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Anvil Empires is a Windows PC title and has no announced console or handheld version. The studio publishes a single set of minimum and recommended specifications on the game's store listing, and the same figures are mirrored on the official reference wiki. Because the game is in pre-alpha, these numbers describe an unfinished build and are expected to move before the early access release.
Published Specifications
Component | Minimum | Recommended |
|---|---|---|
Operating system | Windows 10 or higher | Windows 11 or higher |
Processor | Intel Core i5-8400 or AMD Ryzen 3600 or equivalent | Intel Core i5-12400 or AMD Ryzen 5600 or equivalent |
Memory | 8 GB RAM | 16 GB RAM |
Graphics | GeForce GTX 1060 or Radeon RX 580 or equivalent | GeForce RTX 3060 or Radeon RX 6600 XT or equivalent |
Network | Broadband internet connection | Broadband internet connection |
Storage | 40 GB available space | 40 GB available space |
Storage and network requirements are listed as a single value that applies to both tiers. No separate figure is published for solid-state versus mechanical storage, and no DirectX version is listed.
Why the Requirements Are Unusual
Most of the load in Anvil Empires is not local rendering. The game runs on custom server technology built to hold up to a thousand players in a single real-time battle, so the moments that stress a machine hardest are large sieges and massed field fights where hundreds of avatars, their equipment, and player-built structures are all on screen at once. A machine that runs comfortably while a player is farming or mining alone can still struggle during a keep assault.
The recommended tier exists mainly for those large battles. The minimum tier is enough to explore, build, and take part in smaller engagements, which is most of what a new player does during a test window.
Platform and Access
Item | Current State |
|---|---|
Platforms | Windows PC only; no macOS or Linux support is listed |
Storefront | Distributed through Steam |
Price during pre-alpha | Free; access is granted through the playtest system rather than purchased |
Release status | To be announced; an early access release is planned but has not been dated |
Languages | English |
Access to a test is handled through the storefront's playtest feature rather than a purchase, so there is no charge and no pre-order. See Getting Started for the sign-up and first-session flow.
Caveats
These specifications describe a pre-alpha build. Performance work is ongoing and the published figures have changed before.
The build has moved between engine versions during development, and rendering changes shipped in more than one test, so older community performance reports may not reflect the current build.
Requirements are stated for the client only. Server capacity is handled by the studio and is not a player-side concern.