Featured Items
Games
Software Demos Recommended News
Ultimate General: Gettysburg is a Tactical Battle Simulator that allows you to lead thousands of soldiers in the famous Battle of Gettysburg as commander of either the Union or Confederate army. The game will feature the most accurately created map, complex morale, innovative control mechanics and smart AI.
Release Date: Jun 11, 2014
Popular user-defined tags for this product:
Watch HD video

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Ultimate General Gettysburg is almost finished, but we wanted to involve community in improving the game. We plan to implement weekly patches focused on adding new features, improving AI, balance and game performance. In the Early Access version, you may encounter bugs, performance and compatibility issues, FPS drops that may affect your experience.”

How long will this game be in Early Access?

“From 30 to 60 days depending on the amount of new feature requests from players.”

How is the full version planned to differ from the Early Access version?

“Certain features that we believe are important to players are not in the game yet and are in process of internal testing.
  • Early access supports English language only - we want to fix all texts first before we start localization.
  • It is initially available for PC only - we will be adding Mac and Linux with patches
  • It does not have multiplayer yet - it is in internal testing
  • Some functionality could be missing

For full list of known issues please refer to:
http://forum.game-labs.net/index.php?/topic/906-known-issues-please-read/#entry20892

What is the current state of the Early Access version?

“70% of content is in the game. For more information refer to the known issues link above”

Will the game be priced differently during and after Early Access?

“Early access edition is cheaper than the release version. As the game is improved and new features are added the price will increase.”

How are you planning on involving the Community in your development process?

“We fully endorse community driven development. We want players to actively participate in shaping the product, by providing feedback on existing content, by offering new ideas, and by voting on development priorities.”
Read more

Buy Ultimate General: Gettysburg

$9.99

Recent updates View all (10)

Patch 0.85 delay

July 25th, 2014

Hello to all fine Ultimate General: Gettysburg players!

It was scheduled to provide today the next update for the game. The patch would include various AI improvements, bug fixes, new Generals Sprites with more distinguishable icons and Render optimization to repair fixes for players that anticipate CTD because of OpenGL/Direct3D issues.

Unfortunately the Render optimization is not yet fully finished. Releasing the patch in that state would include some bugs that would bring instability to the game. So we decided to postpone it until we can guarantee an improved gameplay experience comparing to the current version.

We are sorry for this. We will try to offer the patch the soonest next week.
Until then, we hope you still enjoy Ultimate General: Gettysburg! Have a nice weekend everyone.

The Game-Labs Team

4 comments Read more

New update with better menu background, AI improvements and other changes

July 19th, 2014

We finalise the weekly 5th patch with various polishes to AI and gameplay, some bug fixes and the first version of 3D animated menu.

Read the patchnotes in our blog:
http://www.ultimategeneral.com/blog/ultimate-general-released-5thpatch-hotfix

or below

Ultimate General: Gettysburg Patch 0.845

---------------------

NEW FEATURE

• 3D animated image replaces the “dull” grey background in front menu and decision rooms. It is work in progress. Menu and decision rooms will be improved in next patches.

GAMEPLAY IMPROVEMENTS

• Fixed morale being too fragile in some cases. Solid lines will be kept more easily now for more realistic and enjoying battles.
• Fixed AI being too cautious, especially the “Determined” AI. AI should be much more active overall in all characters when it has to be.
• Increased and noticeable differentiation per AI character, for example the Balanced AI will desire to make wider flanking attacks than before.
• Fixed AI merging its units too much in some cases. AI should make now much more tidy lines and formations.
• Increased projectile range of cavalry so to keep more distance from enemy.
• Reduced firepower of 24pdr howitzers of Confederate “Moody” battery because it was able to inflict in average 500+ casualties to enemies very easily.
• Improved melee mechanics and damage, especially cases in which soldiers were slowed down too much.
• Balanced overall gameplay mechanics and US/CS combat power for increased challenge and realism.
• Fixed retreat direction issues. Also retreated units are not having so much self-defense so will not rout other units or may do with much less probability.
• Increased possible delay time for 2nd/3rd phases of 1st day battles. This was needed to provide the necessary tactical decision for player and AI, to press the attack on Cemetery Hill or wait for next day.

TEXT/CAMPAIGN BATTLE FLOW

• Various battle flow fixes for battles of the third day that had more than 2 objectives. In some occasions they gave wrong defeat message.
• Fixed battle flow error where you fought for the right flank as CS having captured Cemetery Hill sector and in next battle you lost it.

BUG FIXES

• Fixed save error that could cause freeze and game instability.
• Fixed AI related factor that could produce freeze/lag moments in systems with very high fps.

