Install Steam
sign in
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem



We didn’t want to just do a sequel. We didn’t want to reboot what came before. Instead, we saw a chance to tell a new story, one set 50 years after the events of the original. Auroria, once wild and dangerous, is starting to come alive again. People are returning. Settlements are rising from ruins. And you? You’re part of that first wave of brave souls heading back in.
Let’s talk about that combat first, because it’s been a huge focus for us. We built it from scratch with combo-driven mechanics, dodges, and some really satisfying weapon-specific skills. It’s punchy. It’s responsive. And above all, it rewards smart play over simply spamming skill rotations.
We’ve learned a lot from ArcheAge: its highs and its pain points. Our goal isn’t to copy what worked. It’s to take that spirit (the freedom, the discovery, the ambition) and apply it in new, exciting ways. It’s not about outdoing the past. It’s about evolving.
Hello, ArcheAge fans!
Loading
