Ymir v0.6.4.7 (upd.16.03.2026)

Ymir - full game download
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Game updated on 16-03-2026, 09:53. Current version: v0.6.4.7 (upd.16.03.2026).
4.4/ 5
Community Rating: 76 votes

About The Game

Ymir is a multiplayer strategy where you can have a great time in the company of your friends with up to four players in a team. Also, the game positions itself as a city planning simulator, where you will be engaged in the development of a settlement and will control all aspects of activity. Your main inhabitants will be people with the appearance of pigs. The game will send you first to the Stone Age, where you can develop your own civilization through dozens of years. Of the features, one can note not only a good visual performance, but also the presence of a randomly generated world at each stage.

NOTE. Uploaded version: 16 March 2026 [v0.6.4.7]. This is Early Access Release and latest version of game. The game is already Pre-Installed and ready to run the game, read the instruction below.

Game Details

Full Description

You can go to the study of numerous locations to get useful items and valuable resources. Everything that you manage to collect, you can use in your work. The study also gives you the opportunity to develop settlements in different areas that you find. On each map, minerals and valuable resources will also be generated randomly, which will give you the opportunity to discover many new things. There are local and permanent servers in which you connect to the multiplayer and have a great time with players around the world. No cost and no rivals, so the combat system was created in real time.

Key Features

  • Pigs with clothes. 
  • Multiplayer on local or persistent servers. 
  • Complex socio-economic simulator for a challenging city-building experience on its own. 
  • Technological evolution with hundreds to techs, from the stone age to post-iron age.
  • Fully procedural worlds where each region is random and unique. 
  • 7 biomes, each one with its own specific resources to encourage player-trading. 
  • Advanced diplomatic and economic tools to setup treaties (right of passage, taxes, payments, trade agreements…) and trade routes between players. 
  • Real-time battles.
  • WILL remain free of any pay-to-win.

System Requirements

MINIMUM:
OS: Windows 8
Processor: Intel core i5
Memory: 4 GB RAM
Graphics: AMD Radeon HD 7800, screen resolution 1920x1080
Network: Broadband Internet connection
Storage: 2 GB available space

Screenshots

Ymir gameplay screenshot 1
Ymir gameplay screenshot 2
Ymir gameplay screenshot 3

Video

How to Install

1. The first thing we do is download the game’s installation files.
2. After downloaded, go to the folder and run the file «setup.exe».
3. During the installation, we specify the location on the disk where we want to install it.
4. At the end of the unpacking process, a shortcut appears on the desktop.
5. Start the game.

Download Ymir v0.6.4.7 (upd.16.03.2026)

File Size: 822.8 MB
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Alternative Download Links

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Game Update History

  • Ymir v0.6.3.22 → v0.6.4.7 [ 16.03.2026 ]
  • Ymir v0.6.3.17 → v0.6.3.22 [ 25.07.2024 ]
  • Ymir v0.6.2.6 → v0.6.3.17 [ 11.01.2024 ]
  • Ymir v0.6.1.18 → v0.6.2.6 [ 14.02.2023 ]
  • Ymir v0.5.2.6 → v0.6.1.18 [ 04.12.2022 ]
  • Ymir v0.5.2.2 → v0.5.2.6 [ 03.02.2022 ]
  • Ymir v0.5.0.9 → v0.5.2.2 [ 28.12.2021 ]
  • Ymir Build 5766542 → v0.5.0.9 [ 09.10.2021 ]
  • Ymir v0.2.6.0 → Build 5766542 [ 24.11.2020 ]
  • Ymir v0.1.1.0 → v0.2.6.0 [ 12.08.2020 ]

Comments 2

  1. Skigameco 28 December 2021 03:27
    v0.5.2.x
    - "democracy" -2 expansion points, military support capacity +50%, state power +20, +2 capital countrysides
    - added new "city state" policy: +50% culture, -20% waste, -20% conflict, +20% efficiency, +2 capital countrysides, -3 expansion points
    - "Aristocracy" reduced upkeep to 20 coins, reduced added Oligarchs to +5, increased Oligarchs support to +15
    - "for the elites" influence lowered to 0.8 and added 10% waste
    - "regional administrations" policy +10% waste and revokes "city state"
    - removed "code of laws" disabling brute huts
    - fixed bug of gaia claims becoming outposts when cutout from regional centers
    - fixed evacuation failing because of loyalty or resistance
    - treaties reset engagement period when renegociated
    - fixed bug where building revenues considered state purchases made at retail price instead of gross price, causing inflated incomes
    - growth frozen in occupied territories
    - budget frozen in occupied territories (no costs, no incomes)
    - russian translation update
    - resistance now decreases in occupied territories based on strenght of occupying formations in the territory
    - resistance now grows in occupied territories based on already existing resistance
    - fixed regional transfers interrupting when region is occupied
    - removed honor penalty when partisans of resistant territory win
    - fixed countryside of occupied regions reverting as outposts
    - fixed claims of occupied regions auto-unclaiming
    - coinage tech now requires treasury
    - "store of value" property makes free traders buy & resell at 150% production price and available to all
    - added "store of value" to gold and silver
    - rebalanced free trader buy/sell prices to better reflect world price averages
    - blocked settling of new territories if insufficient Expansion points
    - disabled haste for innovation projects
    - doubled innovation projects research time
    - reduced research points production from population
    - Rebalanced taxe rate loyalty penalties to be more parabollic (higher malus on high rates)
    - Privileges are applied to total region wealth instead of only produced wealth again.
    - doubled effect of leader contribution (10% privileges now reduce costs by 20%) and reduced max privileges rate to 25%
    - Changed back culture XP production to consider only State culture production.
    - Nepotism culture penalty increased to -20%
    ------
    Guardian of the Online Empire
  2. Battles
    Finally it's there: the basic core of battles is functional again.
    That includes battle resolutions on the server side, and display on the client side.
    This wasn't just repairing the old code, because the changes in terrain (which now has slopes and not just vertical edges between tiles) also requires an overhaul of how movements and pathfinding works for troops during battles.

    A big change is that movement speed of troops is now variable: they will slow down proportionally on slopes.
    That means archers on top of a moat will get much more time to fire at incoming enemies, even if they aren't protected behind a built wall.


     

    Cavalry visuals have also been improved compared to legacy: now they move with inertia, which makes their movements feel more natural and also gives their charges much more visual impact as they accelerate and pass through the enemy.

     

    Melee behavior of units in general has also been improved, notably to better prevent the problem of all units piling up into a single tile, making things visually confusing.

    However, only the most basic battle systems are functional. I'm still missing many more specific mechanics: embarking on rafts to cross water, climbing walls, and breaching palisades.
    Because of how pathfinding has been modified, these mechanics have to technically remade from scratch instead of just updating/repairing the old code, so there's significant work remaining to get battles fully functional again.

    'Sentient Swine' mode


    I have added a facultative mod to the game called 'Sentient Swine'. It's an option that you may choose to tun on in the game options if you wish.

    If turned on, and provided you have installed on your machine a tool called 'Ollama', it will toggle the ability for your Porcos to express themselves: speech bubbles in-game will occasionally show you what a Porco is saying or thinking about.

    ------
    Guardian of the Online Empire
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