“Sultan’s Game” appears to blend resource management with dark fantasy storytelling, where players navigate a cruel supernatural challenge set by the sultan.
From what you’ve shared, the game:
- Requires players to commit “sins” like Carnality, Bloodshed, Conquest, and Extravagance to survive
- Features resource management and narrative events in a “One Thousand and One Nights” inspired fantasy setting
- Has been well-received with “Very Positive” Steam reviews and over 100,000 copies sold
- Is priced at $25 (with a 10% discount until April 10)
The developers at Double Cross are planning updates, including Steam Workshop support, automation features, better card organization, more audio elements, and content filters for some of the darker storylines.
PC Gamer’s Robin Valentine described it as turning players into “desperate sociopaths… in a fun way,” which suggests it offers an interesting moral playground where players are forced to make difficult choices to survive.
Sultan’s Game: A Comprehensive Review
Concept and Gameplay
Sultan’s Game is a dark narrative card game in which players are trapped in a supernatural challenge set by a mysterious sultan. The core gameplay revolves around fulfilling conditions of four “sins”: Carnality, Bloodshed, Conquest, and Extravagance. Unlike many card games that simply involve collecting and playing cards, Sultan’s Game weaves resource management with narrative decision-making in a way that creates genuine tension.
Players must carefully balance their limited resources while navigating a morally ambiguous world. Each decision comes with consequences, and the game excels at making you feel the weight of your choices. The resource management aspect is tight enough to be challenging without becoming frustrating, creating a delicate balance where every card play matters.
Narrative and Setting
The game is set in a dark fantasy world inspired by One Thousand and One Nights but with a decidedly more sinister twist. It combines elements of mysticism with real-world depravity, creating an atmosphere that’s both fantastical and disturbingly grounded.
The narrative unfolds through card events that present moral dilemmas and opportunities for the player’s character to sink deeper into depravity. What makes these events particularly compelling is how they’re written – with enough ambiguity that players can rationalize their decisions while still feeling the moral weight of their choices.
Visual and Audio Design
Sultan’s Game features striking visual design with beautifully illustrated cards that capture the game’s dark fantasy aesthetic. The art style blends ornate Middle Eastern-inspired motifs with more sinister imagery, creating a visual language that effectively communicates the game’s themes.
The current audio design is solid, though somewhat sparse, which is presumably why the developers plan to add more music and sound effects in future updates. What’s there contributes well to the atmospheric tension of the game.
Strengths
- Narrative Integration: The game seamlessly integrates its resource management mechanics with its narrative, making each gameplay decision feel narratively significant.
- Replayability: The card-based nature of the game creates different narrative paths each playthrough, giving players a reason to return and explore alternative strategies.
- Moral Complexity: Rather than presenting simple good/evil choices, Sultan’s Game forces players into situations where they must commit morally questionable acts to survive, creating genuine internal conflict.
- Balance: The game strikes an impressive balance between challenge and playability, making success feel earned without being unnecessarily punishing.
Weaknesses
- Repetitive Events: Some narrative events can become repetitive in more extended playthroughs, though the planned automation for repetitive events should help address this.
- Organization Issues: The card organization could be more intuitive, which the developers seem aware of and plan to improve.
- Potentially Disturbing Content: Some of the darker storylines might be off-putting to players sensitive to such content, though the planned content filters should help mitigate this concern.
Overall Assessment
Sultan’s Game succeeds at creating a morally complex narrative card game that challenges players both strategically and ethically. Its blend of resource management and narrative decision-making creates a compelling gameplay loop that keeps players engaged through multiple playthroughs.
The game’s strong sales (over 100,000 copies) and Very Positive Steam reviews suggest that it has found its audience, and the planned updates indicate the developers’ commitment to improving the experience further.
At $25 (with occasional discounts), Sultan’s Game offers good value for players interested in narrative-driven card games with dark themes and moral complexity. The upcoming Steam Workshop support also promises to extend the game’s longevity through community-created content.
For those who enjoy games that challenge them both strategically and morally, Sultan’s Game is a standout title that delivers a unique and engaging experience.

Age of Empires Series:
Historical Strategy Gameplay:
- Developed by Ensemble Studios (initially) and is now developed by World’s Edge
- Spans multiple historical periods from ancient to colonial eras
- Players guide civilizations through technological and military progression
- Real-time strategy (RTS) genre-defining franchise
Key Iterations:

- Age of Empires (1997)
- First game set in ancient world (Bronze Age to Iron Age)
- 12 playable civilizations
- Groundbreaking for its time in historical representation
- Age of Empires II (1999)
- Medieval period setting
- Most critically acclaimed entry
- Extensive civilization diversity (35+ civilizations in the latest edition)
- Highly balanced gameplay
- Still actively played and updated

- Age of Empires IV (2021)
- Modern graphics and gameplay mechanics
- Focus on medieval warfare
- 8 unique civilizations with distinct playstyles
- Improved UI and accessibility
- Historical campaign modes with narrative elements
Gameplay Mechanics:

