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 imagesVersion Information
Steam Patch Notes
Official update history
Have fun
- Michele
V 1.10.5d
Bugfixes
- UI: Fixed Spring being listed as a Cold season in the Agepedia
- Localization fixes
Balance: Events
- Falling Ashes: duration reduced from 20 to 10 turns. Hit cells reduced to 2 per turn.
- Monsoons: minimum threat level increased from 3 to 5
- Michele
V 1.10.5c
Bugfixes
- UI: Search now supports spaces correctly
- Achievements: Fixed All Alone achievement not triggering correctly if a Woodpip is broken
- Events: Fixed Encounter in the Wild triggering even if you already have a Wild Pip, and with no Handsome Pip in the village
- Expeditions: Fixed being able to send a Wildpip to expeditions before getting him to join the village
- Expeditions: Fixed Serial Killer returning from a party in the woods causing the UI to hang
- Memories: Fixed some of the new Boons appearing before the specific memory is unlocked
- Localization fixes
A couple of small fixes for some annoying bugs. Enjoy!
Michele
V 1.10.5b
Bugfixes
Fixed Pippins having weird hair when becoming adults until the game was reloaded
Fixed Horse Hunters leather collection soft locking the game (also fixed production stages and outputs)
Localization fixes
V 1.10.4b
Bugfixes
- Fixed some SFXs not being muted by the Mute SFX option
- Fixed bug with VIPs sometimes losing their hat
- Fixed bug with 'Scale-On-Level' value being recomputed incorrectly with added resources when passing the turn
Here are me more small changes and fixes! In particular, resources will now animate when an expedition returns, making the reveal a bit more interesting!
Have fun,
Michele
Balance
- Dig for treasures: Now requires the Digger to be already in the village for this to appear
UX
- When an expedition returns, the gained resources are now shown appearing in the animation
- Side Buildings UI max per page reduced to 20 to fit better on most screens
- Improved Apocalypse Season events so it is clearer what temperature they will be
- Post-win, the Final Blight malus is now removed
Bugfixes
- Coin Robbery: Fixed not increasing Threat correctly
- Fixed Trisavolo not showing on the side UI whether a Paved Road was placed or not
- Fixed Dad not completely repairing Pipbots if hit by Plague, as they'd still break down a turn later!
- Fixed Unassign All action sometimes not actually removing all Pips that can be removed
- Fixed bug with harvesters sometimes not recognizing when a field is activable
- Fixed terrain changing below Paved Roads also destroying the building on top
- Fixed Zombie Apocalypse not killing all Pips
- Fixed Goldlings soft locking if trying to procreate
- Fixed Exile Self expeditions not triggering
- Fixed Pip hair behaving incorrectly in some UI elements
- Endless Mode: Fixed Darwin getting Autumn or Winter in endless mode
- Endless Mode: Fixed fast mode considering the last days of Spring part of Summer
Have a great weekend!
- Michele
V 1.10.3a
Balance
- Darwin: removing the temple after the Apocalypse has started now does not grant the achievement
- Harvesters and riding Hunters will now work with production bonuses and maluses
- Poison Ivy: Now requires 30 Wood to appear
- Crush the Wells event: Now requires 20 Water to appear
UX
- Added information on what buildings produce, consume, or otherwise use creatures and machines
Bugfixes
- Granny: Fixed Crop Collector not counting the last depletion step correctly
- Darwin: Fixed a specific scenario where there is no Trusting the Domain, and the final Doom is Cold (and thus won't appear)
- Fixed bug with jumping to the Apocalypse sometimes getting the Heat/Cold values wrong
- Fixed a couple of new Achievements not triggering on Steam
- Fixed expedition UI messing up when you cannot select any Pip
- Fixed Harvesters sometimes still messing up
- Fixed group hunters showing a wrong multiplier from Ink bonuses
- Plague Spread event: fixed it being tied to Cataclysm instead of Sickness
These first weeks have been quite busy with feedback coming from many villages! With this update, Wanna still got some buffs to make her closer to other Elders' difficulty and allow you to not get too much screwed by the randomness of the markets (they are irrational, I heard), and Darwin got some tools to make more annoying events less of a problem. Also, I went over all expeditions to make rewards a bit better and make them more balanced overall!
I also have news for GoG and Nintendo, I'm finishing the process with GOG so the DLC is not too far, and I am moving forward with Nintendo, but that can be a bit slower, as for the next update I also wanted to support the new Mouse Mode for Switch 2 and this requires some back and forth with their representatives.
Have fun!
