Art of War: Red Tides is a fair multiplayer strategy game that will allow different teams to battle against each other on multiple platforms (e.g. smartphones, PC, etc.) in the near future. And all the players around the world can play the game on the same server.
User reviews:
Mostly Positive (492 reviews) - 73% of the 492 user reviews in the last 30 days are positive.
Very Positive (4,459 reviews) - 86% of the 4,459 user reviews for this game are positive.
Release Date: Dec 22, 2016

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Early Access Game

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

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Compared with the last Early Access, this time we have upgraded many features, including UI, unit balance, Commander Skills, etc. We still hope that community and players involve into game development to help us go further. We have had a specific plan for the release, and we are developing a game version for mobile devices. We won’t mark it as Full Version this time until players can battle against each on multiple platforms (e.g. PC, iOS, Android, etc.). Please notice that all your Open Beta progress this time will be saved.”

Approximately how long will this game be in Early Access?

“Since we aim to make Art of War: Red Tides a multiplayer strategy game that allows different teams to battle against each other on multiple platforms, and all the players around the world can play the game on the same server, we won’t change the state until then.”

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

“Our dev team will continue to upgrade the game based on the plan. The biggest difference between the Early Access and the Full Version is that the latter covers more platforms, including PC, iOS, Android, etc. Also, the game balance of the Full Version can be compared to that of the eSports game.”

What is the current state of the Early Access version?

“The current Early Access has been tested twice by a limited number of players. Compared with the last Open Beta, the stability and balance of the game have been improved a lot, and we have also optimized unit mechanism, A.I. and other aspects. We are sure that this time, player experience will be much better. On the other hand, however, we still need advice and opinions from community and players to make the game better.”

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

“No. Art of War: Red Tides will adopt ‘free download + in-game purchase’ pattern. Even if the state is changed from Early Access to the Full Version, this pattern will not change, nor will the price of items in the store.
Besides, the in-game store will sell neither exclusive items that could influence the match, nor in-game currencies.”

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

“The optimization of a game always needs players’ participation and feedback. This is especially true for a multiplayer strategy game. We involved communities and players in two ways:
  • In the past half a year, our dev team improved the data-analyzing system which will automatically analyze player behavior to guarantee their basic game experience.
  • We will communicate with players actively. We will post on social platforms such as Facebook and Twitter to ask for players’ opinions and advice. We also plan to post helpful feedback in community and forums to ask for help.
We believe that these plans can make our game better.”
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Recent updates View all (27)

July 19

Update: Improvements, Balance and Bug Fixes

We will have a server maintenance to deploy improvements, balance, bug fixes and so on. The maintenance is expected to last 2 hours and will start at:

00:50 PDT July 20
07:50 GMT July 20
15:50 GMT+8 July 20

1. Season Zero

The long-awaited Season Zero will start after this update!
  • Season Zero will start after the weekly update on July 20th and end before the weekly update on September 14th.
  • player records/history relating to ranks and tiers in the Preseason will be cleared. Commanders need to start from scratch on a new Leaderboard.
  • Commanders achieved at least Platinum will be awarded with special avatars representing the highest tier they achieved in the Season Zero.
  • Commanders achieved at least Gold will be awarded with Blessed Survivor, the limited edition skin for the Storm Hierophant.

  • Commanders will get one of the following rewards according to the highest tier they achieved in the Season Zero:
    • 300 gems for Bronze
    • 500 gems for Silver
    • 1000 gems and Blessed Survivor, the limited edition skin for the Storm Hierophant, for Gold
    • 1500 gems, the limited edition skin Blessed Survivor and the honorable avatar Platinum General for Platinum
    • 2000 gems, the limited edition skin Blessed Survivor and the honorable avatar Diamond General for Diamond
    • 3000 gems, the limited edition skin Blessed Survivor and the honorable avatar Supreme Commander for Supreme Commander

All the rewards will be sent to commanders’ in-game inbox after Season Zero ends.

2. New Terran Trait to Replace Mass Production

Mass Production will be replaced by Tech Switch, a new Terran trait which returns the consumed tech points to degrade units at the expanse of some soul essence.
  • Players can set units for Tech Switch in Army Setup.
  • The set units can be degraded at the expanse of some soul essence.
  • The soul essence spent = total number of the unit to be degraded*the cost of this unit*total tech points to be returned after degrading*5%
  • Players press the Confirm button on a unit’s Tech Switch screen and the soul essence will be immediately spent. The whole process lasts 18 seconds. During the process, this unit cannot be degraded again or upgraded.
  • Tech points won’t be returned until the Tech Switch completes.
  • During the Tech Switch, this unit will retain level if respawned. If players add/reduce the number of this unit in the process, Tech Switch will still continue. If players remove this unit from the troop in the process, they won’t be refunded with the soul essence spent on Tech Switch, but the tech points will be returned.