---------------------

We are working on reported GFX render issues that cause freezes for some systems and will provide the fixes in a next patch. First version of Multiplayer approaches as well to finalization. We thank you for your very helpful ongoing feedback. Please continue to share it in our Game-Labs Forum and in Steam Forum.

- Game-Labs Forum
- Steam Forum.

Enjoy,
Game-Labs

3 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

Reviews

“What I played was...fantastic”
Kotaku

“If you're a strategy fan, you should definitely keep Ultimate General on your radar”
Strategy Informer

“This is the way a Gettysburg game should be made. Between the Incredible Map, intuitive gameplay, and Line of Sight system I know of no other Civil War game that can compete with how awesome this game has become”
Wargamer

About the Game

Ultimate General: Gettysburg is a Tactical Battle Simulator that allows you to lead thousands of soldiers in the famous Battle of Gettysburg as commander of either the Union or Confederate army. The game will feature the most accurately created map, complex morale, innovative control mechanics and smart AI. You will have the freedom to use different strategies while the battle progresses. Your decisions and military performance play a crucial role in the result. Lead your army and win the Battle of Gettysburg!

Early Access Features

Smart AI Commanders
Ultimate General: Gettysburg does not use “AI gameplay cheats” because it does not need them. The game’s difficulty is accomplished only by nine distinctive AI personalities, each with their own advantages and special skills. AI Commanders are able to evaluate and gain tactical superiority in real time, reacting according to their different commanding skills, aggressively or defensively, heroically or cunningly and resemble different, competent human players.

What players say: “Fantastic AI - don't know what kind of brain you put in this game but it works”

Easy Controls & Unit Self-Awareness
Drag simple movement arrows to command large forces easily. Units do not need your micromanagement because they are able to act on their own initiative and re-align, switch targets, withdraw and form battle lines without player input. Consequently, you are able to give generic commands to your units and can rely on them to fight efficiently without the need for “babysitting”.

What players say: “Innovative movement system - this is by far an awesome system they developed. It’s not only insanely easy to learn, but also incredibly innovative”

Detailed Map of Gettysburg
Utilizing satellite images and historical maps, every major location, house, ridge and hill are depicted as accurately as possible within the game’s unique art style. If you are an American Civil War enthusiast, you will be especially happy to notice the amount of precision and information that the map provides. Not only will you be able to better understand the historical layout of the map, you will also be able to make use of each location and landmark in battle, thanks to the simulation of cover, concealment, terrain and high ground in the game.

What players say: “Incredible Gorgeous Map - I had to capitalize that because this map is by far one of the best maps of Gettysburg I have ever seen either in a game or even in books”

Advanced Line of Sight
Elevation and obstructions will affect unit visibility realistically. Units may make use of concealment and cover to survive artillery barrages, stage ambushes and more, but beware – the AI will attempt to do the same to you. The units enter or exit the Fog of War gradually with a fade in/out effect that helps you perceive their hiding and course seamlessly.

What players say: “The way Game Labs implemented Line of Sight in this game should be held as an example to other developers to do the same”

Numerous Tactical Factors
In Ultimate General: Gettysburg, you will realize that army units are not “machines” that blindly follow orders, but will need to conserve strength and courage for decisive battle actions. Every basic tactical element that is expected for a strategy game is incorporated into gameplay. Most importantly, morale is affected by many factors including flank or rear attacks, casualties, volley shocks, artillery fire and fatigue.

What players say: “... positioning of units matters. You really bring the struggles of 19th century warfare to life here”

Historically Accurate Forces and Leaders
Ultimate General: Gettysburg includes the full order of battle for the Union Army of the Potomac and the Confederate Army of Northern Virginia. Unit sizes will range from the small artillery batteries to vast infantry brigades with cavalry and skirmishers in between.
All brigades have troop numbers and differing competencies based on historical facts. Additionally, all artillery battery numbers and types are correctly simulated. Lastly, major generals and officers actively participate in the battlefield to organize and support the armies and will also appear in after action battle reports to help you monitor battle progress.

What players say: “Immersive American Civil War feel: sounds, portraits and general historical authentic really make this one of the most immersive historical games I have played, and I am a total history buff”

Furthermore, every inch of the map has a strategic role. Sloping, terrain type and obstructions will affect unit movement realistically. Elevations, ridges and hills provide excellent firing positions and give increased sight, morale and accuracy to troops stationed there.
By placing your units close to each other, they become more resilient to charges and flank attacks but get more vulnerable to projectile fire. Thus, forcing your enemy to keep his lines dense while you shell him with artillery can be a valid tactic. As the condition of your units changes dynamically during the battle, the effectiveness of your whole army is affected. For example, units fire more coordinated volleys when they have high morale and have more discipline and tight formations.

These and many more deep gameplay mechanics are packed into a simple and intuitive GUI that aims to ease the game experience for the player without overwhelming with complex statistics.

