Jagged Alliance Flashback brings back the true spirit of this legendary series: Turn-based tactics meets crazy mercenary personalities and intense battles. Manage your squad of unique mercenaries, secure your income and take back the island - sector by sector, turn by turn.
User reviews: Mixed (523 reviews)
Release Date: Oct 21, 2014

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Recent updates View all (12)

December 19, 2014

Patch 1.1.2 Now Live on Steam (Win,Mac, Linux)

We've just added a new patch to Steam, which adds Russian Localization and is supported by a new Public Editor. New Kickstarter skins are also in, waiting from keys from steam now.


  • some localization fixes
  • fixed AI bugs related to stealth
  • fixed bug with some of the AI units not wearing enough armor
  • fixed the mods menu to work on OSX and Linux
  • fixed NRE on NPC lookup that caused game crashes
  • fixed bugs in the Spigadoro quest
  • fixed the ammo duplication exploit
  • fixed the mercenary becoming wounded after level up

  • Public editor updated
  • DLC clothes pack released
  • Russian localization added

14 comments Read more

December 5, 2014

Version 1.1.0 is now on Steam with new content and new features

We've just released a new version on Steam that comes with a lot of new goodies.

First off we've expanded the island of San Hermanos and add 3 new sectors (2 visble and one underground). With the new sectors we have also added a new quest that has a a "wild" twist and added lighthouses that negate deployment costs in the current and adjecent sector if you control it.

Attachments have also been added to this version, so now you can add up to 10 different attachment and just to name a few: Sniper Scope, Nightvision Scope, Reflector Sight, Supressor and Bipod.

We've also updated the modding menu in the game, so it's now hooked up to Steam Workshop properly and you can easily manage your mods.

Lastly, We localized the game to Polish and we've added a Soviet Weapon pack that includes the following weapons:

  • PPSH-41
  • Skorpion vz.61
  • Blyskawica
  • RPK
  • Makarov
  • AS VAL
  • VSS silent sniper rifle
  • Degtyarev DP 28



  • New free "DLC": New sectors and questline
  • Lighthouses added to San Hermanos (controlling them removes deploy cost in adjacent sectors)
  • Added Polish L10N
  • Weapon attachments
  • Modding menu
  • Soviet weapon pack
  • Added stealth icon


  • Inventory fixes
  • Stealth fixes
  • Weapon stats display fixes, so now it uses proper calculations of the modifiers
  • Reaper achievement value fixed
  • Some of the AI calculations fixed
  • Fixed a possibility to duplicate items

15 comments Read more

Digital Deluxe Edition

The digital deluxe edition includes:

  • Jagged Alliance: Flashback
  • Jagged Alliance 1: Gold Edition
  • Space Hulk

About This Game

Jagged Alliance is back – and it is all about the unique mix of turn based tactics, fierce battles, squad management and crazy mercenary personalities.

It is 1988 on the Caribbean island group of San Hermanos. A corrupt leader has the islands in his grasp ... yet a group of rebels fights for democratic values and freedom. However, once the head of the rebels is arrested, the insurgents quickly dissolve. Arriving on the island, the player’s mission is to help the rebellion before things take a turn for the worse.

Take control of your own band of mercenaries, lead them into battle and manage your resources wisely. Fight back for freedom, sector by sector, turn by turn. Like the original Jagged Alliance series, Jagged Alliance Flashback gives you the choice to use your preferred tactics and build your squad around it – rush in with heavy armed troops or take the high road of distance shots and sniping.

More features and content will be added on a regular basis, and together with your feedback and support we will shape this game to be the best Jagged Alliance game yet! Please feel free to give us your comments, your thoughts and your recommendations. We listen to every one of you.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7
    • Processor: Intel i3 or AMD equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel 4400 / AMD HD 6670
    • Hard Drive: 5 GB available space
    • OS: Windows 7 or Windows 8/8.1
    • Processor: Intel i5 or AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeFirce 600 series or AMD equivalent
    • Hard Drive: 5 GB available space
    • OS: Mac OS X 10.6.0 or later
    • Processor: Intel Core i5 or AMD equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 5000
    • Hard Drive: 5 GB available space
    • OS: Mac OS X 10.9.0 or later
    • Processor: Intel i7 or AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce 700 series
    • Hard Drive: 5 GB available space
    • OS: Ubuntu 13.04
    • Processor: Intel Core i3 or AMD equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel 4400 / AMD HD 6670
    • Hard Drive: 5 GB available space
    • OS: Ubuntu 13.04
    • Processor: Intel i5 or AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce 600 series or AMD equivalent
    • Hard Drive: 5 GB available space
Helpful customer reviews
197 of 259 people (76%) found this review helpful
3 people found this review funny
6.7 hrs on record
Posted: November 14, 2014
Short opinion:

This is a piece of crap that brings shame to Jagged Alliance series. If you're a fan of any type of tactical turn-based games - avoid it!

Long one:

Yeah, i'm a long time fan of Jagged Alliance games like many others around the world. I don't regret that i was a backer during KS campaign, it was my choice and i was fully conscious about what i was doing. I only regret the final result of this project.

I really don't want to write a book about gameplay, so i will focus on advantages and disadavtages of this game. Here we go:


- Graphics, you can love it or hate it, but i think that graphical style that was taken was a good choice.

- Fighting, well, sometimes fight is annoying, but sometimes it can be fun.

- Music, not bad.

- The game is clearly described, you can easily sense what is it all about


- Graphics, style is ok, but there are too little details and 3D characters have jest few polygons.

- Sound, i don't mind soundtrack, but sometimes sounds in the inventory are too loud and overdriven.

- Just one save slot!

