Age of Clicks merges nation-building strategy with direct clicker mechanics, letting you expand your country through rapid clicking to construct industries, extract resources, and wage wars. Rather than traditional turn-based combat, you'll click opponents into submission while managing production chains and territorial control. It appeals to players who enjoy both incremental progression and the tactile satisfaction of direct input affecting a persistent world.
About this game
Age of Clicks - A unique blend of global strategy and clicker gameplay. Manage your country with clicks: build factories, mine resources, and lead armies into battle. Click your enemies into surrender and reshape the political map of the world!
Players, last 30 days
Peak 29 · Low 5
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▼ Not recommended1 hrs
The game is absolutely loaded with bugs that will kill your run and your enjoyment. Just wait. If they patch these bugs out it will be an instant recommend. Right now, the AI is breaking constantly, the tutorial breaks as well (leaving you to try to figure out the game yourself through trial and error) and some systems just don't make sense in that they don't explain what it is they are actually doing behind the scenes (like population growth for one)
As of writing this review I've played for 2 hours, and taking into account the fact that this game is still early access I have to say I would highly recommend Age of Clicks.
Ever since watching Drew Durnil's video on the game I was hooked, as it combines two amazing genres, clicker/idle and grand strategy, and I truly believe Age of Clicks has the potential to redefine how you can make a clicker game, that isn't just "numbers go up" as the core loop.
There is resource management, diplomacy, and of course beautiful map painting, everything you could want in a grand strategy title. Of course every thing is very simplified, and despite a pretty broken tutorial, I felt the game mechanics were pretty straight forward, but I'm also used to playing complex titles like EU 4.
Its a short burst game that wont give you the same feel as larger grand strategy titles like Europa Universalis or Hearts of Iron, but this game isn't trying to compete with those titles and comparing them feels unfair.
The core loop is addictive, fun, as well as giving you all the pros and cons of an incremental clicker game, such as the satisfaction of seeing your power rise and of course carpal tunnel.
Despite my personal enjoyment I can't ignore the glaring issues.
As mention earlier the tutorial is pretty broken, the UI blocks the selections, the pop up leaves if you breathe too hard, making you miss crucial info, and the tutorial tells you to click the justify war button when it actually wants you to press a much smaller red button to declare demands towards a nation, which took me 20 minutes to figure out.
There is also an issue with wars and capitulation, such as its unclear exactly how much power a neighbor has so you have to guess if your strong enough, which a lot of the times you likely aren't.
The armies also don't always have a clear path and get stuck on small pockets of border.
Lastly claiming land after capitulation is a bit buggy and its not always clear what you are claiming, and you cant even fully claim a nation sometimes. I feel this bit takes me out of the immersion a bit as if I'm Germany I feel I should be able to fully annex Austria a much smaller nation without leaving a tiny pocket of Austria left.
To be clear some of these issue could just be a misunderstanding of how the game works, and if so I fully claim that, but some others are clear issue needing to be fixed.
I hope the devs don't abandon this project because I feel Age of Clicks has a ton of potential, and am incredibly eager for more updates, and if the issue listed are fixed I fully intend to update my review.
Patch Notes — Version 0.62.5 🗺️ Map and Visuals The maps for Modern World, World War II and Victorian Era have been redrawn at significantly higher resolution. No more blurry zoom-in, details are sharp and clear Mobile devices now automatically use an optimised map version. The game no longer crashes from running out of memory on older phones, and loads faster too Country borders look smoother. The pixel "staircase" effect along coastlines and borders is gone Reworked coastal water visuals: shallow sea areas near the shore now look much nicer Added textures for countries, making the map look better overall ⚔️ War Fixed: in long wars between large countries (especially on Modern World), the front line would barely move even at maximum speed. Campaigns now progress as expected Fixed: after a long session where the map fragmented into 400–600+ countries due to rebellions, the game would lag heavily during battles. The root cause has been found and fixed Battle front lines now update smoothly in real time: the front no longer jumps across the map but moves gradually as territory is captured 📜 Missions and Events Mission choice dialogs fully reworked. Answer options no longer get cut off or overflow the screen on smaller devices Mission result screen redesigned: everything is readable, nothing overlaps 🌍 Countries and Limits Fixed: the game could only handle 254 countries. When enough rebellions and splits happened, extra countries would merge into one and everything would break. The limit is now 4,095 simultaneous countries Fixed: a rare crash on Android during territory map rebuilds. It happened exactly when the background recalculation thread and the render thread tried to use the same map at the same time 💾 Saves and Settings Save system reworked. Saves write more reliably and are less likely to get corrupted if the game closes unexpectedly Save/load menu updated and made more convenient Settings expanded with new options that were previously missing 🎨 Interface Load...
