Warring States : Tactics is a turn-based battle strategy game set during the Warring States period of Ancient China. The Warring States period is one of turmoil in China, where various feudal states struggle for control of all of China.
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Mostly Positive (56) - 75% of the 56 user reviews for this game are positive.
Release Date:
Jan 29, 2018

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January 29

Warring States - Released!

Warring States: Tactics has been Released!

It's finally here, after a long road. At the bottom of this post you'll see a list of changes from the Beta update. From the bottom of our hearts, thanks to all of you that put up with us on this long journey for our small game.

Release Trailer
For a bit of fun, compare this to our OLD Greenlight Trailer from 2013!

New Website

The Beta was the last News announcement we posted, but we've been releasing small updates and maintaining a thread on the old Early Access general forum of the patch notes. Here is a complete list of all changes since the Beta update.
  • Improved handling of AI threads
  • Fixed error caused by killing all remaining Supply Depots in Mission 2-3 at the same time
  • Fixed issue with AI deploying cavalry on walls
  • Improved resource loading
  • Added alert for first time players to direct them to the Game Guide on the HUD
  • Improved default naming on save files
  • Fixed scrolling health not respecting the x2 animation speed
  • Fixed AI retreating sometimes getting stuck
  • Fixed AI not moving because its own units block the best path
  • Eased difficulty of Campaign 1 missions and S ranks
  • The Cursor is now confined to the game in Fullscreen when you have two monitors (use alt+tab or Windowed mode otherwise)
  • Disabled edge of screen map scrolling when the window doesn't have focus
  • Improved Windows Fullscreen support. Now by default Fullscreen means Exclusive mode on Windows and Borderless Windowed fullscreen is now a Steam launch option. Unfortunately this is a Unity engine limitation, but unlike most Unity games, we wanted to give you the option to have both.
  • Fixed an issue with retreating units not moving (related to gates)
  • Fixed Mission 4-2 Lua serialisation error after taking the flag in the city
  • Fixed a soft-lock related to killing undeployed Siege Towers
  • Errors in missions no longer use the Debug UI and now exit the mission
  • Fixed an error in Network deployment if you deployed before your opponent finished loading
  • Improved AI handling of invalid paths
  • Added Player tooltip for Battle and MP that shows a player's current tactical points, units killed and units lost
  • Fixed audio error that would occur in MP games
  • Added missing tooltip icons for Raise Morale and Salvo
  • Fixed floating text and engagement arrows appearing in Fog of War
  • Fixed Retreating units ignoring Animations Off
  • AI will now use Raise Morale correctly
  • Fixed FoW visibility not reseting after Disorganise
  • Reduced tower attack duration to speed up upkeep phase
  • Rebalanced tower damage slightly (improved)
  • Fixed Volley and Salvo sometimes selecting the same unit multiple times (causing coroutine error)
  • Improved MP data handling to remove desyncs
  • Fixed Fire damage not applying consistently between animation modes
  • Increased timeouts in MP for slow loaders
  • Fixed Salvo and Volley highlighting on gates
  • Increased damage bonus on various melee special attacks to make them still worth it on single target
  • Reduced duration on Pierce and Disorganise debuff
  • Fixed various unlocalised text elements
  • Fixed colour in game lobby screen showing game settings
  • Added unique art for new Raise Morale and Salvo actions
  • Fixed error introduced by Hotfix #4 related to Fire special attacks
  • Added unique art for some traits still using generics
  • Updated Campaign image for Mission 4-3
  • Fixed Zhao general in 4-4 being a treacherous Han
  • Fixed the Linux build
  • Restructured some assets which has reduced loading times and install size
  • Removed needless particles in specials when using Immediate animation mode
  • Fixed some AI errors with forts
  • Fixed issue with capturable buildings not counting
  • Moved an enemy reinforcement point to ouside fort in 1-3
  • Fixed the fort area in 3-1 to include all wooden towers
  • Added some missing effects for Light Cavalry attacks
  • Adjusted music intensity levels on numerous campaign missions to fit the levels of combat
  • Fixed inconsistency in retreating units when their path is blocked
  • Fixed numerous desync issues in MP related to edge case combinations of abilities
  • Adjusted stats on faction-specific units to differentiate them from their generic versions
  • Fixed enemy units self-deleting in the last phase of 4-2 when retreating to the gate
  • Added Tactics bonus for burning enemy units and even more for burning wooden enemy buildings
  • Added Catapult and Balista as deployable units in non-Siege battle/MP maps
  • Adjusted Deploy areas for Siege battle/MP maps so the defender can deploy anywhere in a castle/fort initially
  • Enabled S Rank achievement
  • Fixed score display in 4-2
  • Fixed error in 4-2 when your units transport into the city
  • Added 'Detailed Tactics Points' option to toggle the detailed information about where tactics points are earned
  • Improved layout of Detailed Tactics Points to no longer wrap, and be on the second line below the actual point value
  • Increased damage on Swordsman Rushing Blow
  • Lowered damage on Crossbow Pierce attack
  • Reduced Tactics Bonus for Spear vs Cavalry advantage, since it's so easy to get
  • Fixed Spear holding units getting the Spear vs Cavalry combat bonus when engaged with another unit. They should only get the bonus when they fight back.
  • Fixed destroying a siege tower with a unit on top not removing said unit
  • Fixed more inconsistencies in Immediate Animation mode vs Normal
  • Fixed potential desyncs in Multiplayer when players had different animation modes
  • Reduced number of lights in 4-2 for performance
  • Added missing effect for the start of Horse Archer special move and Fire Attack special
  • Fixed flags not updating when castles change ownership
  • Improved spacing on scrolling combat text
  • Moved some deploy positions in Attacker vs Defender MP maps to be closer
  • Fixed an issue with save file names
  • Fixed units being able to occupy the same tile of a fleeing unit that was initially out of sight due to fog of war
  • Fixed ambush not triggering when moving next to a hidden unit inside a forest
  • Fixed Sword Faint not breaking engagement on immediate mode
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December 17, 2017

