Six Ages: Ride Like the Wind

Life between myths. Lead your clan into legend or obscurity. Plan ahead as you read this challenging storybook strategy game, immersing you in the land of old gods and magic also seen in King of Dragon Pass.

Six Ages: Ride Like the Wind is a choices matter, interactive fiction and simulation game developed by A Sharp and published by Kitfox Games.
Released on October 17th 2019 is available in English on Windows and MacOS.

It has received 438 reviews of which 358 were positive and 80 were negative resulting in a rating of 7.7 out of 10. 😊

The game is currently priced at 19.50€ on Steam.


The Steam community has classified Six Ages: Ride Like the Wind into these genres:

Media & Screenshots

Get an in-depth look at Six Ages: Ride Like the Wind through various videos and screenshots.

Requirements

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

Windows
  • OS: Windows 10+
  • Memory: 2 GB RAM
  • Graphics: 1024x768 or larger resolution
  • DirectX: Version 9.0
  • Storage: 1 GB available space
MacOS
  • OS: OS X Lion 10.8.5 or later
  • Processor: SSE2 instruction set support
  • Memory: 2 GB RAM
  • Graphics: 1024x768 or larger resolution
  • Storage: 1 GB available space

Reviews

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

Nov. 2024
pros: fun, interesting story, GREAT world building, and wonderful for any history nerds out there cons: the art style is an acquired taste, (i acquired it), very text based, difficult to get the hang of
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Aug. 2024
I have not played through an entire "campaign" yet, but holy moly is this game so unique and innovative in just about every category when it comes to this medium. I'm not all that familiar with any other Kitfox titles but I stumbled across this little gem not too long ago during a sale I think. First of all this title is a no-go for any gamers who insist on eye-popping graphics or just decent 3d graphics for that matter. There are no 3d representations in the game other than some buttons that are not entirely flat and have curvature to them (subtle representation of a 3d plane). This title is entirely conveyed through very nicely drawn pictures, symbols and vignettes and of course prose (and even poems sometimes). It is a bookworm's dream game brought to life! One of my favorite details so far is that almost every little decision makes a difference outside of the random aspect of certain choices. From the start of the adventure the game logs every choice you make (as the apparent unchallenged leader of your clan) in the Saga section, which you can reference at any time outside of some event scenes. You really get a sense of a living, breathing posterity as people in your clan grow old, have kids and die; ultimately leaving behind their progeny to hopefully bring success to the clan that you, the player, have made. The choices on how exactly to affect that success is up to the player, whether dominating all the other clans in the valley (of which there are many at the beginning) with might, or establishing a network of friendly clans that you trade with and raid with, or simply rely on the Gods and spirits for all of the clan's needs and have other clans come to you for guidance. The replayability factor of this game alone is off the charts! To be successful you have to try and balance as many of the disparate mechanics (in a book style game no less!) as you can while trying not to neglect too many as the narrative flow can often punish pigeonholed players in unexpected ways. It also behooves the player to get a sense of what the other clans are like that surround you. Which ones are more likely to attack and raid you versus those that offer the best chance for trade, etc. Isolating the clan can bring all sorts of challenges that a stubborn player won't be able to adapt to until it's too late to change. What I can say for now with only an evening's worth of playtime up to now is that this game has just the right amount of depth to keep a player engaged in the story, just the right amount of mechanics to make it easy to learn but hard to master and the right amount of time to allow you to comfortable settle in and enjoy the view. One of my favorite titles I've tried this year and I look forward to trying out SA2 soon!
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June 2024
I must recommend this game to anyone even remotely interested, if the style doesn't put you off. King of Dragon Pass was a gem, and Six Ages follows in its footsteps - by the same creators.
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June 2024
Six Ages: Ride Like The Wind expands on an older game(King of Dragon Pass) by sharing the same world. It's a game akin to King of Dragon Pass where it's resource management and events happening. It has a lot, LOT of random chance for things to happen. Six Ages feels like it's stacking the deck against you in pretty much every way possible. Combat is a perfect example. It was previously simple and common enough since you play as tribal warlords. In Six Ages you constantly raid or get raided because you're constantly starving and combat is constantly 8 choices you can't even reliably learn because it's random chance. Even Treasures, items that provide a one time or passive boon in various areas, don't really do much in combat if they're combat focused. Clicking the exact same option, bored, gives me the same outcome as trying to figure things out. That goes for Rituals and pretty much any event as well. Not that the chance to fail is bad! But that the chance to fail is overwhelmingly often and doesn't rely on any skill. Six Ages feels at times airy and abstract. How much food do I need? Couldn't tell you but it's low. What do other Clans do when they Hate me verses Mock me? Who knows. For all the unique lore, unique events, all the strain and struggle with your neighbors, Six Ages actually is very linear and only allows one good ending. It's an odd choice to have that much emphasis on control for the player guiding their Clan only to be pigeon holed into one very specific type of ending for the people and makes replays, frankly, less fun unless you just like gunning for achievements and challenge as I did. I liked the game. I think the departure from modern ideas of fantasy tropes and creatures is a ball. The art is fun, the events are fun, the notable people are interesting. The core gameplay can feel somewhat stunted and while I wouldn't pay full price for it I liked it at around $10. Generic pro-tips for the intersted: -Finish your Clans homes as soon as you can to have multiple Ventures per year -For beginners, water is the easiest enemy(and makes taming Rivers more convenient), goat herders are family, and glass making or Red Dye is the best starting craft for a Clan, it's valuable to others. -Explore your own land and Forage near it -Cows as is tradition are the real backbone of both social standing and wealth -The game has a shorter timeline, a few decades during a very important period of time. Long term planning is good! Just keep in mind you don't have centuries
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Feb. 2024
It's King of Dragon Pass for the modern age. They've done a great job of taking the same basic ideas and modernising them. There's new religious foibles to run over, new considerations like the contrasting cultures of the valley's clans, new art and stories to experience too, I'm very pleased with Six Ages and if you want to have a good time driving yourself to distraction trying to get a bunch of Bronze Age pastoralists to agree on anything for five minutes then you will be too.
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Last Updates

Steam data 20 November 2024 08:10
SteamSpy data 20 January 2025 12:31
Steam price 23 January 2025 12:20
Steam reviews 21 January 2025 13:59
Six Ages: Ride Like the Wind
7.7
358
80
Online players
3
Developer
A Sharp
Publisher
Kitfox Games
Release 17 Oct 2019
Platforms