- Michele
V 1.10.3
Balance: Elders
- Grandma: Difficulty scaling for Science at higher difficulties is halved
- Wanna: Slightly increased map size
- Wanna: Town Hall is now researched from the start
- Wanna: Town Hall and Dwellings now do not spawn on Roads anymore (as they should not)
- Wanna: Base coin multiplier for resources from 3 to 4
- Wanna: Increased value of mid and high-end resources
- Wanna: Increased value of special deals in Summer and Winter
- Wanna: All workable Pips must now be paid, but all non-workable ones must not be paid (this means that if you have prisoners they get no wages, but children do if you force them to work somehow)
- Trisavolo: Buildings that require Coins cannot spawn anymore in the research tree until you unlock the Mountain Expeditions
- Darwin: Forced Flower Field to be found in the research tree
- Darwin: Once you have explored a tile, it is always available even if tiles get blocked
- Darwin: Mountains are not explored anymore at the start
- Santa: Forced Flower Field to be found in the research tree
Balance: Buildings
- Gong Farm: Now requires Pigsty as key building
- Sponsor Office: now gets a bonus for a Beauty building instead of an Arts building
- Harvesters can now extract all crop-related physical resources (so, no heat extraction, but yes grapes and hemp extraction)
- Harvesters now can travel over all Ground terrains (otherwise they seem to block if there is no fertile terrain)
- Horse Hunters and similar buildings will now prioritize larger animal groups
Balance: Events
- Snow will not hit lava tiles anymore
Balance: Expeditions
- Expeditions that unlock a new exotic building and also return with exotic resources will now return with resources the building can use
- Increased chance of Vip-specific expeditions
- Think in Peace: now can also return with 6 more Science at 50% chance
- Research the Natural World: Now can also return with 2 Herbs. Increased Hemp reward from 6 to 12
- Dig for Treasures: Min turns from 4 to 3
- Cut down a Tree: Min turns from 4 to 3
- Cut down many trees: Cannot fail completely anymore.
- Go on a Group Hunt: Max turns from 14 to 12
- Set out on a long hunting trip: Min turns from 9 to 8
- Go on a botanical excursion: Can now return with 6 flowers at 50% chance. Hemp reward from 12 to 18
- Harmonize the Druids: Min turns from 5 to 3
- Hug some trees: Now requires only 1 Pip. Requires scouted forest.
- Stage a Shakespippian Play: Now returns with 50 Hope instead of 30. Now returns with 5 Books instead of 3.
- Study the Mountains: Min turns from 5 to 3. Now returns with 5 Books instead of 3
- Find culinary inspiration: Min turns from 5 to 4. Now returns with 20 Vegetable instead of 12. Now returns with 30 Glop instead of 12.
- Attempt a Big Heist: Min turns from 6 to 3.
- Search for a cure: Max turns from 20 to 15
- Organize a rescue party: Min turns from 4 to 2. Max turns from 8 to 5.
- Party in the woods: Min turns from 6 to 4. All 4 Pips can now get back Happy. Can now return with one additional Pip.
- Search for Chestnuts: Can now find up to 30 Chestnuts instead of 10
- Trade in the mountains: Now returns with Exotic instead of Bars
- Commerce with Mountain Pips: Now returns with Exotic instead of Ore
- Go to Brokepip Mountain: Min turns from 8 to 4. Max turns from 15 to 10.
- Go in search of Ores: Min turns from 8 to 4. Max turns from 15 to 10.
- Stand by me: Can now return with 3 Precious at 50%
- Buy some Natural Items: Can now return with up to 25 Nature resources
- Ask about the new books: Now returns with 30 Paper instead of 15
- Trade for Exotic Items: Min turns from 10 to 5. Max turns from 20 to 10.
- Trade on a Horse: Now returns with 10 Nature resources instead of 5
- Engage in maritime trade: Removed Disappearance risk.
- Engage in thriving maritime trade: Can now return with 20 Recipe resources at 15% chance. Costs 200 Coins instead of 100.
- Send a whole flotilla: Can now return with 20 Recipe resources at 30% chance
- Trade for Oil: Can now get back with Olives.
- Trade with Fishpips: Chance to get a Fishpip is now 100%. Can now get back with Pearls.
- Trade with Dwarves: Chance to get a Dwarf is now 100%. Increased Gold Bars from 10 to 20
- Trade with the Beavers: Can now get back with a Beaver.
- Trade in Spices: Can now get back with up to 50 Spices instead of 25
- Trade with the Burning Mountains: Min turns from 10 to 5. Increased reward by 20.
- Trade with the Icy Mountains: Min turns from 10 to 5. Increased reward by 20.
- Send a Trade Expedition: Cannot fail anymore. Can now return with 10 Spirit.
- Send a Large Trade Expedition: Cannot fail anymore. Can now return with 20 Spirit. Reduced total turns by 5.
- Trade for Knowledge: Reduced min turns from 5 to 3. Max turns from 10 to 8. Now returns a building with 100% chance.
- Expand Knowledge: Reduced min turns from 10 to 7. Max turns from 20 to 15. Increase cost from 200 to 300 coins. Now returns a building with 100% chance.
- Send an explorer out: Min turns from 5 to 3.
- Explore the depths of the forest: Min turns from 10 to 7. Increased Exotic reward from 40 to 60.
- Explore the jungle: Min turns from 10 to 5. Exotic reward from 20 to 60.
- Investigate strange deaths: Min turns from 10 to 5. Exotic reward from 20 to 60.
- Sell your precious: Increased selection weight. Reduced turns by 5. Increased Coin reward by 150.
