
Age Of War
Loading gameβ¦
Age Of War
Two bases sit at opposite ends of a single flat lane, and everything that happens in Age of War happens between them. You buy a unit, it walks right, it meets whatever the enemy sent walking left, and the two of them fight until one falls over. That is the whole game β and it is genuinely tense, because the gold you spend on the caveman you just deployed is gold you cannot spend on the turret that would have saved you thirty seconds later.
From Cavemen to Hover Tanks
Louissi built Age of War around a simple escalation. You begin in the Stone Age with clubmen, slingers, and dinosaur riders, and every kill banks experience alongside your gold. Once you have enough XP, an Evolve button lights up and your entire civilization jumps forward an era. There are five in total:
- Stone Age
- Castle Age
- Renaissance Age
- Modern Age
- Future Age
Evolving swaps your unit roster wholesale. Your slingers become archers, your archers become riflemen, and by the final era you are fielding troops that make the first two ages look like a warm-up. The enemy evolves on its own schedule, so there are stretches where you are fighting one era behind and stretches where you hold the technological edge. Recognising which side of that gap you are on is most of the strategy.
The Economy of Attrition
Gold only comes from killing enemy units, which creates a real tension: you cannot farm, so your income depends on the enemy continuing to attack you. Deploy nothing and you starve. Deploy everything and you have no reserve when a wave of stronger troops arrives.
The reliable rhythm is to keep one cheap unit trickling out to feed your kill income while you save toward something that holds a line. Cheap units are not throwaway β they absorb hits and buy time for the ranged troops behind them. A melee unit in front of two ranged units is worth far more than three ranged units in a row.
Controls
| Action | Control |
|---|---|
| Select / interact | Left mouse button |
Everything runs through the button bar at the bottom of the screen: click a unit portrait to send that unit out, click a turret slot to build or upgrade, and click the evolve button when it becomes available.
Turrets, Specials, and Base Defense
Your base has slots for turrets, and you can pay to open additional ones. Turrets fire automatically at anything in range and never need replacing, which makes them the closest thing the game has to a permanent investment. They are expensive, though, and buying one in the middle of a losing push will simply lose you the push.
You also carry a special attack that charges over time. Each era has its own version β boulders raining from above in the early ages, artillery and heavier ordnance later on β and it clears the lane of everything on it. The temptation is to fire it the moment it charges. Save it instead for when a stack of enemy units is halfway across the map with nothing of yours left standing.
Getting Past the Wall
Most losses in Age of War come from the same mistake: evolving the instant you can afford it. Evolution resets nothing but your unit list, and the first unit of a new era usually costs more than the last unit of the previous one. If you evolve with an empty wallet and an enemy push already moving, you will not be able to field anything to stop it.
Bank a cushion first. Push the enemy back toward their base, then evolve while your existing troops are still holding ground. The same logic applies to the final stretch: once you have chipped the enemy base down, keep pressure constant rather than sending one expensive unit at a time to be picked apart.
Age of War came out of the mid-2000s Flash scene and became a template that a lot of later lane battlers copied, including its own sequels. What stands out now is how little it needs β one lane, five eras, and a gold counter β to keep you leaning forward.
Frequently Asked Questions
How do I evolve to the next age? Kill enemy units to accumulate XP. When the bar fills, the evolve button becomes usable, and clicking it advances you one era and replaces your available units.
What are the five ages in Age of War? Stone, Castle, Renaissance, Modern, and Future. Each one gives you a new set of units and a new special attack.
Why can't I afford anything? Gold in this game comes almost entirely from destroying enemy units. If you stop deploying, your income dries up, so keep at least one cheap unit in the lane at all times.
Are turrets worth buying? Yes, but timing matters. Turrets are permanent and fire on their own, so they pay off over a long match β just don't buy one while you are actively losing ground.
When should I use the special attack? When the lane is full of enemy units and your side of it is empty. It wipes what is on screen, so spending it on a single weak unit wastes its best use.
