Base-building WW2 RTS. The Reich is collapsing, and burying something the Allies were never meant to find. Command US or Wehrmacht forces. Run supply lines under fire. Push forward depots. Unleash artillery and superweapons. Fight the war you know, while you still can.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“The supply lines work. The factions work. The multiplayer works. The AI plays across multiple difficulty tiers, from learning the systems to brutal. What does not exist yet is Act II, and that is the piece I refuse to ship half-finished.

Early Access means you get the core game now, you help decide what Die Schatten looks like when they break cover, and you shape every patch in between. The price reflects the stage. The updates do not stop until 1.0 and beyond.”

Approximately how long will this game be in Early Access?

“Around 12 to 18 months to reach 1.0. The targets are a shipped Act II and a multiplayer balance state that feels fair to the community playing it. If either takes longer, I delay rather than rush. The game I wanted to make is worth finishing properly.”

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

“Version 1.0 is what Early Access becomes after a year of real players tear at it. The main additions:

• Die Schatten as a playable faction. Recycling the dead. Weaponizing the chemistry the Reich was finishing when it fell. Every battle you win against them takes something out of their supply chain. Every battle you lose feeds it.

• More units, maps, and Operations layered in across Early Access, not dumped at 1.0.

• More superweapons, each designed to feel like its own moment rather than a reskin.

• Ranked tuned by a year of real match data. Lobby support validated up through 8 players. Leaver protections refined by live play.

• Workshop support for community-authored AI. A curated block system that keeps competitive integrity intact while letting modders shape skirmish opponents.

• Seasonal leaderboards, community tournaments, and the features that only matter once a larger community exists.

• Balance driven by real match data. A year of players will find what I cannot.”

What is the current state of the Early Access version?

“Early Access launches with a complete, playable core. This is not a demo. This is the game.

• Two factions, US and Wehrmacht, each with their own unit rosters and their own feel.

• Combat that rewards position: rifles do not crack tanks, bazookas do but get run over without cover, hits to the rear of a tank do more damage. Machine guns hold chokepoints until something flanks them.

• Radio Station Node wired into your HQ. Hold it and your minimap stays online and your team can call in paradrops, scout sweeps, artillery, strafing runs, and emergency repairs. Lose it and both go dark.

• The full supply loop: convoys rolling from base to Supply Caches, Field Depots projecting an offense, defense, or mobility aura over everything nearby (you pick one), static defenses tied to a depot and pulling ammo from its reserves, Supply Nodes granting economy, population, or vision to whoever holds them. None of it is mandatory — defend with depots on key terrain or blitz before logistics catches up. Calculated risks make up the battlefield.

• Heavy Reinforcement Convoys for US heavy armor (Pershing, Turtle, T30) arriving from off-map routes. Pick a safe route ending near your base, or a forward route that brings them straight into the fight as timed reinforcement.

• Skirmish against AI at multiple difficulty levels, from learning the systems to brutal.

• Three handcrafted WW2 Operations built for replayability, not one-and-done.

• Capture-the-Facility competitive mode. Capturable structures grant the holder a match-deciding weapon: V2 barrages, atomic strikes, or near-total map vision. Hold the right facility, end the match.

• Skirmish maps generated procedurally across five biomes (desert, forest, plains, snow, arctic), with shareable seeds so you can hand your favorite layout to a friend and they boot the exact same map.

• Multiplayer on deterministic lockstep. Ranked from launch across 1v1, 2v2, 3v3, and 4v4. Global leaderboards per mode and per faction. Quick-match or browse the lobby list. Invite friends through Steam.

• AI takeover when a player disconnects mid-match, so a dropped teammate does not end the game for the rest of the lobby.

• Every match auto-records as a shareable replay you can play back at any speed, with a caster overlay showing per-player resources and population.

• Anti-cheat active from Day 1, in layers that are not published here for a reason.

• Mid-match saves in singleplayer.

