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.
Data de lançamento: 11 Jun, 2014
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Nota: Este jogo com Acesso Antecipado poderá ou não ficar diferente ao longo do seu desenvolvimento. Se não estás confiante no jogo no seu estado atual, então poderás querer esperar até que o jogo fique num estado melhor mais tarde. Fica a saber mais.

O que os desenvolvedores têm a dizer:

Porquê Acesso Antecipado?

“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.”

Durante quanto tempo vai este jogo estar em Acesso Antecipado?

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

Qual vai ser a diferença entre a versão final e a versão de Acesso Antecipado?

“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:

Qual é o estado atual da versão de Acesso Antecipado?

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

O jogo vai ter preços diferentes durante e depois do Acesso Antecipado?

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

Como estão a planear incluir a comunidade durante o desenvolvimento?

“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.”
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Atualizações recentes Ver todas (14)

Marching to release!

12 Setembro

Our next update leads Ultimate General: Gettysburg closer to final release. Multi-saves capability, Multiplayer fixes and new maps, AI & Gameplay enhances, the 4th day of the battle and other new features and improvements enrich the game experience!

Read the news in our blog with images:

or below:

Ultimate General: Gettysburg Patch 0.9


+ 3 New Multiplayer Maps: “The battle of Devil's Den”, “Conquer the map”, “The Union attacks Benner's Hill”.

Multiplayer avatars: 5 officers that played big role in the battle for each side can be used to personalize your profile:
Union: Meade, Reynolds, Howard, Sickles, Buford
Confederates: Lee, Longstreet, Ewell, Hill, Stuart
Multiplayer Support for MAC PC:
Known issues*
- Multiplayer via Single player menu does not work yet (you can only choose from Steam launch window).
- Some sections of the menu have very tiny letters in Retina displays.
- Steam In-Home streaming may cause multiplayer disconnection. It is advised to turn it off or close steam in other PC of your local network while you play with your Mac.
• Multiplayer can now be accessed from the Single Player menu (PC version).
• Steam friend invitation is available.
• Steam names now visible during multiplayer match under the forces bar.
• Battle result window is more informative.
• Various Bug fixes.
• Several disconnection problems were fixed for multiplayer.

Multi-save: There is auto-save as before when you start a new battle and exit the game but you can also create your own save games (during battle go to options to save). The save stores the unit positions which are demonstrated in the preview map when you load the battle. The date and time is always visible in the battle briefing to have exact knowledge of the campaign situation.
Note: Unit actions such as charge or retreat are not saved.
Final battle Statistics: When you finish the campaign you get the final report for all the units that fought the battle via Order of Battle or Full Unit list.
Menu music: Added music to main menu. Other music tracks pending to be added.
Easier custom battle unlock: After completing a battle phase you unlock the rest custom battles of the same phase. Some battles unlock only when you play them with specific side. So to unlock all scenarios you need to finish a campaign with both Union and Confederates passing through the maximum phases which are now 8.
Extra custom battles: All Multiplayer maps are now playable in Single Player Custom battles to practice them against the AI.
3 Achievements added

Multi-selection with lasso: Use left mouse click to create a custom area to select units. Previous functionality using the Ctrl key remains an alternative.
Zoom with keyboard keys: Zoom in/out with +/- keys.

AI overhaul: All AI personalities will be able to attack and defend according to their special stance much more efficiently, make lines and respond to any threat. In particular the AI is now better in handling artillery, reinforcing areas and flanking. Additionally all personalities will be aggressive enough to push for an assault when it is needed to win the battle.
Gameplay balance fine tunes: Several important changes to all the battle mechanics, especially to morale, combat lethality and battle pace with aim to increase realism and challenge.
Artillery targeting major improvement: Issues that were reported should be now fixed.
Melee mechanics improvement: Melee will last longer and will be more bloody.

The multi-day battle is now finalized including 4th day.
• Numerous fixes in texts.
• Battle Flow improvements.

