santa, Dad, and Randolph.
Bugfixes
- Wanna: Fixed bug with Seasonal Market not working until you reload the game due to a late optimization
- Grandma: Fixed a second workaround to duplicate buildings (she's getting angry!)
- Darwin: Fixed map generation bug if not enough memories are unlocked
- Localization fixes
Good night!
- Michele
V 1.10.0d
Bugfixes
- Fixed Seeds and Water eater boons messing up due to a new optimization
- Grandma: Fixed being able to upgrade a building while you already have the upgrade on the map
- Grandma: Fixed not being able to cure poison correctly in her buildings
Thanks for the feedback,
- Michele
V 1.10.0c
Balance
- Food that is disabled for consumption is now eligible for Expeditions. However, when a generic resource is required for an expedition, the more plentiful resource will be picked
- When you unlock Paved Road, you now also unlock Remove Road
- You can now perform Tasks on Roads (the rest is still not buildable!)
- Road is now to be placed on Flat instead of Ground terrains (makes more sense)
- Trisavolo: Trisavolo can now access Mountain expeditions without an edge (they get *into* the mountain)
- Darwin: Birdwatch Gazebo is now a Leisure building
UX
- Road now has the Unbuildable trait to make it clearer (buildings that require Roads below still work, tho)
- Old Annex: added missing 'Welcomes Pips' trait
Graphics
- Improved Hippodrome's animation
- Improved Roads alignment
Bugfixes
- Fixed a couple of new Plague events not appearing when they should
- Fixed sorting of late game expeditions
- Fixed bug with obtaining a new building knowledge from expedition blocking the research of a new building in the tree if they happen at the same time
- Trisavolo: Fixed Dwarf furnace failing to find a new exchange due to too many new food being added to the game
- Darwin: Fixed loading bug due to Birds
- Localization fixes
Also, Fast Mode now does not automatically skip the new expedition animations, but you can set it in the settings. So you can listen to the music while still having a fast game!
Have fun,
- Michele
V 1.10.0b
UX
- Added a new 'Skip Expedition Animation' setting instead of tying it to play speed, so you can decide separately (and listen to the new music!)
- Moved "Skip Animation" settings to 'Speed'
Bugfixes
- Fixed welcoming the Bard breaking the game (his music was electric)
- Fixed removing resources during an expedition sometimes messing up with totals the next turn
- Fixed resource totals gettin messed up the turn after an expedition ends
- Fixed Stations not being able to train Deckhands correctly
- Fixed some players having a 'Coins going over cap' warning, it is a lie
V 1.10.0a
Bugfixes
- Fixed expeditions blocking all Pip interaction in fast mode until Pips return home
- Fixed pausing a short Town Hall upgrade losing the action (and the planks!)
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!
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,
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
Hello Elders,
Since the game is made in Unity, and they notified all developers that there is a security issue (you can image how happy we all were in the indie dev discords), I made sure to update the engine to get rid of it.
Have fun!
- Michele
(P.S: This version gave an error on some events for a hour or so if you updated right away, so if the game hangs an event please try restarting Steam so the game updates! The current build should be fine!)
V 1.8.0j System
Updated engine to 2022.3.62f2 due to a security issue
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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