You are not buying a promise. You are buying the part that already works, and you are voting on what gets built next.”

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

“Yes. Early Access launches at $15 USD with a 15% discount for the first 10 days. As Act II and new content arrive, the price rises in steps. Everyone who buys during Early Access keeps every update, forever.”

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

“This is a one-person project. That means something concrete: your feedback does not die in a suggestion box inside a studio. It goes into the code, in the next patch.

• The Discord is where I spend my days. Vote on balance polls, share replays, report bugs, tell me what the game should lean harder into.

• The Steam forums work too. I read them.

• Workshop support for community-authored AI is coming post-launch. Once it's live, the most-played community build might become the new default difficulty setting.

• Every balance change, new Operation, and superweapon on the roadmap came from a player asking for it. I plan to keep it that way.

If you want to know what it feels like to shape a game as it is being built, this is as close as you are going to get on Steam.”
Read more

Join the Terrors of War Playtest

Request access and you’ll get notified when the developer is ready for more participants.
This game is not yet available on Steam

Coming soon

Interested?
Add to your wishlist and get notified when it becomes available.
 
See all discussions

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

About This Game

An old-school WW2 base-builder RTS in the spirit of the genre's golden age. Big bases. Asymmetric factions. Superweapons. Logistics with teeth. Launching in Early Access.

In the spring of 1945, the Reich is breaking apart above the ground and burying itself below it. What goes underground is not just men. It is doctrine. It is research. It is a promise made in rooms the Allied advance will never reach in time.

That promise will be kept.

Until then, there is still a war to finish. Yours.

Run Supply, Or Run Through It

No second resource. One you have to run. Supply trucks roll from your base, hauling everything you need to build and fight. Every convoy is exposed the moment it leaves cover. Every ambush is a real setback, not a rounding error.

  • Field Depots — forward supply hubs. Pick one role: offense aura, defense aura, or mobility aura. Defenses, turrets, and emplacements can only be built within reach of one, and they pull ammo from its reserves. A frontline depot is only as strong as the convoys keeping it supplied.

  • Static defenses are not free standing. Bunkers, anti-tank guns, and emplacements burn ammo magazine by magazine, drawn from whichever depot they sit by. Cut the convoys and the rounds run out. Concrete without resupply is just a monument.

  • Heavy Reinforcement Convoys. US heavy armor (Pershing, Turtle, T30) arrives from off-map road routes anchored to capturable Nodes. Pick a safe route ending near your base for zero risk, or a forward route delivering them straight into the contested midmap as timed reinforcement. Convoys are invisible unless scouted. How exposed they are is your call.

Defend or blitz — both win matches. A well-placed defense, with depots on key terrain and supply lines committed to the ground you took, can break an attacker who misread the geometry. A well-timed push, with the right superpowers in the right window and the forces stacked behind them, can decide a match before logistics even register. Calculated risks make up the battlefield. The wrong call at the wrong moment leaves you exposed; the right call at the right moment ends it.

What You're Getting

  • A classic WW2 base-builder RTS. Big bases you actually build. Faster pacing than the tactical sims. Asymmetric factions where the choice between flexibility and commitment is a real strategic decision

  • Rifles do not crack tanks here. Bazookas do, but bazookas get run over without cover. Rear armor matters, cover matters, the matchups have real math

  • Heavy USA tanks arrive by Heavy Reinforcement Convoy from off-map. Pick a safe route ending near your base, or a forward route that brings them straight into the fight as timed reinforcement

  • Supply lines run to the front under fire. Field Depots pick one role and project it onto everything nearby: an offense aura, a defense aura, or a mobility aura. Defenses must be built near a depot and draw ammo from its reserves. Lose a depot's convoys and everything tied to it dries up

  • Procedurally generated maps across 5 biomes: desert, forest, plains, snow, arctic. Find a layout you love? Send the seed. Your friend plays the exact same map. No Workshop needed, just a number