- Very small quantity of stuff thrown around, so there is no sense in wandering on a map, there are only few containers in which you can find some loot.

- Can't open/close the doors!

- There are no second floors, and you can't go on the roofs!

- There is no possibility to modify weapons!

- Bugged and totally unrealistic weapons. There is no such thing like UZI in .45 caliber, there is no such thing like Thompson with 7, 10, or 15-round clip. Sometimes I had action points, proper ammo and just can't reload the weapon.

- Can't see bloody thing during the rain/storm.

- Pathfinding is totally broken. You can click on a single and simple part of the ground and some of your merc will choose the most complicated and longest possible way to get there (and some of them will probably stay just where they are).

- User interface is not well designed, you can easily click on a random place and accidentally move your merc.

- AI, there are no sophisticated tactics that enemies can use, They just get closer and closer, one by one. Forget about flanking and such things.

- Useless militia, you train them, they lose and so on... There is no possibility to enter combat when your militia squad is fighting.

- Strange mechanics, aim shot is useless and sometimes you can embark into weird "never-ending" shootout. It looks like this: the distance between your merc and the enemy is about two squares, you have rather high hit probability and you just can't shot him no matter what. Another thing: 103, 105% hit probability? What is it? Are devs kidding us?

- No noticeable mercs relationships, They're just callous puppets.

- You can use cow as a cover, the cow is...armoured...

- There is no, absolutely no optimalization!

- What the hell "interrupt" button is doing in UI? Interrupt action should act automatically when given character have enough action points!

- Illegible table of guns characteristic.

- There is a shop of course (in text, not graphical form!). You can buy, but you can't sell your own stuff!

- Camera angles are uncomfortable

...Jesus, i have enough, there are probably quite a few things that i could mention, but this list annoyed me enough. As You see, this game has been practically deprived of the most needed functions. I don't really see sense in existing of JA-ish game which is so neutered. Just look at Silent Storm and even 7.62, or Back in Action. These games have some flaws, but this is nothing comparing to Flashback. This game is so bad that i don't see any potential in it and any chance to upgrage the main problems of it.

People from Full Control said something like this: "KS campaign succeeded with minimum amount of money needed to create Flashback project, and that's why fans and backers will receive minimum amount of content". Pure and simple, 368k $ was practically the lowest amount of money necessary to achieve lowest stretch goals and start developing of this game. This is the point where Full Control made a huge mistake, they should never start developing this game with such a low budget. Some would say: "but minimum budget could not be lower due to low interest in community. If the amount was higher , this game would never have been created!". Exactly! Jagged Alliance: Flashback should not exist! This is so weak and embarrassing piece of crap that only brings shame to Jagged Alliance brand.

Maybe if FC had more manpower, capabilities, experience, consistent vision and skills to make things right, then they might have a chance to make a really decent game... But they hadn't and they were overwhelmed by the task which they have chosen, They had to feed their families and stay aflout, we received a game that is poor in almost every aspect. Was it worth it? I don't think so...

I believe that time will come and we will finally receive worthy successor of JA: 2. It doesn't matter how long i will wait, real mercs never die!;-)
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106 of 151 people (70%) found this review helpful
1 person found this review funny
1.8 hrs on record
Posted: October 27, 2014
Buyers beware, this game is less feature-rich, less entertaining and less professionally-made than it's beloved predecessor, JA2.

It's easy to be critical of series sequels, especially those made by a new company. The fact is that fans of the series were hoping for a new installment in the beloved series which would harken back to the good old days of a stubborn Fidel, broken-language Ivan, cheerfully deadly Scully and mysterious and powerful Magic.

Those characters are present, along with much of the classic cast. The problem is not the characters, but alas, Jagged Alliance is about much more. I played Jagged Alliance upon it's release, and Jagged Alliance 2 years later. Sir-Tech's vision of a modern mercenary group in an XCOM style of gameplay was brilliant, and I didn't even discover XCOM until much later.

Flashback, however, offers none of the strategic delights of roaming a jungle and hiding behind trees, glimpsing enemies for a moment before they fade out and flank you, or sneaking around buildings to approach enemies stealthily and take them out. You move your units in a turn-based manner, you equip them with various weapons and gear you find or purchase in your travels, but that is where the similarities end.

Tactical combat is a joke, with a poorly designed interrupt system which rarely triggers despite having an experienced teamate facing the enemy around a blind corner. ranges are ridiculous, and weapons fall off to a 0% chance to hit at such a short range that early combat takes place within 4 squares by necessity, and marksmen with an 85% score rarely have above a 60% chance to hit a center-body shot even at that range.

The result is a grindy slugfest wherein utilizing good tactics for cover and concealment and positioning and intersecting fields of fire fails to draw out enemy mercenaries into makeshift kill-zones and enable your team to kill them with minor injuries. Perhaps this was intentional, but for me... the tactical advantages gained by good positioning and approach techniques were a big part of the game. Sadly, this is not the only shortcoming Flashback exhibits.

The sectors are largely empty. Gone are the days of finding secret crates stashed back in a corner of a sector, looting it and finding that much-needed lockpick or ammunition of flak vest. Perhaps they have populated some key sectors with these things, but in the four starting areas there's not so much as a single crate to be found - and believe me, I scoured the zones. So while they have filled the zones will all kinds of terrain features to fill up the squares, there is nothing to interact with to make exploring sectors and looting buildings in any way interesting, which was a huge part of the JA series experience.

