Dominions 6 - Rise of the Pantokrator on Steam - User reviews, Price & Information

In Dominions 6 you take control of a powerful being that rules a nation and aspires to godhood. The type of Pretender Gods can vary from magically powerful arch mages to old dragons or an enormous tree. Dominions is a deep 4x turn based strategy game with a very large variety of spells and units.

Dominions 6 - Rise of the Pantokrator is a strategy, 4x and turn-based strategy game developed and published by Illwinter Game Design.
Released on January 17th 2024 is available in English on Windows, MacOS and Linux.

It has received 1,198 reviews of which 1,082 were positive and 116 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 43.99€ on Steam.


The Steam community has classified Dominions 6 - Rise of the Pantokrator into these genres:

Media & Screenshots

Get an in-depth look at Dominions 6 - Rise of the Pantokrator through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • Processor: 64-bit intel/amd cpu
  • Memory: 4 GB RAM
  • Graphics: Integrated graphics or better
  • Storage: 750 MB available space
MacOS
  • Requires an Apple processor
  • OS: 13.0 or later
  • Processor: Apple M1 or later (arm only)
  • Memory: 4 GB RAM
  • Storage: 750 MB available space
Linux
  • OS: Any 64-bit distro
  • Processor: 64-bit intel/amd cpu
  • Memory: 4 GB RAM
  • Graphics: OpenGL 1.4+
  • Storage: 750 MB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Jan. 2025
You got three ages to choose from, each with their own flavor: Early Ages; magic is abundant, high fantasy, low tech. - Want to play as the Holy Roman Empire as Christianity was settling itself after Jesus's sacrifice? And attempt to revive him in game? - Want to play as japanese Onis led by a hungry hungry Koi Fish? Or perhaps an old man? Or a bleeding fountain? - Want to enslave everyone's minds as R'lyeh led by Aboleths? Middle Ages; magic is starting to go away, but it's till very much there, "normal" technology (plate armor and such is starting to be worn) - Remember the Holy Roman Empire? Well turns out something went wrong trying to bring Jesus back and everyone died and became an undead. Fulfill your Lich kingdom fantasies with MA Ermor! - Want to play as Monkeymen that banished their evil demon overlords as they search for enlightenment? - R'lyeh now has Squid People leading them, the Aboleths are missing. Their slavery practices remain the same. Late Ages; magic is scarce, technology is at the all time high (full plate and crossbows are more common) - There once was a race of cave-dwelling cyclops, in the Early Ages they released things that they really shouldn't (you can recreate that event in game!), in the Middle Ages, human refugees started joining their dying race, in the Late Ages, these cyclops are long gone but their human followers learned how to reanimate them and their golems, who they venerate as divine beings. - You can play as a fantasy version of China, with Dragon Emperors and everything! - R'lyeh now spreads madness, even amongst their populace, the Aboleths are coming back... and they're not happy. And oh boy, what you can do in these games... - Let's start with the underground Cyclops, Agartha, Pale Ones. They don't need to eat and they're cold-blooded. You can turn off the sun so your enemies starve, or alternatively make another one and watch as crops burn, and your enemies struggle for survival as your giant army sweeps them while they're weakened. - The Onis can increase unrest in a global scale, and they gain power from unrest - Underwater factions can opt to freeze the oceans so nobody can enter their dominion, while they freely teleport their armies on dry land (as long as they're amphibious and not aquatic) Your -pretender- god empowers Holy units by just existing. And oyu can customize it too. - What if your holy mages or priests never got tired of casting spells and blessings? - What if your holy cavalry had regeneration? And flaming weapons? - You got a lot of Holy giant mosnters in your roster... and they're terrifying (literally)... wouldn't it be insane if to attack them every unit ahd to pass a morale test or be unable to strike them? But wait, there's more! There's a lot of detail put into this!: - Any unit that has lost an eye, unless they can regenerate them back, will remain with that eye missing. it affects accuracy. - Units that lose a leg have their speed reduced. - Lightning does more damage (and is more accurate) against targets with metallic armor or under spells that turn their skin to bronze or gold. All of this and more, in a game where your enemies try to take your RIGHTFUL title of the God of the next ages. May the best God rule all.
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Dec. 2024
Genuinely the most autistic game I've ever played in my life. It's ugly and halfway to being a spreadsheet, but also one of the most interesting and deep fantasy worlds I've ever played.