The adjustments on the unit/commander skill/racial trait balance of Art of War: Red Tides are always based on tremendous battle data from players. We also refer to players’ feedback. Such work is a long-lasting process, and we need sufficient time to test so as to guarantee that the adjustments are effective and reasonable. Therefore, commanders, please bear with us our regular balance adjustments, because these work is intended to provide you with more strategies and tactics, as well as better game experience.

1. Terran


Attack damage increased from 8 to 10.

Attack damage decreased from 10 to 8.

Ability Shield Bash now can be acquired by upgrade.
Upgrade Adjustments:
Lv.1: Damage reflection of the Thornpavise increased to 10
Lv.2: Basic attack turns to Shield Bash. Inflict 20 damage to 3 nearby enemies.

Attack range decreased from 12 to 10.
Upgrade Adjustments:
Lv.1: Attack range increased to 15
Lv.2: Inflict 250% damage to biological units
Lv.3: Attack damage +20%

The radius of the sector to which it inflicts damage increased from 12 to 16.
Upgrade Adjustments:
Lv.1: Each attack inflicts damage to up to 3 enemies
Lv.2: Each attack deals bonus damage once to max. 3 ground enemies within a 180°and 6 radius sector

2. Atlac


Upgrade Adjustments:
Lv.1: Blade Dash temporarily grants her 10 armor
Lv.2: Blade Dash temporarily grants her 20 armor
Lv.3: Basic attack becomes Heavy Slash. Deal 10 damage respectively to max. 3 nearby enemies

The radius of its Thunder Orb’s affected area increased from 20 to 35.

3. Yaoguai


Attack range increased from 14 to 17, and attack speed increased from 2.4s to 1.8s.

Armor reduced from 4 to 3.
Upgrade Adjustments:
Lv.3: Inflict 250% damage to mechanical units

Cost increased from 1200 to 1400.

Commander Skill

Now it can shrink the Lightning Tower and the Anti-Tank Gun.

1. The ranged damage reduction of the Mechanohound decreased from 45 to 30. After the Mechanohound starts to aid the team who defeated it, its ranged damage reduction is decreased from 30 to 20.

1. Fixed the occasional bug of the Savage Whale not attacking the enemy base.
2. Fixed the bug of some players being unable to acquire Yaoguai Commander Skill Ancient Egg.

1. In final battle when both sides are unable to respawn units, the XP for tech points now won’t be increased anymore.
2. Further optimized the validation method and punishment for AFKers.
3. Optimized the unit description in tooltips:
  • Added brief upgrade introduction to units in tooltips
  • Adjusted the description on unit ability for the following units: Terran A-76 Mortus, Q-50 Dauntless, Atlac Lightning Arhat, Yaoguai Silklash Spider, Shuriken Panda, Panda Monk, Chan Master and Restoration Deer. Instead of a general summary, the description now focuses on their single attack damage.
  • Removed the “Area Damage” tag for Terran Medivac, Yaoguai Kamikaze Beetle, Panda Monk and Restoration Deer.
  • Added the “Area Damage” tag for Terran Shotgun Motorcycle, Atlac Shield Slave, Silver Shield Slave, Sawblade Shield Slave, Lightning Ray, Lightning Arhat, Yaoguai Fiery Minotaur and Raging Minotaur.
  • Added the “Strong against: mechanical” tag for the Marauder.
  • Added “…restore HP for up to 3 ground biological units…” in the Medivac’s unit description.
  • Added “…inflicts 250% damage to biological units” in the Shadow Bat’s ability description.
  • Optimized some unit description in tooltips.
4. Withdrawal now can withdraw units directed by False Rally.
5. Now the tier stars will be fully filled if a player who can be promoted to a higher tier with one more star achieves a victory, but the tier won’t be promoted automatically. Also, if a player has a one-star tier and loses a match, s/he will lose that star instead of being demoted to a lower tier. But if the player has no stars at his/her current tier, s/he will be demoted to a lower tier.

Commanders, thanks for your support. The faster you can offer feedback, the quicker we can respond to various bugs and problems. We will continue to collect your opinions and advice, so again, please don’t hesitate to share them with us below!

See you on the battlefield,
The Art of War: Red Tides Team

60 comments Read more

July 15

1V1 Ranked will be temporarily unavailable in Season Zero, as we are reworking it.

Although we always emphasize that the adjustments on balance “is a long-lasting process, and we need sufficient time to test so as to guarantee that the adjustments are effective and reasonable”, we will still post an announcement before implementing key updates and improvements to let players know in advance. This announcement serves for the same reason.

After the Preseason, players will have no access to 1V1 Ranked. But they can still play 1V1 Quick Play and 1V1 Versus A.I.

Don’t take this the wrong way. We all love 1V1. It is exciting. It is challenging. It is even more fascinating than 3V3 when both sides are pro players.