The UI is clunky and unintuitive, and it fails to offer some of the more interesting dynamic features of JA2 - that is, line of sight cones and rooftop access. The diversity of available weapons - which has no option to raise or lower - simply makes the entire game more difficult, decreasing the likelihood that you will find weapons or ammunition on enemy corpses which match those your party is using. The dialogue screen is almost identical to JA2, which is not a compliment - dialogue was one of JA2's weak points - but falls short of even that in failing to provide more than a very simple and linear dialogue. Where at least JA2 gave certain mood-flavors to your responses, Flashback offers only prewritten script which fails to cover any reasonable range of optional responses.

The English is bad. I realize this is an overseas company who bought the IP, but really... the English is bad, in a finished game product which is supposed to be the professional and legitimate successor to a great franchise. Grammar is where the main mistakes are, but the mistakes are grating when you consider you're paying for a professional product. Using "is" instead of "are" and "them" instead of "it" where appropriate may seem a petty criticism, but my eyes get crossed and I have to reread the already-boring dialogue because somebody didn't do a decent proof-read of their script before release, and it's annoying. Some may not care, but it's still worth noting in a list of the shortfalls of the product.

There are glitches. Sadly, this is to be expected of most modern games, and I won't detail them. They are numerous, but the ones I discovered are relatively minor and akin to what you will find in most games shortly after release.

Overall it seems the company was looking to make a quick buck on a popular franchise, released a comic-sketch version of the mature and gritty mercenary game, and decided to call it a day. I wonder if the designers ever played the games, because some of the basic features left out were core to the overalal JA experience. For my money, this game wasn't worth it. As always, YMMV, but as a long-time fan of the series, I can't recommend this joke.
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64 of 93 people (69%) found this review helpful
10.2 hrs on record
Posted: November 7, 2014
***second review***

Fair is fair and the game has improved a lot in the past couple months. Interface has improved; NPC stores were implemented; stealth, melee and weapon attachments were added. The game doesn't look nearly as unfinished as few months back... but in the end the big problems are not addressed and probably will not be as they seem to be a part of the design.

On the turn-based tactical level the game is pretty good actually. You could wish for more destructible environment or say high-grounds system, but in the end the game is enjoyable as it is...

The island map though is just all wrong...

Healing is too fast - in the original getting a merc wounded would put him/her of commision for days, in Flashback chances are they'll be fine by next morning... so there is litle incentive to run a clean mission, as long as merc still breathing by the end of the fight you'll be fine.

Weapons and equipment is too easy to come by making a equipment management a chore where it used to be a crucial considiration.

Money is too easy to get - despensing with the whole fund mamagement component.

Squad inventory means you no longer need to decide what to take and what to leave in the sector - grab eveything, no worries

Militia is useless even on the easy dificulty, you are probably better off just leaving sectors unguarded and recapturing them as needed (map travel times in Flashback seem to be shorten too so you'll get back in no time)

Mercs lost their personality and uniquness - they have voices and background stories but when you have to make decisions about team building, equipment or tactical use - there is no significant difference between Ivan and Grizzly, Magic and Fidel.

And then there are also more obvious problems. You still can't open/close doors, can't climb to the roof, CAN summon mercs out of thin air, and CAN take cover behind immovable bulletproof cows.

In the end the game is OK, more than OK in fact... but you are still better of playing Jagged Alliance 2.

***original review***

I am afraid I cannot recommend the game as it is now.

The game is a very passable squad-based turn-based tactics, and to be fair it came closer to the original than any other JA wannabes in the past 15 years, but...

It's like someone have tried to replicate your favorite dish. They figured out most of the ingredients right (team management, strategic map layer, exploration, turn-based tactical combat), but they never got the original recipe so take their best guess to the proportions and processes.

This shows up in a number of way, but first and foremost in the lack of polish. JA2 sported the incredible level of attention to the details and polish that was trademark of Sir-Tech... Flashback - lack of polish shows in everything from ability to summon merc out of thin air, to clunky interface, to counter intuitive advancement system, to NPC names like beta_thug, to when and what your mercs say, to lack of balance in both strategic level and squad management.

On top of that Flashback is literally unfinished game (several features are unavailable or unfinished)

While the game had "Early Access" sticker on I kept hoping that all those problem would be fixed... in theory there is still a chance (developers promise patches that will do just that)... but until then... I do not recommend paying for this game.

