Base-building WW2 RTS. The war is grinding to its end. In the ruins, something is festering. 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.

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Kommer snart till Early Access

Utvecklarna av detta spel planerar att släppa det som ett pågående arbete och utveckla det med feedback från spelare.

Obs: Spel i Early Access är inte färdiga och kan eventuellt ändras ytterligare. Om du inte är sugen på att spela det här spelet i dess nuvarande tillstånd, bör du vänta och se om spelet utvecklas vidare. Läs mer.

Vad utvecklarna har att säga:

Varför Early Access?

“The supply lines work. The factions work. The multiplayer works. The AI is readable, moddable Lua you can tear apart and rebuild. 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.”

Ungefär hur länge kommer det här spelet att vara i 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.”

Hur är det tänkt att den fullständiga versionen ska skilja sig från versionen i Early Access?

“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 beyond the V2, each designed to feel like its own moment rather than a reskin.

• Multiplayer matured. AI takeover if a player drops, so matches keep going. Lobby support validated up through 8 players.

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

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

Hur är det nuvarande läget i versionen med Early Access?

“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.

• The full supply loop: convoys rolling from base to Supply Caches, Field Depots planting pockets of strength (pick offense, defense, or mobility), static defenses burning ammo from the same pool, Supply Nodes granting economy, population, or vision to whoever holds them.

• Skirmish against Lua AI at multiple difficulty levels. Pick from a library or swap in one you wrote yourself. The entire AI is Lua you can read and edit.

• Steam Workshop support for AI from launch.

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

• Multiplayer on deterministic lockstep. Global leaderboards per mode and per faction. Quick-match or browse the lobby list. Invite friends through Steam.

• Every match auto-records as a shareable replay you can play back at any speed.

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

• Mid-match saves in singleplayer. Steam Achievements.

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

Kommer spelet att prissättas annorlunda under och efter Early Access?

“Yes. Early Access is priced lower to reflect that the game is still growing. As Act II and new content land, the price rises in steps. Everyone who buys during Early Access keeps every update, forever.”

Hur planerar ni att involvera gemenskapen i er utvecklingsprocess?

“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.

• The Lua AI is yours to modify. Build something interesting and it 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.”
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Om detta spel

A base-building RTS with persistent frontlines. Launching in Early Access.

In the spring of 1945, the Reich is breaking apart above the ground and burying itself below it. What is being buried is not 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.

Supply Lines Are The Battlefield

You do not farm a second resource. You run one. Trucks roll from your base to Supply Caches on the map, carrying everything you need to build and fight. Every convoy is exposed the moment it leaves base. Every ambush is a real setback, not a rounding error.

Field Depots let you plant a pocket of strength wherever the fight is. Every depot commits to one role: offense, defense, or agility. Units in its aura feel the full buff, not a sprinkle of everything. Depots do not produce supply. They spend it while their units are fighting. A quiet sector costs almost nothing. A frontline depot is only as strong as the convoys keeping up with it.

Static defenses draw from the same pool. Bunkers, anti-tank guns, and emplacements burn through their reserves magazine by magazine. Cut their convoys and the rounds run out. Concrete without resupply is just a monument.

Lose the caches near you and the front dries up.

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. Tech tiers are deliberate, expensive, and meaningful. Turtling has a cost. The player who keeps pushing has the advantage.

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.

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 treats corpses, wrecks, and ruins as raw material.

They return in 1947. Act II is their war.

At Launch (Early Access)

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

  • Skirmish against Lua AI. Pick from a library or swap in your own

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

  • Steam Workshop support for AI

  • Three WW2 Operations built for replayability

  • Every match auto-records as a shareable replay you can play back at any speed

  • Multiplayer with global leaderboards per mode and per faction

Multiplayer

Matches run on deterministic lockstep. Both players 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.

Global leaderboards for each mode and each faction. Climb where you actually compete, not in one pooled ranking that hides how you play.

Every match auto-saves as a replay you can play at any speed and share on Discord.

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. More units. More maps. More superweapons beyond the V2. Balance shaped by people actually playing.

Act II is the long horizon. 1947. 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.

Beyond Act II: Soviet forces join the war. 1947 is not a fight between two sides anymore.

Seasonal leaderboards, community tournaments, and the features that only make sense once a 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. Something in the lineage of the command-heavy RTS I grew up on, deepening the supply system instead of replacing it.

The AI is written in Lua so you can read it, break it, and remake it. 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.

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.

Post-launch support continues through Early Access, 1.0, and beyond.

Join the Discord

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

Upplysning om AI-genererat innehåll

Utvecklarna beskriver hur deras spel använder AI-genererat innehåll så här:

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.

Beskrivning av vuxet innehåll

Utvecklarna beskriver innehållet så här:

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

Systemkrav

    Minimum:
    • Kräver en 64-bitars processor samt operativsystem
    • OS: 64-bit Windows 10
    • Processor: Intel Core i5-8400 or AMD Ryzen 5 1600
    • Minne: 8 GB RAM
    • Grafik: NVIDIA GeForce GTX 1050 Ti or AMD Radeon RX 570
    • DirectX: Version 11
    • Lagring: 8 GB ledigt utrymme
    • VR-stöd: No
    • Ytterligare anmärkningar: SSD recommended, HDD Supported
    Rekommenderade:
    • Kräver en 64-bitars processor samt operativsystem
    • OS: 64-bit Windows 11
    • Processor: Intel Core i5-10400 / AMD Ryzen 5 3600
    • Minne: 16 GB RAM
    • Grafik: NVIDIA GeForce GTX 1660 Super / AMD Radeon RX 5600 XT
    • DirectX: Version 12
    • Lagring: 8 GB ledigt utrymme
    • VR-stöd: No
    • Ytterligare anmärkningar: SSD recommended
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