Customize your unique faction in a new take on real-time strategy as you fight in a variety of skirmish, solo, and multiplayer battles.  You are not only a commander, but also an engineer – so you have ultimate control over your faction’s units, factories, superweapons and economy.
All Reviews:
Very Positive (307) - 84% of the 307 user reviews for this game are positive.
Release Date:
Jan 16, 2018

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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?

“We’ve got a lot of experience creating games of this genre, but with Forged Battalion we’re trying to create something innovative. That’s why it’s so important for us to get player feedback on this journey through development so that they can help us create something new and exciting. We want this to be a truly collaborative experience with the Forged Battalion community.”

Approximately how long will this game be in Early Access?

“We anticipate that the game will go through approximately 6 months of Early Access. This will allow us time to incorporate feedback from the player base and evolve our vision.”

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

“The full version of the game will feature all the updates and features amassed throughout Early Access. By the time we launch the game out of Early Access there will be a full campaign with extensive multiplayer options.

  • Early Access Launch Content:
  • Five Campaign missions comprising the first act of a multi-act series storyline
  • Ten Skirmish maps supporting up to 8 players
  • Multiple Skirmish game modes including HQ Destruction and Annihilation
  • Dedicated servers to support multiplayer

What is the current state of the Early Access version?

“Forged Battalion is in a polished and stable state that will instantly allow you to play through a portion of the games campaign, and take part in multiplayer games with up to 8 players. We wanted to make sure we entered Early Access with a good quality foundation on which to build a great game.”

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

“We are planning on increasing the price as we leave Early Access. Those that join us join us during Early Access will have a lower cost to pay, and the ability to forge what the game becomes.”

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

“Together with Team17, our publisher, we’ll be in the forums reading all the feedback from the Forged Battalion community. We’ll be updating the game regularly with new features, balances and tweaks based upon what we’re hearing from you.”
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Recent updates View all (10)

February 16

Commander Clash 1v1 - Tournament Two Winner Interview!

Hey community,

Today we’re celebrating the continued success of Commander xRetri, who claimed his second consecutive tournament win and took home the prize of a £20 Steam Wallet Code!

xRetri led his faction into battle, coming across his most formidable opponent since Forged Battalion launched on Early Access. Yet, he prevailed, showing his grit and determination, even when the tide of battle wasn’t in his favour.

We also took this opportunity to get xRetri’s top tips on the best units to use in your army

Congratulations on your second consecutive win! Was victory comfortable or hard earned this time round?

Thanks! I felt a lot less pressure this time around. I was only worried in one game.

One game is all it takes in a knockout tournament! Were you close to losing? What happened

The Semi-Finals against Netput was probably the hardest game I’ve played since release. He used a unique build order and composition which no-one had even thought of, I was definitely not expecting the rush. I only won because of how strong turrets are and a small misclick by Netput.

I highly recommend everyone watch the match between myself and Netput! -

Did you deploy a different army for tournament two than tournament one? If you made changes, what were the defining factors?

Just two.

Laser is gone thank God, so a current popular tactic is Tier 1 rocket buggies. Through some testing we realised MG buggies actually beat rocket buggies 1 on 1 in Tier 1, so I use MG now since it's more cost effective.

I also started to mix in proton artillery with my normal artillery, proton debuff stronk at the moment.

What are the top three units/mods that you feel players should be using in their faction?

Ballistic Artillery with Improved Armour - Nerf or buff other area-of-effect please.

Healing Infantry with Improved Armour - With the prevalence of artillery, backing up and healing is a necessity.

I can't decide on the third one so I’m going to cheat and give two more.

Proton Artillery Turret with Improved Armour - Best base defence in the game and allows you to base crawl and put pressure on at the same time.

Rocket Air with Improved Armour - Most versatile air unit that allows air control and harassment.

Do you think you can make it three tournament victories in a row?

The Tier 4 tech tree will change everything. So, ¯\_(ツ)_/¯

Commander Clash 1v1 - Tournament Three

That wraps up our tournament two feedback from Commander xRetri!

Will xRetri make it the triple, or will another player take his crown? We look forward to finding out when we announce the next Commander Clash 1v1 tournament!