Bottom line: It's an OK game with great potential, but at the moment if you want JA experience you better of playing JA2 (especially with 1.13 patch)
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61 of 91 people (67%) found this review helpful
6.6 hrs on record
Posted: November 4, 2014
I can't recommend this game because it is so unfinished that it is more like alpha or beta stage than actual release. I really wanted this game to be good (Spent 25$ to Kickstarter) but now I have to admit it - this game is bad. Forget "Jagged Alliance" title and rename characters and then - all you have left is just bad turn-based shooter.
3 / 10
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61 of 93 people (66%) found this review helpful
4.7 hrs on record
Posted: October 27, 2014
Again and again, we, old time JA 2 players trust some guys who declare that "we raised JA 2 from the dead and returned it to present!". But each time all we get - a crushing and stunning dissapointment. The only thing that developers consistently do is copying mercs names, and filling the merc roster with our old pals. When you finish hiring guys to your party, you are thrown out of nostalgic dream and meet the harsh reality like when falling into dirt on your face.
Step by step my dissapointment grew stronger and stronger, until my patience finally cracked and I shouted at my monitor and beated my mouse in an epic wrath.
So, these were my steps which I hope you don't ever feel by yourself:
Step 1: Graphics.
My first thaught was "really, guys? you forgot to draw a face on that character model?" I do understand that kickstarter projects are not supposed to have outstanding graphic design, but THIS is just a trash. Ok, in the real gameplay graphics are not looking so bad, but why then i have this enormous lags at my Core I7 GeForce 760 GTX???
Step 2: Interface.
At a first look, everything is in place, but when I tried how it really works, it pissed me off. Choosing all squad members at the same time is a real challenge, I need at least 2-3 tries before it works. And still they do not move together - just one by one with a great distance.
Dialogue buttons are written in such colours so I can barely see what I say. But, actually, it doesn't matter.
When I tried to buy a gun it was ♥♥♥♥ing torment. First of all - I can't sell my guns! Yeah, that's it - throw them out if you don't need them. And I thought developers can make something more comfortable that text trade interface.
Step 3: Sound
MY MERCS ALWAYS SAY THE SAME ♥♥♥♥IN WORDS!!! I had to turn off voices to save my nerves.
You can turn all sounds off except gunfire, and you won't feel something is missing.
Step 4: Gameplay
There is no button like "stealth" or something - but the game insists that it actually has stealth. Actually, no matter how i tried, I haven't managed to get so close to the enemy to hit him with a knife.
There are no weapon mods: no silencers, optical zooms, laser pointers and all that stuff.
Amount of guns is too low, and MY GOD, look at the guns' brands - "Bolt", "Tinchester", "M1 Dagrand" and so on... This is ridiculous...
Mercs can not climb on rooftops, and even over small tiny garden fences. I haven't seen any locked doors, and even any CLOSED doors - there are just doorways.
Tactics is rudimentary... When you enter a sector you cannot choose entry point, you just go through the main gate. If you croos your ways in jungle with a traveling soldier squad, be ready to get surrounded right in a middle of a location by 7-10 guys. The only thing that saves you - is that they are extremely stupid and keep going on you like on a firing range. Fights come to this: pick a good position, and wait until enemy comes to your aim.
And the thing that ♥♥♥♥ed all the game finally - CALCULATIONS!
How the ♥♥♥♥ my mercs cannot hit the target 5 times in a row with 82% chance ho hit???
It seems to me that accuracy calculations are just a fake, cause my actual hits don't confirm the chances.
When I had two turns with 2 enemies standing on a perfect range (8-10) and 3 of my mercs with 75 marksmanship an 75% chance to hit could even hit a single time, it was the last drop. And I thought: "why am I tortuting myself with this crap? It's a bad game, no matter what title it carries. If it wasn't called Jagged Alliance, I'd quit after a first very battle and deleted it forever". It's not JA, it's not even a decent game, it's another time that people make money of our good memories.
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61 of 93 people (66%) found this review helpful
6.2 hrs on record
Posted: November 2, 2014
Backed this game on Kickstarter, because I am a huge JA fan. However, this game does not come close at all. It is riddled with bugs, lacks a ton of features and made me regret I spent the 25 EUR on Kickstarter.

Don't buy in it's current state. Game is clearly not close to finished!
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66 of 103 people (64%) found this review helpful
1 person found this review funny
54.8 hrs on record
Posted: December 30, 2014
Note: this is written by a fanboi of the originals JA series. To the uninitiated it's a fair game that resembles the original series. Not sure whether it's worth the price tag, but it's a fun game, though clearly needs some polish. I give it thumbs up because it's a nice game to play, even if it's a long stretch from the original series.

For the fanboi-ish review: meh. This review won't be very positive. So this is supposed to be a fanbased remake of the original. Clearly it resembles the original in some ways. But it's actually the little and subtle things that make this game far from "like" the original. On top of that it feels unfinished, content seems missing, hints seem missing, achievements somewhat broken, but mainly it feels as if the story line was rushed in.

Note that in all this, I played on the default level, which feels very much like "easy", and I played in a save-game mode. For my playthrough that came down to a sector reload whenever I lost a soldier. Other damage is pretty irrelevant, at least in this game mode. Played on windows on a high end machine.

Some details.

The UI feels clunky. The game itself runs very smooth. This is a high end pc so I expect nothing less. However, the menu items, the quest list, the interaction all feels very laggy. Dragging items often need to be done twice. Feedback on actions, like reloading a merc from the map sometimes gives you immediate feedback, sometimes requires you to swap a gun around or something. Pressing forward or fast forward will start with an initial lag, really annoying. So generally, all the interface and interaction feels pretty bad, pretty unpolished.

Then there's interaction things that are weird, or maybe just different from the original series. It's not possible to select your entire squad with keys, only by mouse. The interface lag sometimes causes you to move your merc when you intended to attack an enemy, causing you to run straight toward your enemy with your sniper rifle. I'm sure it still hurts, but... Also, the old game had good inventory maintenance things, specifically view a sector inventory. Instead all loot (and dead bodies) disappear after you exit a sector. But it's also not possible to sort items in your inventory, only filter them by very high level categories. And whenever you move anything around from the fifth page of inventory, it refreshes the inventory and bumps you back to the first page. Combined with double dragging and general lag, makes that a bad experience. There seems to be a lot of low hanging fruit here and I keep wondering why it hasn't been picked up.

Game mechanics. One of the first things that annoyed me is how unfriendly the friendly fire system is. Because seriously, if you are standing behind some guy, certainly you won't shoot him while aiming for somebody way further away? Even worse, if you're aiming for some guy and there are one or two friendly mercs in between the target and you in a straight line, you're nearly guaranteed to hit them both. And if you were aiming for the head/legs, you'll hit your mercs there too, regardless of your stance. Ok your stance matters in that a standing merc will not hit a lower stanced merc. But if you're all proned, this still works. However, this works for the enemy as well. My best laugh was an enemy that was nearly dead, fired its last bullet, killed one of his friends trying to hit me, then kicked the bucket due to bleeding. Heh.