  • Three handcrafted Operations, plus Capture-the-Facility — a competitive mode where capturable structures grant the holder a match-deciding weapon: V2 barrages, atomic strikes, or near-total map vision

  • Deterministic lockstep multiplayer with ranked ladders, AI-takeover on disconnect, push-to-talk voice, and replays you can scrub, share, and cast with a per-player observer overlay

  • A solo-dev game that ships fixes you asked for, in the next patch

  • A war the Allies thought they had finished. Until it came home

Escalation, Not Attrition

Matches start with rifles and half-tracks. They end with artillery barrages, heavy armor, and V2 rockets falling on positions that felt safe a minute ago. The US researches what it needs. Germany commits to a doctrine. Two different relationships with the tech tree, by design. Call in paradrops, scout sweeps, strafing runs, artillery, and emergency repairs to break a stalemate, and watch them backfire if you mistime the window. Turtling has a cost. The player who keeps pushing has the advantage.

Cover, Armor, Angle

Rifles do not crack tanks. Tanks crack tanks. Bazookas crack tanks too. And bazookas get run over if they do not take cover before the armor reaches them. Hit a tank in the rear and the math changes hard. Hit it head on and it grinds you down. Machine guns hold a chokepoint until something flanks them or rolls over them.

Engagements move faster than the tactical sims, but the matchups still matter. You can win a fight with the wrong unit in the right spot, and you can lose one with the right unit in the wrong spot. Find the angle. Commit. Or commit to the chokepoint and make them come to you.

Territory That Matters

Supply Nodes across the map grant one of three advantages. Economic nodes feed your income. Population nodes raise your army cap. Vision nodes reveal the ground directly around them. Capturing them forces expansion. Holding them forces commitment. The map is not a backdrop. It is the fight.

Each player starts near a Radio Station Node, a tower wired into HQ. Hold it and you keep two things: your minimap, and your call-in arsenal. Paradrops, scout sweeps, artillery strikes, strafing runs, emergency repairs. Lose it and both go dark until you take it back. It sits close enough to HQ for a natural defense advantage but not impossible to assault. Stealth units and fast scouts can sneak it. Defend yours, take theirs, decide the match.

Maps That Don't Repeat

Skirmish maps are procedurally generated across five biomes: desert, forest, plains, snow, and arctic. New terrain every match. No memorized layouts.

Find a seed worth keeping and the entire map is a single integer. Send it on Discord. Your opponent boots into the exact same terrain.

Multiplayer and gameplay get the focus during Early Access. As those mature, map work expands. More procedural options, handcrafted maps, or both. Diversity stays the goal.

The War You Don't Know

A sub-faction within the regime who went underground in the last months of the war. They called themselves Die Schatten. The Shadows. Scientists, fanatics, and those who refused to end the war on the enemy's terms. They took research with them, and a doctrine that harvests corpses, wrecks, and ruins for raw material.

They were worse than the regime that surrendered. An evil that was nurtured, not born. They are the cost of propaganda that became religion.

They were waiting. They were not done.

By the end of Act II, the war the Allies thought they had finished has crossed the Atlantic.

Act II is told mostly from inside Schatten command. You play their rise.

At Launch (Early Access)

  • Two playable factions at launch, US and Wehrmacht, with asymmetric tech and distinct unit rosters

  • Skirmish against AI across multiple difficulty tiers, from learning the systems to brutal

  • Co-op skirmish: team up with a friend against the AI

  • Three handcrafted WW2 Operations, plus a Capture-the-Facility competitive mode

  • Procedurally generated skirmish maps across 5 biomes with shareable seeds

  • Ranked multiplayer across 1v1, 2v2, 3v3, and 4v4. Global leaderboards per mode and per faction

  • Replays with caster overlay, post-match line graphs, AI-takeover on disconnect, push-to-talk voice

Multiplayer

Matches run on deterministic lockstep. Both peers simulate the same battle from the same inputs.