Ultimate General: Gettysburg is developed by Game Labs and designed by Nick Thomadis, known for his successful and popular “DarthMod” series.

How to Play

Please read our web guide: http://forum.game-labs.net/index.php?/topic/746-online-short-guide/

PC System Requirements

    Minimum:
    • OS: Windows 7 32-bit
    • Processor: Dual Core CPU 1.6Ghz
    • Memory: 2 GB RAM
    • Graphics: 512Mb VRAM, Minimum 1024x768 resolution, Intel HD 3000 and higher, GeForce 8800 and higher, AMD Radeon X1600 and higher
    • DirectX: Version 9.0
    • Hard Drive: 2 GB available space
    • Sound Card: DirectX 9.0 compatible
    • Additional Notes: 2gb memory is needed for 32-bit operating system, 4gb memory for 64-bit windows

Mac System Requirements

    Minimum:
    • OS: 10.7
    • Processor: 2.0 Ghz Dual Core CPU or faster
    • Memory: 4 GB RAM
    • Graphics: GeForce or AMD gpu or Intel 4000 and higher
    • Hard Drive: 2 GB available space
Helpful customer reviews
125 of 142 people (88%) found this review helpful
241 products in account
1 review
6.3 hrs on record
Early Access Review
Fantastic! I played against an AI set to Dynamic and... wow. It was able to counter in proper and very efficient ways, making for one terrific battle (Or series of). Ultimate General has turned out to be more than I actually expected, after each fight you either win/draw/lose, and you are often given a choice of your next action, do you keep up the pressure and continue the battle? Hold your ground and wait for reinforcements? Even better yet, is that your troops and their stats are carried over from each stage. Adding a terrific sense of urgency at times.
Posted: June 11th, 2014
Was this review helpful? Yes No
450 of 610 people (74%) found this review helpful
10 products in account
1 review
5.0 hrs on record
Early Access Review
I am sorry to have to write this for a game with over 99% positive reviews but the truth must be told.

First off, I must acknowldege that this is a early access version of the game and so there is always hope that the game will improve, but for me there are significant short commings in the version that leave this version far short of what would make this a great Strategy game.

Having studied the strategy and tactics of real 19th century warefare I was hoping this game would be a good way to expereince and explore those tactics. I recognize that no game, no matter how well written would be able to capture 100% the reality of that, but this game lacks all of those elements and for me fails on so many levels and makes the game unable to hold my interests.

The game does offer much as a strategy game and I do acknowledge the many good things about this game which the vast majority of reviewers have already pointed out, but I must provide a negative review in order to provide balance to others considering purchasing the game.

The game touts itself a a simulation of Gettysburg and as such I would expect it to use as much of the real commands and tactics as possible for a game, a goal that Sid Meier's Gettysburg better achieved, although that game had many short comings as well.

To make this an effective civil war startegy game I should be able to issue commands to units that real commanders would issue. There is too much automation in the way the troops behave and act. It seems that the only thing I can tell the troops is where to go. I can not make a decision on how to form, single battle line, double battle line, etc. These were critical decisions a commander would make deciding where he needed strength (double line) and where he needed to guard the flanks (single line) I might even want to order a unit to "dig in" I really only have once choice for forming my units and they are made for me,

If I have a brigade arriving to the rear, I might want to position them in a certain location to be ready to reinforce my line, but as soon as I do that they move from colomn formation to a line formation. In fact, if I even order a unit to halt, they will move from column to battle line. This denies me the tactical decision to leave a brigade in the faster moving column formation until I decide to move them into a battle line. I can't order my calvary to mount or dismount, Gamble's skirmishers remain skirmishers. In reality, once the infantry arrived, I would order them to mount up and guard the flanks or scout the north or west, but I can't do that again denying me important tactical decisions. I can't order my artillary to limber up or un-limber and the artillary seems to move the same regardless taking away another important decision that can make or break a battle. When I order a unit to "Fall Back" an experience unit would accept this to mean a slow withdrawl while fighting a delaying action an orderly process to tactically reposition the troops. Instead it looks more like a retreat, even with high morale units.

All too often, units are automatically moving to "face the enemy" again denying me the tactical decision to maintain my line unless I specifically remember to tell them to hold. In reallity they should hold the line unless they are told to skirmish. A unit in real life would never make a move like that. This often creates units with their flanks in the air when my intentions was to have their flanks anchored by other units or natural obstacles. It seems I have a whole army of Dan Sickles.