Bleeding is bugged. It makes sense to bleed every turn, but if you have an interupt, you'll also get a bleed tick. Get 4 interupts? Then also 4 bleed ticks.

I played most of the game with just four mercs with 90+ aim. Other characters were just mules and militia trainers. Aim and dex seem the only interesting properties for the four mercs. The rest is kinda irrelevant. More than four mercs just becomes a hassle in fights, managing them all. Especially with the aforementioned friendly fire, it's a pita. Four mercs can group together or ambush enemies.

The AI is terrible. Oh and bugged. It's terrible because as soon as you shoot a single bullet they'll come swarming for you. Nearly all enemies do this and near the end I just dropped down in a line of four, shot a single bullet at an enemy, and picked up anything that came towards me. Especially that elephant gun with head shots is godlike. The enemies should try to circle around a bit, flank you from different sides, remain stationary in their hideouts, stay hidden until they had a fair chance of hitting me, something like that you know? The AI is also bugged in that it sometimes doesn't seem to compute AP properly. So you'll get a system message that you can't do this action because there aren't enough hitpoints left (often right after an enemy changed stance). It's funny because at least it shows that the engine isn't cheating; same rules apply :) But really, the user shouldn't see these messages at all.

Being attacked in a sector is another thing. It's very unfair. You sometimes get like 10 seconds to round up your men and dig in before an enemy spots you. Without the ability to select all mercs in one key stroke, that gets a bit frantic. Especially since the game will reposition your men somewhere in the centre, randomly, so you can't really "prepare" for the "ambush" either. In that sense it's really an ambush, but in my opininon it's not the fair kind of ambush.

The militia is... different from the original series. So on the one hand you no longer see your friendly militia walk around. In fact, you won't see them at all. You won't fight with them (they get their own, text only, phase) and you can only train them in a linear time. This is weird because no matter how many mercs, or their experience in antyhing, you'll get your militia in a linear time. And once a sector has a certain number of militia, it's pretty much safe from hostiles. You can only lose militia by being attacked, and once you have the max (15?) you won't lose any militia during an attack. They'll become elite and that's it. The biggest danger is taking over a city on the front line and having to build up a buffer of militia before the enemy attacks again. It also means that having 5 militia means nothing as they'll not even put up a fight against 9 enemies. They'll die and you'll face 9 fully healthy enemies after they do.

So health. You don't actually see enemy health. Kind of annoying at times, but kind of realistic in a way so not a problem per se. You do get to see them bleed, but that's kind of irrelevant. You get a tip of how strong the enemy is, but very very poor tip (soldier, militia, elite). Your own health is irrelevant as long as you're not dead. The enemy AI does seem to pick on one target at a time. That can be annoying, but it's a good tactic and they should do this as it's the most efficient way to eliminate a squad fast. Once you conquer a sector you can usually take your time to heal up though. You don't need to patch up mercs before "resting". You can assign a doctor to speed things up, but your merc won't bleed to death if you don't apply a bandage, like it would in the originals. Eventually, your merc heals up and you can continue with the next. I felt little pressure, especially after settling in the beginning.

Another thing you can do is repair your stuff. However, you won't find (m)any repair kits until much later in the game. This is annoying since your stuff is going to wear down and you'll have _no_ way of repairing it until you acquire a new repair kit. There's no way to guide the repair merc on which items to repair first. Worn down guns never choke, they'll only perform worse or stop working entirely. So either your gun is gonna fire or it won't, there's no risk at all. Broken guns won't get fixed.

There's more. Morale is useless, no arbitrary shooting, no time lapse in free mode, no teachers. But Steam limits these reviews, so:

I enjoyed the game but it should be early access.
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49 of 75 people (65%) found this review helpful
0.4 hrs on record
Posted: November 3, 2014
This game has a lot of potential but it isn't even close to living up to expectations yet.
I loved JA2, but this is more like a really buggy version of JA1.

To give a concrete example, here's my first playthrough:
Battle 1: AI is a ♥♥♥♥♥ and just runs up to my starting merc who guns them down without a scratch.
Battle 2: AI runs up to my team and starts knifing them without triggering an interrupt (it turns out you have to select a button to let the computer know you would like an interrupt. Lousy UI there.)
Battle 3: I'm walking through town and suddenly the AI starts shooting my guys through the walls of buildings. When I try to shoot back (and I'm using the interrupt button this time), I'm told I can't shoot back because there is no LOS to the guys that are shooting my team. Rocks fall, everybody dies.

Take my advice and just play the original JA2 (and/or any of the million and a half disappointing clones) until this improves.

My advice is to wait and see if it is developed further before purchasing.
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54 of 84 people (64%) found this review helpful
1 person found this review funny
18.5 hrs on record
Posted: January 6
It's not on the level of a JA2 (or even JA1), but still it is a good game. You can mod it quite well (if you use windows - on Linux it's a different story). It's a solid game and if you like your strategy games - you should at least think of buying it.

Don't expect JA2 and you might be happy with JA-Flashback
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39 of 58 people (67%) found this review helpful
1 person found this review funny
28.1 hrs on record
Posted: January 5
This game in terms of gameplay is closer to JA1 than it is to JA2 or BIA. It reminded me more of a game called Antisquad but with a little more depth (but not in terms of difficulty). All in all not too bad effort but JA2 and Jagged Edge offer more interesting gameplay and tactical choices for now.
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44 of 67 people (66%) found this review helpful
1 person found this review funny
37.5 hrs on record
Posted: December 14, 2014
It's not exactly pretty, but for a kickstarter game I can't put it down.... and with the modding support and the devs willingness to engage the community I have great expectations for the future.

Pros: Jagged Alliance! Machine guns! Third-world 1980s conflict! Also a shorter learning curve than JA2.