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Dec. 2024
I'm an old guy and I was just thinking about something: the first D and D characters I ever played in the 80s were MUCH less detailed in their stats and info sheets than the basic troops of Dominions. that is FAR OUT , man! This game is a triumph of old school turn based wargaming cranked up to 11, then attached to some wonderful lore as well. I must confess, I have borrowed and stolen many bits of the lore for my own tabletop campaigns, that's how highly I think of it. Be aware there's sort of a steep initial learning curve. You may struggle with the game for hours, like me, then something will finally click (hopefully your agile young brain works better than my poor abused old one), and suddenly you'll get it and start to really appreciate the game play. Lot's of different ways to come at the game, lots of different nations, custom built gods, small but fairly active community. We need more mapmakers, MORE MAPS WITHOUT WRAPAROUND PLease! If I have to nitpick about complaints, it would be minor things, like lack of a quick save. The procedure to save games is a hassle, and making it easier would let more new players play around and figure stuff out in single play. As far as the graphics? i find them charming, but allow me to paraphrase Immortan Joe : "Do not become addicted to graphics, my children, lest you become resentful of their absence". Gameplay over graphics. 9/10 would Burden of Time again, 35% off as of time of review.
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Sept. 2024
Okay, let's not beat around the bush - Dominions is the hobby project of two Swedish professors, and it shows. It's clunky, the UI is unfriendly, the graphics are beyond dated even speaking as someone who prefers a strong aesthetic over high fidelity, and it's generally bad at onboarding new players. It's a game where instead of a tutorial there's a 449 page manual. In fairness, ~350 of those are appendices and nation overviews, but still - you're really going to want to join the Nexus discord so the veteran players can help teach you. So why is this a positive review, then? A few reasons. One of my recurring issues with a lot of fantasy settings is the way they tend to treat race as the big distinction between factions – more than just having stock fantasy races like dwarves and orcs and elves, the factions are so often sorted into The Dwarfholds, The Human Kingdoms, The Elf Havens, The Orc Horde, etc, and it just feels kind of… thin? Life is messier than that. Terry Pratchett (GNU Pterry) wrote Ankh-Morpork in the 80's as a cosmopolitan melting pot that's really just an authentic portrayal of what cities are like, and it still feels fresh because the contrast is so poor. I said above that Dominions is the hobby project of Swedish professors, and when I said it shows, that wasn't entirely a bad thing. At least one of them teaches religion and social sciences, and you can see that in the strong emphasis on culture rather than race as the defining influence on factions. Caelum, for example, is primarily populated by a race of bird-people, but it's not ABOUT "bird people" the way fantasy dwarfs tend to be so strongly defined by Being Dwarfs. Instead Caelum is about the internal tensions and religious schisms between its clans, and the path that story charts produces offshoots like Nazca and Ragha through cross-pollination with other cultures, and it feels so much more rich and satisfying. Second, I'm a big fan of the sheer breadth of Stuff you can do with the game's mechanics. There are so many moving parts here, and yes the balance is all over the place, but that just means running into something potent is usually cause to rummage through the vast array of possibilities for One Weird Trick to solve it, and that rummaging is great fun. Third, the multiplayer has a lovely setup for asynchronous PBEM play, similar to Solium Infernum; everybody logs their orders sometime in the day, then once everybody's finished, the game resolves all those orders at once. I find it works a lot better than simultaneous play, because it means I don't have to commit an entire evening to play with friends, and it sidesteps the problems about arranging timeslots with people in different timezones – but at the same time, because everybody can log their orders at once rather than going in sequence like a classic IGOUGO structure, games progress reasonably fast by the standards of multiplayer PBEM. My last reasons get deeper into mechanics, so indulge me for a moment yet; most strategy games encourage decisive battle theory. If you recruit combat units you want them out on the map fighting things, and if you recruit utility units (harvesters/workers/settlers/etc), their combat power is negligible if they have any at all. So when two players fight, almost always the outcome is