# Looking for games like Empire Earth?

> Games like Empire Earth: Voxel Dynasties takes the ten-age RTS progression into a fully destructible voxel world. Playable demo on Steam, Early Access to follow.

**Ten ages, one civilization, armies from stone clubs to tanks — and a world where every wall is built block by block and can be blown apart again.**

## Why people look for this

Empire Earth did something few strategy games have repeated: it let one civilization walk from prehistory into the modern age in a single match, and it made each step feel different. Age of Empires has the economy, Command & Conquer has the speed — but the long march through history, with the units changing under your hands, is a specific itch.

## What Voxel Dynasties does with it

The loop is the classic one on purpose: gather food, wood and stone, later gold, iron, oil, saltpeter and uranium; raise houses for population, barracks and ranges for troops, walls and towers so an attack costs something; research your way into the next age.

On top of that sits the part Empire Earth could not do in 2001: the world is built from blocks. A wall is not a line on the ground, it is a stack with hit points and height. Units cannot climb anything taller than one block. Artillery takes terrain away. When a wall is breached, it stays breached until a worker puts the blocks back.

## Where to look next

The [encyclopedia](/en/units/) lists every unit, building and technology in the game with its stats — the fastest way to see whether the progression is the kind you are after. The [roadmap](/en/roadmap/) says honestly where the project stands.

### The age progression you miss

Ten ages from the stone age to the atomic age, each with its own units, buildings and technologies — the long arc that made Empire Earth worth replaying.

### Civilization bonuses, not hero shops

Invest points into gathering, military, unit classes or your leader — or take a balanced preset and jump into a fair match.

### What Empire Earth could not do

The map is made of blocks. Walls have height and hit points, artillery removes terrain, and a breach stays open until somebody rebuilds it.