Quick-match drops you into a game, or browse the lobby list and pick your fight. Invite friends through Steam.

Push-to-talk Steam Voice on your team channel. Team-vote surrender for when the match is genuinely over, so nobody is held hostage by a teammate who refuses to call it. If a player disconnects, the AI takes over their forces until they reconnect.

Global leaderboards for each mode and each faction. Climb where you actually compete, not in one pooled ranking that hides how you play. Friends-only tabs so you can ladder against the people you actually play with.

Every match auto-saves as a replay you can play at any speed and share on Discord. A caster overlay lets you observe with per-player resource and population at a glance. Post-match summaries show a line graph of the things that mattered, so a loss teaches you something.

Anti-cheat runs from launch, in layers that are not listed here for a reason.

The Road Ahead

Early Access is where the game grows. Act I is what ships now: skirmish, three Operations, multiplayer. Act II is the campaign that lands during Early Access. More units. More maps. More superweapons. Balance shaped by people actually playing.

Act II is the long horizon. Die Schatten breaks cover. New faction, new units, new mechanics built around their doctrine of recycling, bioweapons, chemical agents, and anything else their scientists could make work in a lab.

The Soviets are in this war. Not always beside the Allies. Not always opposed. They will need each other when it matters most, whether they trust each other or not.

Seasonal leaderboards, community tournaments, and the features that only make sense once a larger community exists.

Built Alone, Built For Real

Terrors of War is a one-person project. I have been building it for years because the WW2 RTS I wanted to play did not exist. Built in the lineage of the WW2 / Cold War base-builders I grew up on. Big bases. Asymmetric factions. Superweapons that decide endgames. Combat where cover, armor, angle, and matchups all matter, at a pace that lets you commit a push and see it through. The supply system kept getting deeper until it became a battlefield of its own. The faction choice is a real commitment, not a cosmetic swap.

The netcode is lockstep. Anti-cheat is active from Day 1, because the first wave of cheaters can kill a community that is still forming. Workshop support for community-authored AI is planned post-launch.

Friction without payoff is a bug. Where automation, smarter defaults, or fewer redundant clicks can smooth the experience without flattening the depth, they get in. Complexity that earns its keep stays: supply, factions, formations, the decisions that matter. The aim is a game that respects your time, not one that tests your patience.

Your feedback does not go into a suggestion box. It goes into the code, in the next patch. Every system you see on this page came from someone like you asking for it.

Support continues from Early Access through full release and beyond.

Join the Discord

Share replays. Argue about balance. Send me your best clips. Shape the patch notes.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Terrors of War is being developed solo on a tight budget. To get the project to its current state I've used generative AI for a handful of placeholder assets: some voice lines, sound effects, UI iconography and the current Steam capsule art. These are all temporary. Every AI-assisted asset is flagged in the project as a placeholder and will be replaced with custom work from freelance artists progressively through Early Access. Wherever possible I use in-game screenshots and footage. What you see represents actual gameplay. No content is generated at runtime. All AI-assisted assets ship pre-generated in the build.

Mature Content Description

The developers describe the content like this:

Combat depicts soldier casualties, vehicle explosions, and structural destruction continuously throughout gameplay. Some soldier voice lines contain crude language during combat.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: 64-bit Windows 10
    • Processor: Intel Core i5 4570 or AMD FX 8370
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTS 450 or AMD Radeon HD 6670
    • DirectX: Version 11
    • Storage: 8 GB available space
    • VR Support: No
    • Additional Notes: SSD recommended, HDD Supported
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: 64-bit Windows 11
    • Processor: Intel Core i5-10400 / AMD Ryzen 5 3600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 1660 Super / AMD Radeon RX 5600 XT
    • DirectX: Version 12
    • Storage: 8 GB available space
    • VR Support: No
    • Additional Notes: SSD recommended
There are no reviews for this product

You can write your own review for this product to share your experience with the community. Use the area above the purchase buttons on this page to write your review.