• Fixed several bugs that could result in game freezes.
• Fixed freeze when pushing out of map units that were still in reinforcement movement mode.
• Fixed melee tremble (flag and soldiers to move very fast left-right).
• Fixed units cancelling their reinforcement path to target enemies from far distance, issue especially annoying for AI artillery.
• Fixed morale not regenerating fast enough in some cases.
• Fixed issues that could result in wrong retreat paths.
• Fixed all remaining Decision room maps that were not visible.
• Partial fix of units not firing enemies near them.

The tutorial videos we wrote about in the preview notes of the patch will be available in the next update. We would like very much to know how you find all these new improvements and await you in our much more more improved multiplayer. Your feedback is always taken into consideration. Provide it at Game-Labs Forum and Steam Forum.

- Game-Labs Forum
- Steam Forum.


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Ultimate General: Gettysburg Patch 0.86

14 Agosto

Multiplayer and many more!

We introduce Order of Battle and Statistics to the game along with Decision Maps. Moreover we offer the first Multiplayer version! Initial version will support only 100 connections, we are going to extend the number in few days.

Read the patch info in our blog which includes many images

or below

- Limited Multiplayer Functionality: When you launch the game you have the option to use the Multiplayer version. In two special multiplayer scenarios you can battle against your friends or other opponents. Multiplayer is not stable yet. We need your feedback about issues you may anticipate.
- After Battle Statistics: You can now review the units performance after a battle. By default, the statistics list includes all the units for both armies sorted by number of kills. You can also sort by other categories and filter according to unit type.
- Full Order of Battle: Before a battle you can review the armies organization of the units that will participate in the engagement. After a battle you have the option to review the full army for both sides including info such as casualties, morale, condition etc.
- Decision Maps: You finally can see a map that will describe the available strategic decisions after a battle (There are 17 errors of Unavailable maps which we will fix in next patch).

- Various AI improvements according to forum feedback. AI will be most active and responsive than ever.
- Slight US/CS combat balances.
- Artillery targeting tweaks.
- Duration of battle increased for several Day 1 / Phase 2 scenarios.
- Charge/Chase duration is now less. Units can no longer chase too far away their targets and isolate themselves.
- Melee slight rebalance.
- Pettigrew slight rebalance to be a little more effective in long range combat.
- Final battle outcome has now better result calculations, based more on casualties.
- Fatigue balances to make slow and defensive maneuvers more rewarding.
- Balanced Victory points of 3rd day battle (in preparation for the 4th day).

- Minor fixes in texts.
- Some Battle Flow fixes.

- Fixed retreat freezing bug. In previous version it was possible to see units freeze in borders after a retreat with running animation.
- Fixed another freeze bug that could happen when reinforcements were stuck at borders of the map.
- Fixed problems that could result in wrong retreat paths. Full solution will arrive after a melee bug fix.
- Fixed an AI issue of moving its units without seeing and reacting to close by bigger threats (Zombie effect). The issue is not fully solved but is much less frequent.
- Fixed map not scrolling enough to the south.
- Fixed resurrection of units in next battle after being totally destroyed.
We made a lot of changes for the single player mode in this update but the first version of Multiplayer needs your biggest attention. There are obvious limitations in menu and in functionality which we will address. Right now it is important to narrow down all possible stability problems with your help. Multiplayer has also slightly different gameplay so if you notice an inconsistency please report it to us. Share your feedback in our Game-Labs Forum and in Steam Forum.

- Game-Labs Forum
- Steam Forum.


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“What I played was...fantastic”

“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”

Acerca do Jogo

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/

Requisitos de Sistema (PC)

    • 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

Requisitos de Sistema (Mac)

    • 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
Análises úteis de clientes
139 de 157 pessoas (89%) acharam esta análise útil
237 produtos na conta
1 análise
6.3 hrs em registo
Análise de Acesso Antecipado
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.
Publicada: 11 Junho
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533 de 730 pessoas (73%) acharam esta análise útil
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Análise de Acesso Antecipado
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.
Publicada: 14 Junho
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104 de 126 pessoas (83%) acharam esta análise útil
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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!!
Publicada: 11 Junho
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61 de 83 pessoas (73%) acharam esta análise útil
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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.
Publicada: 11 Junho
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59 de 81 pessoas (73%) acharam esta análise útil
114 produtos na conta
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13.3 hrs em registo
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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.
Publicada: 11 Junho
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