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Gameplay feedback:
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Review evidence
Unique real-time wargame mechanics: The game introduces a real-time system with delayed orders via couriers, unit autonomy, and morale/cohesion mechanics, offering a fresh take on historical wargaming. This system reduces micromanagement while adding tactical depth, appealing to fans of *Field of Glory 2* and *Total War*.
Reduced micromanagement: Units act autonomously (e.g., retreating, flanking), reducing the need for constant oversight. Players highlight this as a major improvement over games like *Total War*, allowing them to focus on strategy rather than unit control.
Positive early access experience: Despite being in early access, the game is feature-complete with fair optimization and a promising roadmap. Players appreciate the developer’s responsiveness to feedback and the game’s potential for future improvements.
Affordable and worth purchasing: Players recommend the game as a worthwhile purchase, especially on sale under $20. The current price is justified by the content and the developer’s active engagement with the community.
Limited campaign and sandbox: The campaign is criticized as dull, stale, or missing key features (e.g., large maps, animations). Players express disappointment over the lack of a freeform campaign, customization options, and sandbox-style gameplay akin to *Total War*.
Poor UI and visual polish: The user interface is described as dated, unclear, and in need of modernization. Visuals and animations are criticized as basic, low-quality, or unappealing, with limited zoom and speed settings exacerbating the issue.
Balance and mechanics issues: Numerous balance problems are reported, such as overpowered melee infantry, weak ranged cavalry, and morale mechanics that feel underwhelming or inconsistent. Terrain penalties and tactical depth are also underutilized due to AI limitations.
Not a *Total War* alternative: Players expecting a *Total War*-style experience are disappointed by the lack of flashy battles, unit variety, and customization. The game’s focus on military logistics and historical accuracy may not appeal to fans of arcade-style combat.
High price for early access: The game is criticized for its price (R$ 60,00) given its pre-alpha state, limited content, and numerous bugs. Players feel the value does not justify the cost at this stage.
Real-time warfare with delayed orders: The game emphasizes real-time strategy with a unique courier-based command system, where orders take time to reach units, adding realism and requiring strategic foresight. This mechanic is frequently highlighted as a core feature, distinguishing it from traditional RTS or turn-based games.
Flanking and formation mechanics: Flanking maneuvers and formation advantages (e.g., testudo, shield walls) play a critical role in combat, with units responding dynamically to terrain and enemy positioning. These mechanics are frequently cited as key to the game's tactical depth.
Morale and cohesion-based combat: Combat resolution relies on unit morale and cohesion rather than direct damage, with units automatically retreating or disengaging based on battlefield conditions. This system is praised for its historical realism and tactical depth, often compared to tabletop wargaming.
Historical authenticity in units: The game features historically accurate unit compositions, faction variety (100+ factions), and fixed army rosters for battles like the 1st Punic War. This focus on authenticity is a major draw for fans of historical wargames.
Autonomous unit behavior: Units act with partial autonomy, such as archers retreating behind infantry or skirmishers chasing enemies, which adds realism but can frustrate players expecting direct control. This feature is central to the game's tactical complexity and historical simulation.
Performance issues in early access: Players report poor performance but acknowledge it is expected to improve with future updates. Gameplay remains smooth without crashes, and optimization is considered fair for early access.
Unit behavior bugs: Several bugs affect unit behavior, including issues with routing and abnormal walking speeds, which impact tactical gameplay.
Long loading times for battles: Players experience extended loading times, particularly during large battles, which disrupts immersion and gameplay flow.
2x battle speed broken: The 2x speed feature in battles is not functioning, limiting players' ability to control the pace of combat.
Target audience for historical wargames: The game is highly recommended for fans of realistic battle simulations, tactical planning, and historical strategy games, particularly those who enjoy titles like Total War or Field of Glory II. It is not suited for players seeking arcade-style combat or empire management.
Mixed value perception due to Early Access: While some players feel the game is worth its current price or a sale purchase, others caution against buying it now due to balance issues. Many see it as an investment in the game’s future potential.
UI and campaign map improvements needed: Players frequently request modernization of the UI and enhancements to the campaign map for better usability and immersion. These improvements are seen as critical for long-term enjoyment.
Enhance combat customization options: Feedback suggests adding dynamic music, adjustable combat speeds (2× or 3×), and options for map selection and weather effects to improve engagement and replayability.
Improve scenario editor customization: Players want better tools for customizing scenarios in the editor, allowing for more creative and personalized gameplay experiences.
Early Access expectations: Players acknowledge the game is in Early Access and anticipate improvements over time. This reflects an understanding of the development stage but also highlights areas needing refinement.
Inspired by tabletop games: The game draws comparisons to tabletop strategy games like *Field of Glory*, suggesting its mechanics or style resonate with fans of that genre. This may attract players seeking a digital adaptation.