Cons: The learning curve is shorter because it lacks many features compared to JA2.
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44 of 67 people (66%) found this review helpful
1 person found this review funny
1.3 hrs on record
Posted: January 6
Lovingly revived from the past. This game is all about the good old strategy and turn based combat without the dumbing down of for instance the new XCOM: Enemy Unknown. The developers are really good guys and are working hard to support and expand on the game experience.
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46 of 71 people (65%) found this review helpful
1 person found this review funny
44.2 hrs on record
Posted: January 6
This game is quiet nice, It started as a Kickstarter project and after release it was like a baby of the Jagged Alliance we love, Better and fresh graphics, better combat system. We miss a lot of soul and personality in this game but it couldnt make in time and cuz of the low budget. The patches after release gave us so many features. Respect for the Team. Hope to see some voice for npc's and all the other features like unlocking or trashing doors. But u guys know what we want. Keep it up with the good work
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37 of 55 people (67%) found this review helpful
1 person found this review funny
4.4 hrs on record
Posted: December 20, 2014
JA:F runs well on Linux, modding support included. That's nice.

The game support is great: I contacted Full Control for 2 issues and in both cases I had answers and fixes in less than a day. I love Full Control for this.

JA:F provides a nice JA engine, supports modding and have very responsive developers, so I expect a great future for this game. That's the kind of games I always support!
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28 of 40 people (70%) found this review helpful
1 person found this review funny
8.7 hrs on record
Posted: January 6
-- UPDATE --

Full Control has now said that development will stop and the people who were working on the project were let go; only the project lead is left now, finishing off Kickstarter fullfillment and possibly a few patches in his spare time.

For the most part this doesn't change my opinion of the game but it does increase the odds some of the bugs will be things that everyone playing will have to live with. It's unfortunate since I think most were hoping for a higher level of polish but I will still keep this as a recommendation. Just wait for a good sale and know what you're getting into won't be the best experience, but it can still be a fun one.


Not fantastic but decent.

It's not a flawless game; kickstarted with a slim budget it shouldn't be expected to be, but that doesn't mean it's garbage either. The gameplay is mostly what you'd expect from a turn-based tact. and, in general, plays it out well. There's a few bugs still: I've had one character start every map in the prone animation but with standing odds and move distances. The line-of-sight has been off occasionally, which is probably the biggest issue and tied in with LoS is that cover doesn't seem to behave right. Patches have been helpful so far though and that seems like an issue that would recieve attention. If you really want a list of flaws, many people have gone to no small effort to list them out already. I can understand why, particularly older versions, would raise some ire but I'd simply encourage people not to let the more extreme nit-picky points sway you too quickly.

The graphics are fine - the world is well painted and there's some diversity in settings while keeping with the tropical island theme but the area of enagement on any one map is likely to be small. There's no special effect that will make you go "Wow!" but it's not needed. Just look at the screen-shots and you'll see exactly what you're getting, there's really not much more to say that the pictures don't.

I think it helped that I haven't played the other JA games. I've read plenty of the negative reviews and many aren't wrong, the story is pretty flat - though I started playing it late enough to avoid the worst of the issues. In the end I didn't have any special expectations regarding the series and I knew it wasn't going to be a big-budget title, for me this game was mostly in-line with those considerations and is perfectly playable but, if the other reviews are any indication, just approach realizing you're going to be getting an indy game, not JA2.
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28 of 40 people (70%) found this review helpful
1 person found this review funny
21.7 hrs on record
Posted: January 6
Not a JA3, but definitely a JA game.

Lightyears better than Back in Action (JA:BiA).

If you liked JA2, never stop playing it, There will never be a better game,
But if you liked JA games, then this is well worth a try.
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29 of 42 people (69%) found this review helpful
1 person found this review funny
9.1 hrs on record
Posted: January 6
The wait has been long for a a honorable Jagged Alliance 2 successor, with many soulless attempts keep the franchise alive throughout the years. When I read about the kickstarter project and all the features that should get implemented, I must admit that my expectations were really high. When I got the chance to play the release candidate though, I got a little bit disappointed because the game felt a little bit unpolished. A lot of basic features from JA2 like weapon attachments a nice shop interface or even the ability to sell items were completely missing. But none the less, I cannot deny that I had fun playing it and moreover, it really felt like good old JA! By now the developers fixed most of the promised features and even added new sectors! What many people also seem to forget in the reviews is that the developers had the modding community in their mind all the time and included many tools to mod the game. Therefore we can really expect the game to become better and better with time. But even as of right now, it is a lot of fun to play.
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41 of 64 people (64%) found this review helpful
18.8 hrs on record
Posted: October 27, 2014
I don't really write huge reviews. But as a JA fan I feel like I need to get this out there and warn people about this crappy beta that in no way resembles JA.

I will probably try to play it a bit more in search of any kind of sense in playing it, maybe it's out there, but I really have no high hopes here.

But seriously, guys, even JA1 had a better interface and management with all the mechanics in place like weapon upgrades and such. Yes, it was primitive (from the modern perspective) but it was all intact, made sense and was quite easy to use. FFS! Even the interrupt system was all good. And this here product doesn't even reach that old level of quality, which is, quite honestly, just plain freakin ridiculous.

I actually had high expectations for this since there were two lousy attempts at JA glory, called "Jazz" (you probably never even heard of it, goes by the name "Hired Guns: The Jagged Edge" outside Russia i believe) and JA: back in action (I literally shiver all over when I have to say or write JA in the name of this... this... thing) both of which were just godawful. And when people in IT community pointed out the existence of this project on Kickstarter I read the info and for whatever reason believed the devs on the spot. I really hoped that Flashback would actually finally be a worthy tribute for one of my all time favorite turn-based games. Then I paid for early acces and tried every version till the very release updating my review. And all I saw was disappointment. And now we have arrived and I am ashamed, ashamed for being so naive and trusting mostly. But also for supporting blindly what was never going to happen.