We’ll be announcing all the details of the next tournament here on Steam as well as the official Forged Battalion Facebook, Twitter and Discord when the time comes.

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February 8

Patch Three - Bug Fixes and Unit Balancing!

Hey community,

Headquarters has deployed a third patch based on your feedback over the last week.

The focus of this patch is to squish some bugs and empower players to unlock the technology they want, quicker.

So prepare for buffs to heavy units, a nerf to harvester hp and an increase to research points earned!

  • GUI / Hotkey Bindings: Added support so that unit build hotkeys and structure build hotkeys will not conflict across the 2 groups, but will conflict with existing assignments from other groups including their own group and non-unit/structure build groups. This should solve the user issue of not being able to reassign their build unit/structure hotkeys properly.

  • Fixed issue with unit control groups, where the lowest group number was being displayed instead.

  • Tactical Build Tree in the Game Manual has been updated.

  • Users can no longer block the entrance to their refinery with structures or turrets.

  • Audio: Support for surround sound!

  • Mission 2: Spawn units are now user's cheapest Tier 1 unit, regardless of how units are named in their Faction.

  • Mission 3: Green AI's infantry return to their spots now after combat.

  • Embiggen mouse pointer setting is now remembered after quitting and relaunching the game.

  • Scroll bar can now be interacted with in Faction Select screen.

  • Text fixes in Korean and Chinese.


  • Research Points - Research Point rewards have been increased substantially. This should reduce the grind that users have been reporting around tech tree unlocking.

  • Harvester - Build cost reduced to 400 (was 500)

  • Harvester - Max Health reduced to 700 (was 1000)

    (Reason: The build cost was a little too high compared to the percentage of the refinery and the drain rate was just a bit too high. The health increase of the patch was a bit too far so we reduced that previous buff by half. We want harvesters to be a bit tanky, but we don't want them to be so tanky that they are used in combat. The intent is that they can survive long enough that players can react to them being attacked but not so long that harassing them is pointless.)

  • Refinery - Build cost reduced to 800 (was 900)

    (Reason: The drain rate of building refineries was a bit high, and we're seeing a bit too much stalling out in the early game.)

  • Barracks - Power Drain increased to 150 (was 100)

  • Light Factory - Power Drain increased to 150 (was 100)

    (Reason: It was intended that there be more power plants on the field without the aid of fission or fusion power HQ upgrades. This puts all factories at the same power drain level.)

  • Attachment: Laser Rifle (Infantry) - The tech value has been reduced back to its previous level.

    (Reason: The nerf to the damage type plus the tech cost increase was a bit too far in the other direction and caused other unintended problems. This is infantry only - the light vehicle version is fine.)

  • Attachment: Anti-Material Gun (Infantry) -Tech cost reduced to allow it to be available in Build Level 1.

    (Reason: There were too few options for players that opened with a barracks to combat someone who opens with a light factory.)

  • Attachment: Cannon Upgrade (Hvy Vehicle) - Base damage increased to 14 (was 12)

  • Attachment: Cannon Upgrade (Hvy Vehicle) - Weapon delay reduced to 1.7 (was 2.2)

  • Attachment: Cannon Upgrade (Hvy Vehicle) - With both buffs, this increases DPS of weapon from 3.2 to 7.0 before armor modifiers

  • Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Base damage increased to 18 (was 8)

  • Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Weapon delay increased to 3 (was 2.5)

  • Attachment: Plasma Cannon (Hvy Vehicle and Turret) - With both buffs, this increases DPS of weapon from 3.2 to 6.0 before armor modifiers

    (Reason: Cannon and Plasma Cannon weapons were underperforming for their chassis class.)

Sign-up for Saturday's Tournament!

Saturday's tournament will challenge you to 1v1 combat, as you fight for ultimate glory and bragging rights on the battlefield.

Players MUST check-in to the tournament on Saturday 10th prior to the 18:00 GMT start. Check-in opens at 17:30 GMT on the day.
Sign-up: Saturday 10th 1v1 Tournament.
Prize: 1 x £20 Steam Wallet Code

Commander Clash – The Rules

Rule One – Technology and Units

All currently available technology and mods are allowed for use in the tournament. All players are welcome to play in the competition, irrespective of tech level or faction build.

