GAME DETAIL
TREUD
Rule your society through 12,000 years – from the Stone Age to the present day – in a grand strategy game with a living simulation where real historical processes are recreated, but nothing is predetermined. Build, conquer, exploit. Crisis is part of history: keep power or side with the revolution
このゲームについて
Steamの詳しい説明を読む
*treud- is proto-indo-european word means "to press, to apply force, to squeeze" which evolved in many forms including English "threat" or Russian "труд" (meaning labour/work)
All game systems – production, society, control, war, and others – create a realistic simulation of the last 12,000 years of history (the Holocene), involving hundreds of tribes and states. The game broadly reproduces real historical processes: the formation and collapse of regional empires, technological development, population growth and revolutionary processes
For example, some kind of Mediterranean hegemon (like the Roman Empire) will likely emerge, but the development of iron and intensive agriculture in forested Europe will create a crisis and make the formation of a new empire there extremely difficult. Meanwhile, empires in China will form regularly
No scripts. Only systems
One of the results of a simulation from the Stone Age to antiquity. Isn't it beautiful?
In the TREUD world there's a closed economy; nothing comes from nowhere: food, weapons, raw materials – everything is produced by people. The game simulates both national and global markets; products must find a consumer, otherwise, for example, the producer won't be able to exchange them for food for their slaves or wages for workers (although within tribes or in a planned economy, production is distributed outside the market)
There are no predetermined prices; they are determined by the model based on supply and demand, which are tied to the income of the population, the desire of the owners to maintain profitability, etc
The player, acting as the ruling class, can build workplaces or take them away from other owners who are building on their own. Don't forget to find the labor force
People are divided into social strata – classes: landowners, petty owners, capitalists, slaves, and workers. The player represents the will of the current ruling class (or rather, its ruling group) and can interact with other classes (e.g., tax, enslave, hire, etc.)
If the needs of a class aren't met, it accumulates discontent and may rebel. And within our own class, we must maintain the vertical power structure: build governance structures, ensure profits, otherwise a political crisis will brew – which could lead to provincial separatism or a coup
A political crisis could turn into a revolution if another class comes to power in the separatist territories. We have the opportunity to continue playing as rebels country (was it planned?)
The class picture varies across different eras: slaves can only work in simple jobs, while industrialisation, for example, will lead to the strengthening of not only our army, but also the capitalists who own factories – allowing them to lay claim to the role of the ruling class
The game features a military system based on "fronts", between which we distribute our army. Army is our primary diplomatic resource: only a secure border can ensure a secure peace. You can control another country's trade, invest in it, and establish colonies
The broader our state, the more extensive its provinces – the entire territory must be within our control (with terrain and infrastructure taken into account in distances). Systems of control and legitimacy create a balance that resolves the snowball problem: expansion is always economically profitable, but not always politically stable. The stronger the core, the more extensive the provinces. Under developed capitalism, usually it's more profitable to invest into countries with cheap labor than to capture their territories
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 113人 | 最終観測:2026年8月30日 05:52(31日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 履歴あり・更新待ち・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
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