Don't even think of buying it. It is incomplete and there is a good chance it never will be. All you need to do is look at the screenshots and gameplay (so called) videos to realize this isn't JA. It's just some crappy attempt to rip off people. Or it's an honest attempt to make a good game that ended up in a failure. Either way one thing this game is not - a JA successor. Sorry.

You want a cheap turn based tactics - go right ahead and get this on the next sale. But if you want a JA game, better play the good old JA2. Maybe one day we'll deserve a good new JA or at least a decent remake :'(

P. S. Also one of the devs gave a nice little speech on what's what that consisted of nothing but excuses. "We don't have enough cash, we don't have enough people, we can't make a decent art style, we can't get it fully done in time, blablabla". Not Interested In Excuses!!! Already PAID for it! So deliver or GTFO! I know game development is some tough ♥♥♥♥ but if you weren't up to this in the first place you shouldn't have started the "resurrection of a legend". You could've just called the game "Mercs, tactics, guns, whatever, pew-pew" and do your best. But, nooo! You had to call it JA (cuz you needed the money real quick, to this day this is how I see it). Well that calls for some certain level of quality and you couldn't reach it. Not even close, man!

P. P.S. Oh, and don't be lazy guys, scroll through some of the reviews. OMFG! We even have some generic fake positive reviews. Wow, just wow. How low can you go, people?


Gameplay logs here:

28.10.2014 Put a few more hours in it and GOD is it pathetic! How do I prolong the contract with my man Shadow here? Hell if I know. Rescued farmers daughter. ♥♥♥♥♥ asks to come with me I agree and only then she tells me she'll need money (for her mad skillz as a pro killer and soil manager apparently). A farm girl wants money. A farm girl that would wind up ♥♥♥♥♥ and murdered in prison if it wasn't for me doesn't want to go back to daddy, she wants revenge and pew-pew for my money in my equipment and with my gunz no less. Well ♥♥♥♥ me sideways. Guess what girl? You're going hand to hand against those evil Prince's (ROFL, terrible prince, oooooh!) goons the next fight to show that you're worth the money. Hell, I'll even give you a machete. Not that you need it since you're a badass pro killah with a fat paycheck but I'm feelin generous 2day.
- no interactive doors, very few interactive objects and some interactive containers that contain absolutely random stuff (box on a farm has listening device and bullets while lockers and chests of a military lookin sector got beer and bandanas, sweet)
- when you turn around from any person or enemy he or she disappears immediately even if right behind you or to the right, or to the left, simply put - if not in front of you - poof! Magic!
- 90% of the enemies drop no guns. It was always an issue in JA2 but here we are again 15 years later steppin on the same rake, great.
- interrupts didn't work well poppin out at random in early access, so to occur they were assigned a special button in one of the last ea updates. Very convenient *megasarcasm 9001*
- bulletproof cows may serve as a full cover
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53 of 88 people (60%) found this review helpful
1 person found this review funny
21.9 hrs on record
Posted: December 4, 2014
I don't know what the other reviewers are complaining about, this is a fabulous game. Do I wish it had a bit more content, absolutely. But what is there is at least as good as JA:2. Yes, JA:2 was a bigger game. But in an era where you can't get games like JA built anymore, because everybody's wasting their time on FPS, this is a diamond. I'm happy I backed it on the Kickstarter, and happy with the end result.

I think that the gist of the complaints are that this isn't as fully featured as JA:2. For example, you can't walk backward, and you don't need to pick any locks because all the doors are already open. I agree, it would be nice to have those things, but they are nice to haves not must haves.

The meat of the old game is there. You pick Mercs, take control of and hold territory, and are always on the hunt for better equipment, and equipment attachments. There are side missions, vendors, and new Mercs you meet along the way.

There are definitely some things missing, but there's also new stuff that I think is pretty cool. First and foremost, this is a new game, built with modern computers in mind and it doesn't crash all the time like JA:2 used to. In some ways it has more strategy. For example, I love the way the game forces you to defend your territories while you're training militia, because you can't have a whole squad of trainers. It's also got a new map and a new mission as well as new Mercs and equipment. The UI is way cleaner and easier to use. The concept of a squad inventory, while less realistic is far more easy to use than having to go hunt for all the equipment drops you left all over the damn map. There's a whole perks system that implements all kinds of useful special abilities like "never accidentally shoots friendly mercs" (granted there were special abilities in JA2).

The bottom line is that it's not JA:2 and as a result the die hards are predictably unhappy. That said, this is the first of all the games that have come out bearing the name "Jagged Alliance" since JA:2 that is actually worthy of it's name. Give it a try, you'll like it.
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61 of 103 people (59%) found this review helpful
1 person found this review funny
622.8 hrs on record
Posted: December 6, 2014
08/02/2015, update:
Still having some fun with this JA platform. I made a guide to help players with buying guns, combat strategy, tactical movement, overwatch, weapon choice during CQB combat, standard vs AP ammo, melee combat, combat field medicine, etc. (defending map sector scenario).

Players can see for themselves to help make up thier own minds if the combat play in the game is ok or not.

Note. These are custom combat play mission scenarios that you can create for yourself to play.

01/02/2015, 400 hours gameplay update:
I'm still having some fun with this JA platform. I made a guide to help players with stealth, sneaking around, overwatch, tactical movemen and melee combat (attacking map sector scenario).