Looking in the release notes I see there is work pending on group commands and obliques but not sure if these pending additions will significantly improve these limitations. I also wished there was more granularity in the units as primarily I can only control at the brigade level. It would be nice if I could issue orders at either the regimental or brigade level. For civil war history buffs the role of regiments is of high interest and a good civil war game that fails to recognize the regiment falls short of satisfying a civil war enthusist. Players should be able to control both the regimental and brigade level units. For example, order a brigade to form a double battle line, but during the battle, order a specific regiment in that line to move to a single battle line at the end of the brigade to guard the flank. I should be able to order a single regiment for form a skirmish line in front of the brigade or order the regiment at the end of the brigade to wheel right or left to avoid having my flank in the air. While having division and corps commanders in the game adds historical interest and recognizes these hostoric figures I agree that the way the are implented in the game is correct. Since these roles were more strategic and administative there is not need for tactical commands at the division or corps level. I do look forward to the addition of divisional commander characters to add depth to the game. But the lack of regimental/brigade level tactical commands is a big dissapointment. Ideally, I should be able to issue commands to those units like a real commander would and they would react based on how experienced and well drilled they are. For example. ordering a unit to form a double battle line might be done quickly and smartly for a well drilled and experienced unit but a little slower for a new unit. To me it appears that the developers lack a deep understanding of civil war tactics and army procedures. Even little things like the fact that I issue a "run" command instead of a "double time" command. Nitpicking for sure and an easy fix, but perhaps a symptom of how far off this game is from being a true civil war strategy and tactics game.

So bottom line, a lot of hard work went into this game. The map is beatiful and the game is playable as a basic, simple, strategy game, but as a game claiming to be a civil war strategy game, it lacks sufficient depth at this time to be a rich and satisfying game of civil war strategy and tactics. In a toss up between this game and Sid Meir's Gettysburg, Sid would win. While I hope there is substantial improvement between the early access and final release I can not recommend the game at this time. However, at the early access price of only $9.99 it is worth a look by any strategy game fan and I hope that our early support and honest feedback will encourage the developers to improve on the game and help it to rise to the level of one of the best civil war strategy games ever.

Good luck.
Posted: June 14th, 2014
Was this review helpful? Yes No
93 of 111 people (84%) found this review helpful
55 products in account
2 reviews
19.3 hrs on record
Early Access Review
Have you been a total war fan and just been absolutely dissapointed with the recent releases? The arcade-style battles and simplified gameplay experience? If so, you are in the same boat as me. Been watching the development of this game for some time and now that it's released all I have to say is good things about it. The combat is excellent, AI is smart, even on the lowest level.. The grandiose strategy of it will give the most experienced strategy gamer a challenge as you are commanding tens of thousands of troops. The complex morale system forces you to be wary of how your batallions are faring against the enemy forces. This adds a new level of strategic planning by having to sub in reserve batallions to support your exhausted and morale stricken ones.

The only thing I'd like to see is a multiplayer feature. I feel this game would be excellent in a 1v1, 2v2, 3v3, or even 4v4 gameplay mode considering how many troops you are in command of. It's almost overwhelming at times when it gets to the pinnacle of the battle. It would be a nice feature if each player commanded a corps of the army and joined in the battle at set time limits pertaining to historical accuracy.

Thus, I rate it a 10/10 and hope to see further add ons and features. Support this indie game!!
Posted: June 11th, 2014
Was this review helpful? Yes No
56 of 77 people (73%) found this review helpful
185 products in account
1 review
5.9 hrs on record
Early Access Review
Good indie game. Have been looking for a civil war strategy game for a long time that is not a mod. It being an indie game is not bad. It reminds me of sids civil war game back in like 2000. Needs more work done definetly. It would be great to see the devs allow full control and placement of your troops like other rts games. Do definetly enjoy this game so far and hope it goes into further depth in unit control. Maybe a lil high priced for the restrictions of unit control. (update) I've put some more time into the game especially after the most current update and I have to say kudos!!! The game is really starting to feel rts now, given I am a person who prefers RTS over almost any other game, from the fist C&C to Startcraft, Warcraft, Shogun TW, Sid meier's civil war (look it up), all these titles I've enjoyed. Now this game is starting to feel like it should. One thing that would make the setting more right would be uniforms. For the union maybe add some regiments with red pants for custom battles but for the campaign definetly would be great to see a mix for rebel uniforms for we all know not all the rebs had decent military uniforms. That would be the next thing I would recommend on possibly doing. Great job Dev, this game I do recommend.
Posted: June 11th, 2014
Was this review helpful? Yes No
51 of 71 people (72%) found this review helpful
113 products in account
1 review
13.3 hrs on record
Early Access Review
I have been talking with darth for awhile now, and i can say that this game is still going develop and expand.
I truly believe that this game is great and very unique. This game has an artistic feel that satisfies.
This game has great ai aswell, better than any total war ai.


Good luck darth.
Posted: June 11th, 2014
Was this review helpful? Yes No