- Resource gathering (food, wood, stone, gold)
- Technology research
- Building construction
- Military unit production
- Civilization-specific unique units and technologies
Civilization Series:
Turn-Based Grand Strategy:
- Created by Sid Meier
- Published by Firaxis Games
- Deep strategic gameplay
- Turn-based empire management

Key Iterations:
- Civilization I (1991)
- Original 4X strategy game
- Revolutionary game design
- Introduced core mechanics still used today

- Civilization IV (2005)
- Often considered the series’ peak
- Introduction of religion mechanics
- Advanced diplomacy systems
- Mod-friendly architecture
- Civilization VI (2016)
- District-based city planning
- More visually distinct art style
- Enhanced diplomatic and cultural victory conditions
- Expansive DLC content
Gameplay Mechanics:

- Turn-based empire development
- Multiple victory conditions:
- Scientific (space race)
- Cultural
- Domination (military conquest)
- Religious
- Diplomatic
- Complex technology tree
- Negotiation and diplomacy systems
- Random map generation
- Historical leaders with unique abilities
Comparative Analysis: Age of Empires:
- Faster-paced
- Real-time strategy
- More combat-focused
- Shorter gameplay sessions
- Historical accuracy in unit and tech design
Civilization:
- Slower, more deliberate gameplay
- Turn-based strategy
- Broader empire management
- Longer gameplay sessions
- More complex diplomatic interactions
Similarities:
- Historical setting
- Technological progression
- Resource management
- Civilization-specific unique elements

One man I know just plays Age of Empires 2. He has over 25 years of experience playing it. “Oh yes I heard they produced another one” was his response when I brought up Age of Empires 3, and that was the end of the talk. He does not have a gaming PC and does not have a broader interest in gaming.

Fans of AoE 2 believe that since perfection has already been attained, there is no point in playing another video game. And thanks in part to 2019’s Age of Empires 2: Definitive Edition, the venerable 26-year-old strategy game still has a fantastic afterlife, and things are obviously not slowing down.
These are some of the most significant patch notes I have ever seen for AoE 2: DE. The “cherry on top” is that they will soon be “dropping one of the biggest updates Age 2: DE has ever had!” The developers acknowledge that they are “legendarily long.”

For what length of time? They just kept going, and the only summary I could think of was to highlight everything and calculate the word count, which came out to be 8229. Let us get started. The upcoming upgrade is scheduled for “mid-April,” and its main features include the following:
Bugs have been fixed based on your suggestions!

New Images for Monks, Monasteries, Castles, and Elite Unique Units!
Updates to the Technology Tree UI!
The equilibrium shifts!
Fresh Maps!
Support for new features and content:

After that, we go over a ton of bug fixes and configuration changes. The graphic overhauls introduce twenty-five new castle designs from various civilisations, and each elite unique unit now has a different look from its counterparts without the upgrades: “Defeat your opponents with greater style than ever before by donning Janissary crowns, Samurai flags, or Teutonic Knight helmet crests.”
All units have a number of animation enhancements, such as better synchronisation between the animations and the attacks themselves and new infantry attack animations that will be mixed in at random with the current ones. The structure of the technology tree has been rearranged “for better readability and more efficient use of space,” with improved explanations and updated phrasing. Other enhancements include new options from the main menu that take users directly to the editor.
Unit fixes compete for attention with pathfinding adjustments and new features, such as the humorous “Sheep and Turkeys can no longer receive unintended speed boost after un-garrisoning from Gujarat Mills.”

For the sake of everyone’s sanity, I will link rather than reproduce the incredibly long list of balancing modifications to specific units. After that, we get back to the main topic of these patch notes, which is China.
All owners of the Victors and Vanquished expansion can play a new scenario called “Xie An” for free. In this scenario, “the Xie clan defends the Fei River from the northern warlord Fu Jian who has designs to conquer all of China.” You can use spies to infiltrate enemy camps, bribe enemy generals, finance a rebellion, and more.

“The Chinese are now listed as an Archer and Gunpowder civilisation and are receiving a massive update to their units and bonuses,” said the notes, followed by a list of new additions and civilisation bonuses. Developer World’s Edge is in tease mode about the game’s next expansion,n and, given the focus here, betting on ancient China would be wise. There are then literally hundreds of words on changes to herdable animals (please don’t ask) and huntable animals, while in the Northern Isles, the devs have “fixed boars sometimes failing to generate.” Forest spacing and the amount of water on maps now scale more appropriately, relics are distributed more evenly, there are fewer inaccessible areas, and oysters will no longer block shore fish from spawning, which was apparently a thing.

It is safe to assume that fans of AoE 2 are ecstatic about this update; some have dubbed it “the best update ever,” while others have substituted the term “total cinema.” With six expansions now released (including 2023’s Return of Rome, which included all of the civilisations from the original AoE), developers Forgotten Empires and World’s Edge have set a dazzling pace for the Definitive Edition.

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