Six Ages: Ride Like the Wind
game
7/25/2026

Six Ages: Ride Like the Wind

byA Sharp
8.7
The Verdict
"Six Ages: Ride Like the Wind is a small studio's uncompromising second attempt at an idea nobody else has ever seriously tried. It succeeds enormously at the hard part — making a resource simulation feel like a story about people you're responsible for — and stumbles on the parts most developers would have solved first: teaching, explaining, and knowing when to end." "The 81% Steam score is honest. Roughly one player in five will find the opacity and the randomness intolerable, and they have a case. But the other four are getting something with no real substitute on the market. Nineteen years of waiting produced a game that improves on its predecessor in nearly every dimension and still leaves you wanting the next one. A Sharp should be embarrassed by exactly one thing here: making a game about consequences echoing for decades, and then cutting it off after three." "Buy it on an iPad. Lose your first two clans. Then it starts."

Gallery

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Key Features

A 400-scene story engine: Each season surfaces illustrated, branching narrative encounters drawn from a pool of over 400. They're not flavor text bolted onto a spreadsheet. They are the game's primary interface with its own simulation, and the prose is legitimately good — dry, mythic, occasionally very funny.
The clan ring: Seven advisors, each devoted to a different god with a different temperament, debate every major decision in front of you. Critically, they are fallible. Your war leader will confidently recommend a raid that gets your best warriors killed. Learning which advisor to trust about what is the actual skill curve.
Deep seasonal management: Farm, herd, hunt, trade, raid, or sacrifice — you allocate people and magic every season, and the consequences compound across generations. Weather, morale, cattle counts, and divine favor all feed each other.
Exploration and heroquesting: A map roughly four times the size of King of Dragon Pass's, seeded with spirits you can find, bargain with, and bind, plus mythic heroquests where you re-enact the deeds of gods and bring their power back into the world.
Scalable difficulty, including permadeath: From forgiving down to Iron Willed, where a bad decade ends the run for good.

The Good

Writing quality far above genre standard, across 400+ branching scenes
The fallible advisor ring is a genuine design innovation
Striking hand-painted art with real authorial identity
Map four times larger than its predecessor, with meaningful exploration
Premium, complete, no microtransactions; runs on anything

The Bad

Opaque failure feedback — you often can't learn why you lost
Randomness can wreck a carefully built 30-year run
Campaign ends well under 30 in-game years; feels like a chapter
Steep, tutorial-free learning curve; expect to lose early clans
Dense UI that shows state but hides causality

In-Depth Review

Bottom Line: A Sharp has built the rarest thing in strategy gaming — a systems-heavy clan simulator that you play for the writing — and then wrapped it in enough randomness to break your heart. It's brilliant, punishing, and over sooner than you want.

The Gameplay Loop

The loop is deceptively simple. A season passes. You assign your clan to tasks. Story scenes fire. You choose. Repeat.

What makes it work is that the two halves are genuinely load-bearing on each other. The management layer isn't a minigame between story beats, and the story isn't decoration on a resource sim. Send too many warriors on patrol and your herds go untended, so a bad winter kills cattle, so morale drops, so the scene that fires next season is about a family quietly leaving your clan for a richer neighbor. That chain is legible in retrospect and almost never predictable in advance. The game is a machine for generating consequences you deserve but did not foresee.

The clan ring is the design's masterstroke. Most strategy games with advisors use them as tooltips wearing hats — the UI telling you the correct answer in a funny voice. A Sharp went the other way. Your ring members have gods, grudges, and blind spots. The Elmal-worshipper counsels loyalty and defense past the point of self-harm. The trader wants to negotiate with people who are visibly planning to murder you. When five of seven agree, you should still ask why, because sometimes the consensus is a shared cultural blind spot rather than wisdom. Very few games have modeled institutional groupthink this elegantly, and none I can think of made it fun.

Heroquesting is where the game reaches highest. You step out of ordinary time into myth, retracing a god's journey, and the quest expects you to know the story. Choose the way your god chose and you return with real, permanent power. Improvise and you may get something stranger, or lose the questor entirely. It's a knowledge check disguised as a ritual, and the first time you complete one correctly is one of the great "I actually understood this world" moments in the genre.

Where It Bites

Now the complaints, because they're real and they're the reason Steam users are 6 points cooler on this than critics.

The randomness has teeth. You can play a season correctly — right allocations, right diplomacy, right sacrifices — and still get gutted by a raid, a plague, or a divine snub. Defenders call this Gloranthan verisimilitude; the Bronze Age was not a meritocracy. They're not wrong. But there's a difference between a game where luck adds texture and one where a 40-year careful campaign can be undone by two bad rolls, and Six Ages lands closer to the second than most players expect going in.

The feedback is opaque. This is the more serious design flaw. When an outcome goes badly, the game frequently declines to explain why. Did the raid fail because your magic was low, because the target's god was ascendant that season, because your war leader was secretly incompetent, or because you'd insulted a spirit forty turns ago? The game knows. It won't say. For a title that asks you to reason across decades, withholding the causal chain converts strategy into superstition. You end up cargo-culting: doing what worked last time and hoping.

The onboarding is brutal. Your first clan will die. Probably your second. There's no tutorial in the modern sense, and the systems only click somewhere in run three, when you finally understand that cattle are currency, magic is a budget, and your neighbors' opinion of you is a slow-moving asset you should have been investing in since year one. The generous difficulty settings help, and the fact that they exist at all shows A Sharp learned something from twenty years of watching people bounce off King of Dragon Pass. But the learning curve is a wall with handholds, not a ramp.

And it ends too early. The campaign wraps in under 30 in-game years, which is a strange decision for a game whose entire pitch is generational consequence. You spend the first third learning, the second third building, and then it's over roughly when your clan is finally interesting. Multiple runs are clearly the intent — randomized clan traits and event seeds make playthroughs diverge sharply — but the ending still reads as a chapter break rather than a conclusion. Which, given the sequel that followed, is precisely what it was.

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The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.