Don't need to complete the campaign objective to kill The Prince. Don't train any Militia at Angetta, Tio City, Tio Slums, Soza and OSIM. Allow The Prince death squads to take back these sectors, ....and the campaign game keeps rolling along without end.

Update 21/12/2014 update:
Latest patch V1.1.2 introduced a new bug into the combat play. This bug is causing all female gender mercs and NPCs to begin the game lying down in the prone position. The current remedy for this issue, is to change the merc stance to crouch/stand, and the bug will be gone until you next reload from a saved game.

05/01/2015, 300 hours gameplay update:
This game is right up my alley. It is a roleplay strategy squad combat turn based game, with resource management, adult humour & irony, sexual inuendo, and a killer soundtrack. You are a CIA Military Advisor tasked to hire and manage a small force of Private Military Contractors to help the local rebel insurgency overthrow The Prince's evil dictatorship regime by killing The Prince and his Death squads. This should stop the trafficking of Obsidian Meth drugs going into the USA.

Like in all JAs, there are no base building, technology trees, aliens, flying jet packs, zombies, apocalyse end world scenarios. Players who want these, suggest to play Wasteland, Xcom, Dead State, TWOM, etc. instead.

There is squad combat, repairing guns, gun enhancement mods, arms dealing, drug dealing (optional), combat medic first aid, hiring & firing merc personnel, training mercs, training militia, ...and even more squad combat.

Mercs can buy nearly everything from the local store/dealers, loot the dead enemy soldier bodies, or loot the local townsfolk. No more mindless hours scavenging around junkyards looking for pipes, tubes and springs like in JA2. No more Bobby Rays online shop. (The WWW Internet has not been invented.)

So, what's different in this JA game? Here is a list to help make up your minds to play this game or not:

Fog of War during sector combat play: Yes
Fog of War on strategic map: No (It's like having 24/7 Sattelite map update)

Single Player Campaign: Kill the Prince and the game will end. You can take as long as you like, there is no time deadline. Ignore the original campaign ending objectives, and the game will continue to play forever. Roving enemy patrols will spawn from 2 sectors of the map. Do not train any militia at these sectors, and the enemy patrols will continue to spawn. Don't kill the prince, and the game will continue forever and never ends, like playing in JA Deadly Games. You can just fight over individual map sectors over and over again with the enemy patrols.

Create a custom side mission for yourself. For example, exploit the local economy to earn a million dollars for yourself. The longer you stretch out the game, the more game money you will earn towards your retirement fund. The CIA public servant salary is not that great.

No detailed financial balance sheets, you just get a daily summary of source income and militia training expenditure.

Mercs work 24/7, do not sleep or get hungry, are well paid, don't ask for pay rise, and are paid their same fortnight salary whenever you rehire them. Extra death & disability insurance not required. Hiring the cheaper poorly skilled mercs and training them upto higher skill levels, will still cost the same lower skill salary.

Mercs can be trained up to maximum 100% skills and maximum 28 Action Points. Experience Level do not stop at Level 10. Personal Stats do not stop at Level 100. Mercs with OP perk will have 30 Action Points.

Male and Female mercs work together with no problems. Female mercs are better ;) Merc morale is always "High" if they are killing enemy soldiers in combat. No issues working together with Amazon mercs or spouse mercs.

No weight restrictions or over weight penalty. Can't decide on which weapon class to carry? Carry them all. Your merc can now be a one man army: Carry one sniper rifle + assault rifle + SMG + pistol + combat knife + grenades. What about ammo? Carry as much ammo as you can buy. Each type of ammo only requires one slot inside the backpack.

There is no BIA plan and go movement system. There is an overwatch system, based on the merc's/enemy reaction time number. The lowest number will get the first interrupt opportunity.
No roof top levels, second floor levels or building ceilings. When it rains, merc's vision is now impaired by bad weather.

Inventory is much better, easier to move items either into personal inventory or into squad inventory. mercs can haul all the squad inventory when the squad is Oscar Mike. No more mules required.

Bullets are insanely expensive: $10+ per each bullet. Like BIA, enemy will drop stuff. The elite enemy soldiers will drop better stuff.

Militia can actually defend sectors. Just need to train a full squad 15 militia, they will become invincible, and they give themselves combat veteran promotions.

No tanks or amoured vehicles, hence no LAW rocket type weapons. There are grenades, but no C4 or other explosives. No mortars. Random objects can be destroyed. 2 grenades will destroy a wall section.

Medical kit size no longer matters, just means the big doctor medical bags will last longer.
Repair toolbox size does not matter, just means the bigger toolbox will last longer.

Mercs now have to bandage their wounds, otherwise they will bleed to death. Medic merc not essential. Any merc can bandage themselves, and then jab themselves with the red syringe to restore their own health back to 100%. For bigger wounds, ...just use another syringe or eat some coconuts.

Need some extra Action Points to make a difficult shot? Eat a Monster Bar.
Need more energy? Eat fruit, Monster bar or jab the merc with the blue syringe.

When enemy is defending a map sector, they are mostly dumb like in BIA.
When enemy is attacking, they are less predictable. No two skirmish are alike. One skirmish, the enemy will attack front-on. In another skirmish, the enemy will send some soldiers to flank around your position, ...or stand still and wait for you to make the first move.

Seems like combat skirmish play has been dumbed down/simplified to play more like in JA Deadly Games. It's gone back to basics. Keep it simple. Just have to worry about the 'chess moves'.

Enemy AI will cheat sometimes, and shoot thru walls/objects. Mercs will sometimes miss their targets.

Game is still full of bugs; but no crashes and playable. Need a few more fix patches or a better gameplay/balance mod.
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