- Release Year: 2016
- Platforms: Windows
- Publisher: Ubisoft Entertainment SA
- Developer: Blue Byte Mainz, Blue Byte Studio GmbH
- Genre: Action, Strategy
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Hack and Slash, Real-time, RPG elements
- Setting: Fantasy
- Average Score: 65/100

Description
Champions of Anteria is a fantasy-themed real-time strategy and action RPG hybrid where players lead a group of heroes to reclaim the fractured kingdom of Anteria. Combining kingdom-building mechanics with tactical combat, the game challenges players to manage resources, upgrade settlements, and engage in dynamic battles against enemy factions. Each champion possesses unique abilities and elemental affinities, requiring strategic team composition and skill utilization. Set in a vibrant fantasy world, the game blends hack-and-slash combat with strategic decision-making, though critics note repetitive missions and uneven difficulty pacing.
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Champions of Anteria Reviews & Reception
metacritic.com (67/100): A triumphant return to form for the series.
opencritic.com (65/100): Champions of Anteria delivers a light-hearted fantasy romp with solid strategy elements, but a lack of content beneath surface level means the game lacks that special something.
gamingbolt.com : A MOBA with an identity crisis or an RTS with too little to offer?
gamewatcher.com (65/100): Champions of Anteria can be a really addictive and occasionally fun game with nice ideas and a neat sense of humour, but as a Straction RPeGy it’s just got far too many flaws to recommend.
Champions of Anteria: A Reborn Strategy-RPG Hybrid’s Quest for Identity
Introduction
In the shadow of Blue Byte’s beloved The Settlers franchise, Champions of Anteria emerged in 2016 as a phoenix rising from the ashes of its own canceled predecessor. Conceived as The Settlers: Kingdoms of Anteria before a tumultuous development cycle led to its rebirth as a standalone title, the game promised a bold fusion of real-time strategy, city-building, and action-RPG combat. Yet beneath its whimsical facade lay a project haunted by identity crises, technical missteps, and unfulfilled potential. This review examines how an ambitious genre hybrid—part tactical skirmish, part economic sim, part Diablo-lite—ultimately collapsed under the weight of its own reinvention, offering flashes of brilliance overshadowed by repetitive design and a disjointed vision.
Development History & Context
Studio Vision & Identity Crisis
Developed by Blue Byte (later integrated into Ubisoft Mainz) and published by Ubisoft, Champions of Anteria began life in 2014 as The Settlers: Kingdoms of Anteria. Positioned as a radical reinvention of the long-running Settlers franchise, it blended the series’ traditional supply chain-driven city-building with MOBA-inspired combat and dungeon-crawling mechanics. Creative Director Mihnea Dragoman and lead designer Christian Hagedorn envisioned a persistent online world where players cooperatively managed kingdoms while engaging in Diablo-esque missions—a response to trends favoring live-service games and action-oriented strategy titles like Dota 2.
Beta Backlash & Reinvention
The 2014 closed beta proved disastrous. Players lambasted its “always-online” requirement (a sore point post-Diablo III and Ubisoft’s own troubled Settlers 7), clunky combat, and lack of “Settlers DNA.” Critics derided its free-to-play monetization model (resource speed-ups, inventory slots sold for real money) in a $60 premium title. Ubisoft abruptly canceled the beta in early 2015, vanishing from press cycles until a 2016 resurgence rebranded as Champions of Anteria—now divorced from The Settlers IP.
Technological & Market Constraints
Blue Byte retained the art assets and skeletal narrative but stripped most city-building mechanics, refocusing on single-player action-RPG combat with light strategy elements. This pivot reflected industry pressures: Ubisoft’s mandate for “safe” single-player experiences (post-Assassin’s Creed) and Blue Byte’s struggle to modernize Settlers without alienating fans. The result was a compromised vision—neither a true successor to Settlers nor a confident RPG-strategy hybrid.
Narrative & Thematic Deep Dive
Plot: Saturday Morning Fantasy
The story follows three “Champions”—mercenary Vargus, nature-worshipping archer Nusala, and lightning-wielding monk Anslem—as they return to Anteria, a kingdom besieged by warring factions. A comedic, self-aware tone permeates the dialogue (e.g., Nusala quips she “doesn’t like sand” in a Star Wars reference), positioning the game as a parody of fantasy tropes. The narrative escalates into a confrontation with Kalen Daark, a petulant sorcerer manipulating rival clans (Dune Tribe, Frostbeards) as pawns in his apocalyptic scheme.
Characters & Themes
While voice acting ranges from charmingly hammy (Vargus’ gruff bravado) to grating (Baltasar’s egotistical monologues), the story’s humor lands inconsistently. PC Games noted Queen Nuaba’s “awful” delivery undercuts dramatic tension. Thematically, Anteria explores redemption (champions reclaiming their homeland) and unity (resolving faction conflicts), but shallow writing reduces these arcs to repetitive fetch-quest MacGuffins. DLC additions Tarn (a beastmaster) and Weissle (alchemist) add mechanical depth but negligible narrative weight.