Update 21 - Beta

Long time no see! It's time for an update and it's a pretty big one with lots of changes across the board. We're calling this 'beta' because it has all the content in we want for the game and what's left is balances, fixes and polish. This update will go live today.

Where have we been?
It's not an excuse, but the reason the updates have stopped is because of our small team, I was the one doing updates. At the start of the year I got really really ill and spent a good half of the year dealing with it, including numerous trips to the hospital and an unpleasant procedure.

Despite this work did not stop on the game at all. But we don't like to put out updates with half finished work and loads of my work went half touched. Now that I'm back we've been busting the past few months to bring all of the year's work together into an update. All I can do is apologise for the lack of updates and poor communication at this point, and hope you can forgive me.

Okay so, on to the update!

Campaign 04
Campaign 04's remaining missions have been released, this is 4-2, 4-3 and 4-4. This campaign culminates in the epic Battle of Changping which set the State of Qin up for total dominance over the rest of the Warring States of China.

New Multiplayer Map - Confluence Crossing

This large map has you battling over a 4-way crossing of rivers interlocked with bridges. Suited for 4 players, but can be played with 2 as well.

New Multiplayer Map - Stone Forest

This medium map promotes a game of cat and mouse with numerous bridges, forests and hills to gain an advantage over your opponent, prepare ambushes and launch a counter attack after throwing back their attack.

Multiplayer Map Balance
We have done a pass over all multiplayer maps and their modes for balance. Siege levels now have clear capture points within the forts to end the battle as well as much larger deploy areas around the forts giving the attacker more choice, and less time is spent running up to the walls on the larger maps.

Mission Balance Pass
Every single mission has been tweaked, reworked, balanced and adjusted to feel a steady progression of unit availability, difficulty and flow. Some missions have had major adjustments done to get this to work better (for example 2-1 with new ambush mechanics from the AI).

AI Improvements
AI can now use Special Attacks! Previously they did Reinforce but that was about it. Be careful though, because they can really mess you up now with clever AOE attacks and displacements when you weren't expecting it before. This is a small change on the list, but probably one of the biggest impacts to the game when playing against AI.

We have also done some significant overhauls of the AI that make them much more aware of tactically important tiles and how to manipulate Special Attacks to their advantage. For example, if you're standing on a capture point the AI will now use displacement attacks to push you off of it.

New Special Attack - Arrow Salvo
We have added a cheaper and smaller ranged special attack, Salvo. This hits all enemies in a direct line, but you have to make sure they line up! Use this when Arrow Eclipse is just too much.

This attack is also available on lower tier units, where Arrow Eclipse is not.

Combat Improvements
There have been a few fundamental improvements to combat as we balanced every aspect of the game.

Line of Sight
This is a big one. We've introduced Line of Sight to ranged attacks. Not all buildings block it, but the obvious ones do. This primarily came about as we felt it was weird that defending a castle meant having archers on the ground behind the walls, trading shots with archers outside the walls.