Age of Clicks — Update 0.62.1 War & Diplomacy New: peace conference initiators can now demand war reparations — a lump sum or a tribute drained from the loser's income — stacking with any other peace terms. Fixed: an ally calling you into a war at an inconvenient moment could silently drag you into it with no prompt — now the request just waits its turn. Attacking a country far bigger than you is throttled much less if your own army is genuinely strong — a powerful military now breaks through a "giant's" defense instead of stalling for no reason. Frontline garrisons (even without built divisions) now also add to your offensive strength. Fixed: a weak attacker could no longer "encircle" and capture a stronger rival's territory through map geometry alone, without an army capable of it. Fixed a mix-up with historical borders after civil wars — the winning side no longer lost the right to reclaim its liberated homeland. A coalition no longer celebrates its formation if only one member actually declared war instead of all of them. Fixed ultimatum exploits: pressuring a weak rebel splinter of a great power is no longer a cheap shortcut, and nibbling away territory piece by piece is no longer cheaper than taking it all at once. Fixed: countries that got land back no longer stayed stuck forever with zero military and zero defense budget. Vassals under an overwhelmingly stronger master now build up "desire for liberty" from tribute more slowly. Achievements The "Fashionista" achievement — for changing your flag and renaming your country in the same game — should now work correctly. Fixed the "Tech Genius" achievement — in some scenarios it was impossible to earn because of technologies granted at the start. Fixed the "AFK Empire" achievement — pop-up notifications (epidemics, crises, alliance invites) no longer reset the idle timer. Interface Fixed: demolishing a missile silo didn't work outside of war, same as forts and AA used to. Performance On mobile devices, maps for se...
List of changes: 🌍 Colonization (new mechanic) New mechanic: settle unclaimed land — deserts, tundra, jungle, arctic islands and other unowned territory on the map Tap free land → a price card pops up → press it → paint the exact area you want with a brush right on the map (just like a peace conference) → send the expedition Colonies grow organically along the coastline instead of a perfect compass-drawn circle — shape depends on the terrain Price rises with distance, but distance is no longer a hard wall — far-off land just costs more, it's never simply forbidden Overseas colonization now requires being an actual colonial power (economic and military weight plus a coastline), not just having the biggest landmass on the map — countries like Mexico or Persia used to qualify while France and the Netherlands didn't The AI competes for the same land too, with staggered start times so one bot can't snowball into taking half the unclaimed world Only available in scenarios from the right era (Victorian Era and similar) — 1936, WWII and the modern world simply have no free land ⚔️ War and combat Fixed: wars between two developed countries would literally grind to a halt at 1-4% captured territory even at max game speed — such wars now actually get fought to a conclusion Fixed: attacking through mountains, forests, marshes and hills was in places mathematically impossible — troops would "just stand there" on exactly that terrain. Hard terrain is now slow instead of impassable Fixed (observer/sandbox mode): divisions never marched at all, drawn attack-plan arrows were ignored, and switching the viewed country wiped out the army you'd built — all three bugs at once Putting down a rebellion now has its own declaration screen instead of looking like an ordinary war with a neighbor: rebel flag, a "CRUSH THE REBELLION!" button, and a clear line showing which government the rebels want to install The war declaration screen has been reworked: your side is always shown on the left, b...
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