Gameplay Mechanics & Systems
Three Pillars: World Map, City-Building & Combat
1. Strategic Layer: A 26-territory overworld where players conquer regions adjacent to their stronghold. Each captured territory generates gold/renown daily, while fortifications delay enemy counterattacks. Factions (AI-controlled) dynamically regroup and retaliate, creating emergent skirmishes.
2. City Management: A pared-down Settlers homage. Players build farms, lumberyards, and blacksmiths in predefined slots, crafting potions and gear for champions. Resource chains require strategic placement (e.g., farms boost adjacent orchards), but lacks depth compared to Blue Byte’s legacy titles.
3. Real-Time Combat: Players control three champions in missions blending Baldur’s Gate-style tactical pauses with Diablo’s click-heavy skirmishes. The “Active Pause” system queues commands (attack, abilities, movement) for unpaused execution—a divisive feature.
Elemental Combat & Progression
– Rock-Paper-Scissors Mechanics: Fire > Metal > Nature > Lightning > Water > Fire. Elemental affinities dictate damage modifiers (135% for advantage; 65% for weakness), demanding strategic team compositions pre-mission.
– Skill Trees: Each champion has 13 unlockable abilities, but only eight can be active per playthrough. Choices create build variety (e.g., Nusala specializing in AoE fire arrows or single-target poison), yet GameStar criticized the system’s “lack of tactical depth” as AI foes rarely adapt.
Flaws & Frustrations
– Repetitive Missions: Defensive holdouts, caravan escorts, and “kill all enemies” objectives recycle ad nauseam (The Games Machine: “Missions repeat 1:1 after 3–4 hours”).
– AI Pathfinding: Champions frequently ignore commands, cluster at choke points, or idle while allies die (Capsule Computers: “Excessive micromanagement saps joy”).
– DLC Integration: The Alchemist and Beastmaster packs add champions/gear but feel tacked-on, exacerbating balance issues.
World-Building, Art & Sound
Visual Design: Colorful Yet Generic
Art Director Edgar Bittencourt’s vibrant, cartoonish aesthetic channels World of Warcraft’s whimsy—lush forests, arid deserts, and frostbitten peaks brim with fairy-tale charm. However, reused assets and cookie-cutter enemy designs (reskinned bandits, elemental golems) betray the game’s troubled development. IGN Spain noted environments “lack distinct identity,” undermining immersion.
Soundscape: Uneven Execution
Composers Jeff Broadbent and Dynamedion deliver a serviceable orchestral score—folksy melodies for towns, pulse-pounding rhythms for boss fights—but tracks loop aggressively. Voice acting ranges from endearing (Anslem’s Zen calm) to unbearable (Queen Nuaba’s shrill taunts). PC Games lamented Baltasar’s “grating” dialogue, which players often muted.
Reception & Legacy
Critical Response
Champions of Anteria earned mixed-to-average reviews (Metascore: 67/100; OpenCritic: 65/100):
– Praise: Boss battles (Destructoid: “Epic, multi-stage MMO raid-like encounters”), Active Pause innovation (4Players: “Evokes Baldur’s Gate in its best moments”), and humorous writing (IGN Italy: “Almost perfect genre fusion”).
– Criticism: Repetition (GameStar: “Unforgivable mission copy-pasting”), shallow strategy layer (The Games Machine: “Diluted city-building”), and technical jank (Capsule Computers: “Champion AI is a disaster”).
Commercial Performance & Influence
Sales figures remain undisclosed, but steep Steam discounts ($29.99 launch price to $5.99 within a year) suggest underwhelming performance. While Blue Byte shifted focus to Anno 1800 and Settlers reboots, Anteria’s legacy lies as a cautionary tale—a once-ambitious project gutted by reactive design choices, serving as a footnote in Ubisoft’s strategy catalog.
Conclusion
Champions of Anteria is a game at war with itself—a Settlers spin-off shorn of its roots, an action-RPG strangled by repetitive missions, and a strategy title devoid of depth. Its elemental combat and boss encounters shimmer with potential, but these moments drown beneath poor AI, formulaic objectives, and a cobbled-together identity. For genre enthusiasts, it remains a curious artifact of mid-2010s design experimentation; for most, it’s a forgotten relic of unrealized ambition. In video game history, Anteria serves not as a champion, but as a ghost—haunted by the Settlers title it could never be.
Final Verdict: 6/10 (Decent but Flawed)
Recommended for: Strategy-RPG dabblers seeking breezy, humorous campaigns; avoid for deep city-building or tactical mastery.