Rule Two – Results Reporting

At the conclusion of a match both players should take responsibility for ensuring the correct results are logged on Challonge.

As proof of result both players involved in a match should take a screenshot at the conclusion of the match where the end result can be seen. This will help should any disputes arise.

Rule Three – No Shows

The tournament will begin at 18:00pm GMT on Saturday 10th February. Players should aim to arrive ten minutes before their first match is due to start.

There is a grace period of fifteen minutes following 18:00pm GMT (tournament start) in which late participants can still enter the competition. After 18:15pm GMT participants that have not arrived for their first match will be disqualified from the tournament.

Following the first round of matches, successful players should add their next opponent on Steam and co-ordinate the next match to be played immediately.

Rule Four - Player Disconnections

Please ensure your connection is stable before your match begins. Due to the nature of RTS games and the importance of the early game, there is no disconnection grace period. If a player loses connection to the game at any point during a match, then they will forfeit the match. This rule can be overturned if the player that remains connected is happy to rematch.

Game Rules

Forged Battalion operates dedicated servers for multiplayer, as such no host advantage can be gained. Due to this both players can create a match lobby. In the case of a disagreement on who will host the player on the top of the match bracket will default to match host.

Lobby settings

Both players should take responsibility for ensuring the following lobby settings are in place prior to the match starting:
  • Map: Mountain Settlement
  • Mode: Standard
  • Victory Condition: BO1
If it is discovered that the game has started with the wrong settings the match should be restarted immediately.

Complaints raised for incorrect match settings are invalid after the first thirty seconds of the match.

Beyond Tournament Two

Moving forward we’ll be building our competitive tournament events around the 1v1 format.

If in the future we see enough requests for a 2v2 tournament we’ll happily consider it, however, for now it’s clear to us that 1v1 is far more popular amongst our competitive community.

Following the conclusion of the second 1v1 Commander Clash we’ll be collating your feedback from the first two tournaments. Where applicable, this feedback will then be put into practice as we get the tournaments flowing once again after February’s Supply Drop is live.

Sign-up for Commander Clash 1v1 – Tournament Two
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About This Game

Towards the end of the 21st century, the effects of climate change have devastated the world and a military force called “The Collective” has spread across the globe. As part of the resistance group it’s time for you to join the fight! 

Customize your unique faction in a new take on real-time strategy as you fight in a variety of skirmish, solo, and multiplayer battles.  You are not only a commander, but also an engineer – so you have ultimate control over your faction’s units, factories, superweapons and economy.

Manage, customize, and develop the blueprints of your emerging faction to create ever-evolving factories and units.  Between missions a deep tech tree unlocks components that you’ll use to design combat units. As more technology is unlocked, your designs become more advanced and powerful.

Using resources gained in battle, you’ll unlock new options through the metagame Tech Tree to choose the archetype, armor, locomotor, weapons, and special abilities such as stealth and regeneration that will make your faction one of a kind.  Ultimately, you will have access to the most powerful options, including an array of deadly superweapons to launch against your foes.

Forge your Faction

Modify every unit chassis (Infantry, Light Vehicle, Heavy Vehicle, Aircraft) with a host of weapons, support and locomotor types. Add regenerative armor to your light vehicle, or add an anti-tank gun to your aircraft. Adapt to every situation, and every opponent.

Persistent Tech tree

Each battle you win, in each mode, contributes towards your faction’s technology upgrades with different science paths; advancing tech tree unlocks blueprints.

A dynamic story campaign

The resistance needs you to forge a new force to be reckoned with. Play through an exciting story campaign that will test your ability to react and adapt to the increasing threat of the ‘The Collective’.

Online multiplayer

Join up to seven other players in a variety of online multiplayer modes for intense tactical co-operative and versus action on dedicated servers.

System Requirements

    • OS: Windows 7 (64 bit)
    • Processor: Intel i5 3570k @3.4GHz.
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 650, AMD HD 7800
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Sound Card: Windows Compatible Sound card
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