However, we decide to disable it temporarily because 1V1, as a mode focusing on strategy, has some fundamental flaws:

  1. Due to insufficient players participating in 1V1 and a limited options of units and Commander Skills for a single match, winning a 1V1 largely depends on fixed strategies and ban. After all, one deck can only accommodate 10 units. There’s not too much optional countermeasures in battle. Once a strategy fails, it will be harder for the player to find another one compared with that in 3V3.
  2. Let’s put the Immolation aside and talk about something else. Each wave of troops in 1V1 is a duplicate of the last wave, maybe some minor changes. A player can easily predict the opponent’s next move, because for each player, there’s always those 10 units from which s/he can choose.
  3. Because a player send almost the same troops in each wave, once s/he dominates, s/he can easily stack those powerful units such as the Great Whale, the Bear Vanguard and the Asterion. So the weaker side will be overwhelmed in a much shorter time compared with that in 3V3, turning the last several waves to garbage time.
  4. Furthermore, 1V1 intensified the unit imbalance, resulting in a lot of players getting defeated easily by some “overpowered” units. They grumble to us every day. Please take a look at some figures: according to the data collected from the recent 1V1 matches, each race has more than 1 unit that grant players 70% chance of winning the match once they send such units while their opponents don’t. However, this figure in 3V3 is only as high as 63% and it is claimed by the HEF Flamethrower.
  5. As the gold consumed by each Commander Skill will increase per time, both sides in a 1V1 don’t have too much chance and time to change strategies. Using Commander Skills is more like a routine: Players can only use three Commander Skills for a limited number of times, each time consuming a certain amount of gold. The opponents can easily predict their moves and adopt countermeasures in advance.
Anyway, 1V1 mode has various flaws that prevent players from trying different strategies and playing smart (the two are seen as the basics of the Art of War: Red Tides as a strategy game). So far, its performance hasn’t lived up to our expectations.

On the other hand, however, 1V1 mode has its unique features that have attracted so many commanders, including members of our dev team.
We are not going to cut it out. Instead, we are planning to rework it.

The new 1V1 mode is based on the following design goals:
  1. More optional units/Commander Skills.
  2. Eased rules and restrictions.
  3. Larger chance for players to change strategies.
In order to guarantee that the new 1V1 mode can survive the pro players’ scrutiny, we will work hard and try to bring it live again as a featured game mode in the Arena.

BTW, a new Terran trait will replace the Mass Production in the next update. Please stay tuned.

Steam has provided an open platform, which is a strong support for the Art of War: Red Tides’ Early Access. Commanders in the Steam Community are offering us the vital data regarding their game experience every day. Our goal is to make Art of War: Red Tides a multiplayer strategy game that allows all the players around the world can play it on the same server. On this long journey, we will bring you more overturning changes in the future.

Commanders, thanks for your support and enthusiasm. We will work hard to make Art of War: Red Tides better.

See you on the battlefield,
The Art of War: Red Tides Team

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About This Game

Game mechanics:
It is as simple as follows
  • Set troop: select a race, choose ten units under this race to set up your troop and then join the battle.
  • Send troop: you have 18 seconds to prepare during each wave, and you need to observe the battle, speculate enemy’s intention and then send appropriate types and number of units to the battlefield.
  • Destroy enemy turrets and base: continually overwhelm each enemy, unleash Commander Skills, cooperate with your teammates, pull down their three turrets one by one, and destroy their base.
Simple as the battle is, you will still experience various strategies and tactics in each battle.

Game features
  • Emphasize teamwork in confronting the enemy
  • Support over 300 units that can fight smart in the fiery battle at the same time
  • Command concisely, play smart, and operate conveniently on different devices
With over 120 kinds of units in three races, the game emphasizes Strategic Thinking, the core element reflected in the classic strategy games. It is easy to learn but hard to master.

Art of War: Red Tides will adopt “free download + in-game purchase” pattern, and the in-game store will sell neither exclusive items that could influence the match, nor in-game currencies.

Our heartfelt gratitude goes to:
The developer of the map Desert Strike of StarCraft 2. Without the enlightenment of the Desert Strike, Art of War: Red Tides could never be possible.

The test this time will have no wipe of progress. We will continue to optimize the units balance and other features, so you may find a lot of adjustments in a period. But never ever hesitate to share your opinions and advice with us, as you can help us make the game better.

Look forward to your advice and opinions.
Let’s start our journey, commanders!

System Requirements

    • OS: windowsXP SP3/win7/win8/win10
    • Processor: Duel Core 2.3 GHz or equivalent processor
    • Memory: 2 GB RAM
    • Graphics: GT220, 9500GT, HD4650 or greater
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • OS: windowsXP SP3/win7/win8/win10
    • Processor: Quad Core 2.3 GHz or equivalent processor
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce GTX 650 or greater
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
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