UX
- Horse Hunters and similar buildings will now show the number of hunted creatures as input
- Steam Deck: Added setting to enable the use of external controllers
Bugfixes
- Chinese: Fixed outdated localization of Granny's challenge achievement
- Darwin: Fixed exotic buildings appearing as key buildings erroneously creating some visual issues in the research tree
- Darwin: Fixed some tiles being at times visible even if unexplored
- Darwin: Fixed some advanced buildings not being reachable
- Wanna: Fixed some cases where water would still spawn on roads
- Fixed a couple of expeditions not appearing correctly even if all the requirements are met
- Fixed cats not showing headgear and tool in Pip recaps
- Fixed visual headgear placement in Pip UI when having cats
- Fixed kitten appearing as blue pippins in the Pip UI
- Fixed visual bug with some choice events mentioning Pip Milk
- Fixed re-assigning the same ailment on slow or fast using the wrong number of days
Hello Elders!
Thank you for the great reception of Trade Secrets, I am happy you like the quirky new mechanics! I received a lot of comments in these first days, and I've been reading all of them! I've been especially fond of the stories with the new elders (and of some very weird but funny bugs!)
It turns out that introducing Coins to Pips caused all kinds of quarrels in their world (who would have thought??) and especially made it so that Wanna's story was a tad too harsh. Capitalism seems to have made thinks worse for Pips!
Fortunately for us, Goldlings have decided to be a bit more understanding (or maybe Wanna has been very convincing?) and give your traders more coins in exchange for the cool looking resources you can produce, and decreased a bit the variance of it. That, and she got a buff on research to help you early game.
Also, following your feedback, I've revised the selection balance for Expeditions so that their flow feels better. Expeditions will now appear less likely if you already saw or sent them (unless no other can be found), and this should make cool ones appear more when possible!
Take a look at the whole changelog below to see all changes.
Let me know what you think, I'll be reading feedback and do more balance as needed!
Have fun, and don't forget to pay your Pips! - Michele V 1.10.1 Balance: Buildings
Crops with multi-turn depletion now reduce depletion value only on completion (such as Coffee Field and Tobacco Field)
Exotic Store: increased output from 1 -> 3 to 1 -> 5
Provisioner: Now also sells Fish and Eggs
Herbery: Now also sells Mushrooms
Supplier: Now also sells Water and Coal
Sponsor Office: now produces 1 more Science
Sponsor Hall: now produces 2 more Science. Coin input from 15 to 18
Ore Seller: Ore input from 2 to 3
Liquor Store: Beer production from 1 -> 10 to 2 -> 20. Wine production from 1 -> 10 to 1 -> 30
Toolshop: Basic Tools production from 1 -> 10 to 2 -> 15. Planks from 1 -> 25 to 2 -> 40.
Cookshop: Elaborate Food production from 2 -> 30 to 3 -> 40
Mercer: production from 1 -> 15 to 2 -> 25. added a second Textile 'bulk' production selling 4 items for a discount
Pharmacy: Infusion production from 1 -> 20 to 4 -> 30
Book Store: Paper production from 2 -> 10 to 6 -> 20. Book production from 1 -> 30 to 2 -> 50. Ink production from 3 -> 5 to 6 -> 10
Balance: Resources
Mushroom is now tagged as Nature
Raw Fish is now tagged as Animal
Egg is now tagged as Animal
Balance: Events
Revised selection chance for new Trade Secrets boon so they appear more
Market Insight: replaced bonus from +50% to +1 Coin
Balance: Expeditions
Expedition selection weight is now reduced with the number of times it has previously appeared, and the number of times it has previously been picked
Expedition selection now forces only one expedition to appear at most for tier 2 or 3
Expedition selection now guarantees that at least one can be performed with the base or current Pips
Rebalanced various Expedition tiers for low level expeditions
Increased chance for 'Search for a cure' to appear
Increased potential gain for Exotic expeditions
Balance: Elders
Wanna: Added some Underground Water to the map generation
Wanna: Reduced variance of resource-to-coin values for negative percentage values (now has a 25% chance to get a negative value instead of 40%)
Wanna: Additionally reduced coin value variance during Spring to avoid too big swings in early game
Wanna: Rebalanced base coin value of several resources (Exotic and hi-end resources especially)
Grandma: storage now scales based on game speed. 20% at fast, 25% at default, and 40% at slow
Grandma: reduced starting resources to 8 of each
Darwin: unexplored tiles do not self-deplete at season changes
Darwin: increased chance of Darwin specific expeditions
Darwin: added some new building choices in the jungle
UX
Buildings now list the expeditions they can start
Obtained expedition tags are not shown anymore as obtainable to avoid confusion
Obtained expedition tags are now shown with a tick
Grandma: Renamed various specific search expeditions to give better hints
Bugfixes
Fixed a bug where the 'Big Robbery' expedition would never complete
Fixed a bug where if a Pip would come back home while a rescue party was searching for him, the rescue party would never return
Fixed a bug where Stations would kick the builder out during the building phase
Grandma: only Ripe active crops now count towards the Crop Collector bonus
Darwin: fixed birds being able to generate a null child, breaking expeditions
Darwin: fixed auto-applying pavements on some terrains soft locking the game
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
Current Release
Build 24295452
Uploaded Jul 24, 2026
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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
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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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.