decided by a single decisive engagement, because whoever wins will have crushed the great majority of all the military strength their opponent has in existence. Especially because any halfway savvy player knows this, and knows there's little mileage in fighting the tide. Holding good stuff in reserve just invites defeat in detail. This is not, I should point out, necessarily a bad thing; big decisive clashes make for big, satisfying spectacles. But it is a default, and getting away from it is refreshing. See in Dominions', spellcasting wins wars. Past the early stage, troops without mage support are basically targets of opportunity to a couple of mages who can cast some good spells, but unlocking the good spells requires research – and the game's innovation is that research isn't generated directly by cities. Rather, cities recruit mages, and mages can be ordered to spend their turn generating research. So, mages are not just your best combat units, they're also how you generate resources. So, if you invade someone you might smash an army at the border, you might flip some of their countryside and claim the attendant taxpayers, but they WILL have a deep reserve of mages who can be retasked from research to fighting off a serious threat, and simply by dint of being A Bunch Of Mages they're a big deal. This works really well to encourage actual back-and-forth gameplay – you still have those decisive battles, but you're not hurried into it as the only way wars go, there's room for comebacks and raiding the countryside and sneaky shenanigans, and it feels so much more open. Lastly, related to the above, is the importance of intel and mind games. Because there's so much more scope for comebacks, and because spellcasting is so powerful, it's important to know what your enemy is deploying. The game gives you only limited information on what your opponent has without a battle report, you can't just select enemy units to examine them in detail, and you can't know for sure what the enemy will do this turn, so there's a strong incentive to fight wide raiding campaigns, both to gain territory, and also to fight small skirmishes to get glimpses of what troops they're using, what spells they've unlocked, what magic items they've forged, whether they have hidden tricks in reserve, etc. How many strategy games can you name where the mechanics encourage honest-to-gods strategic reserves, probing attacks, and recon-by-force? Is the game a clunky, dated mess? Yes. Is it heaps of fucking fun anyway? Absolutely.
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May 2024
This is essentially an auto-battler, created before those were even a thing, with a logistical/economic layer. It is extremely good at being that, almost unique, and I strongly recommend it for anyone who wants such a thing. I'll spend the rest of the review crucifying it. Illwinter views the mouse with suspicion and uses it more as a second keyboard than an actual input device. Drag and Drop is used once that I can tell, as some sort of unique feature pulled from the ether, instead of being built around like most modern games. Yes, many things you want to do more quickly have a keyboard shortcut, but the whole thing brings back the feel of Dwarf Fortress where you spend a lot of time fighting the interface before the cool stuff happens. This would be more bearable if it didn't feed into the second problem in which turns take progressively longer to play. This is a game series that took several iterations before way-point movement was added. In tournament games, nations are played by multiple people working together and can take dozens of hours to prepare before the "next turn" button is pressed. Complexity plays a part, but the u.i. is more of a hindrance than a help. This is the sixth Dominions. Its fair to say it is six times better than the original. But it will never be more than a niche game played by a handful of lunatics and the U.I. is a major reason why. I wouldn't expect that to change. To the devs and the games fans, it's become like the girl you spend your life with...you start to love them for their flaws.
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The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

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Last Updates
Steam data 30 March 2025 20:11
SteamSpy data 30 March 2025 00:35
Steam price 02 April 2025 04:18
Steam reviews 31 March 2025 11:53

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  • SteamDB - A comprehensive database of everything on Steam about Dominions 6 - Rise of the Pantokrator
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  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Dominions 6 - Rise of the Pantokrator compatibility
Dominions 6 - Rise of the Pantokrator
8.6
1,082
116
Online players
294
Developer
Illwinter Game Design
Publisher
Illwinter Game Design
Release 17 Jan 2024
Platforms