Now walls and towers will block Line of Sight and force you to rethink your approach, defending or attacking.

Morale was behaving a bit incoherently. We had a lot of hidden mechanics like if you were low health, you could take multiple morale hits at the same time. This made it feel like you could break really easy for no reason when this 'rolled' against you. Additionally ranged attacks were too good at causing morale tests and breaking enemy units, which goes against how we feel combat should work.

We've removed these spikes and made it totally transparent. Now you cannot cause morale tests with ranged attacks unless a unit is significantly low strength already. We've also reduced the impact of the Under Fire debuff and introduced some new ones to compensate.

Now we have added the Flanked and Charged/Cavalry Charged debuff that happens when (as you can guess) you Flank or Charge a unit. This puts a one-turn but significant Leadership debuff on the unit. This also makes it feel more plausible that you're flanking and crashing cavalry into a unit, causing real terror.

These new debuffs plus the removal of multiple morale level losses in one have really smoothed out the way morale is lost in fights and should feel far more predictable. It also rewards good tactical behaviour more directly.

Unit Costs and Stats
Unit costs have been totally redone across the board and now much more closely represent their power. If a unit costs more, in general, it should be better barring specific tactical situations.

We have also done a major pass on unit values to ensure each type of unit at each tier had a purpose and style, as well as making sure the tiers battling each other were well balanced.

Tactics Points and Special Attacks
We have done a pass balancing the cost of special attacks, their damage and how quickly you earn Tactics Points. There should be a steady feeling of always being able to spend tactics points and not being forced to conserve them.

You now gain a small amount of Tactics Points per turn. We have also added numerous additional tactics points sources:
  • Destroyed an Enemy Unit
  • Attacked a Broken Unit
  • Defended a Narrow Gap (low combat width tile)
  • Defended an Outpost
  • Defended on a Hill
  • Capturing an Enemy Outpost
  • Attacking a Charged Unit
  • Attacking a Flanked Unit

Reinforce has been tweaked to now only give 25% of your maximum strength, but the cost has been reduced to compensate. This should stop it being the unstoppable tanking action and also make it so you can spread the value of your Tactics Points across your army.

Raise Morale/Rally
Previously, you could use the Rally action to try to raise the Morale of a unit that wasn't broken, but this actually used the Leadership stat and had a chance of failure, just like a Rally. This felt unfair to waste an entire unit's turn on, so now we have split it into a new action that replaces Rally when a unit is not broken. Raise Morale always succeeds and always raises your morale a level.

Charging is fun and as part of the balancing we have made it much cheaper to do.

Unused Deploy Points
Unused/Leftover Deploy Points are now converted to starting Tactics Points at the beginning of a mission. So you no longer feel sad that you just couldn't quite spend those 50 remaining points.

Quality of Life
We have been fixing minor things across the game in terms of HUD, UI and input. Here are a few of them:

Right-Click Actions
Previously, the default action of a unit could execute with Right-Click (move, attack) but when you selected an action directly you had to finish with Left-Click. In the end this felt unneccessary and clunky so we've changed it to all be Right-Click for consistency.

Flag Selection
You can now select units by clicking on their flag. The tooltips used to work on the flags as well, so why not selecting? Done!

Deploy Multiple Units
When deploying it now keeps your previous selection so if you want 3 Light Archers just keep clicking on the map to keep deploying them.

Options Tooltips
The Options menu now has tooltips explaining what the unclear options do specifically.

Animation Speed Toggle
This is a favourite of mine...you can now toggle the speed of animations between 1x and 2x speed. You can even set it to always be 2x in the options! The toggle is Spacebar by default, but is of course rebindable in the options.

Unit Performance Option
You can not set the maximum number of characters in a unit for performance. We know many of you play on lower end machines or laptops with very hot CPUs when running a game, and this is for you. Along with strict frame limiting options and the ability to limit the number of characters in a unit, the game should be quite playable on a low-end machine.

A ton of optimisation work has gone on to reduce frame spikes and overall cost of frames. One example is when lots of units moved at once in a cutscene there was some serious hit to the performance. A big rewrite of our underlying coroutine usage here has wiped this specific spike totally out.

Bug Fixes
More bug fixes than we can even count have gone into this, but I love mentioning it. It's the silent work that doesn't make for a good headline or update note, but really improves the quality of the game as a whole.
12 comments Read more

About This Game

Warring States: Tactics

  • 15 Single-player Story Missions (each a unique map)
  • 12 Battle-mode/Multi-player Battle maps (vs Humans or AI)
  • 2-4 Player Local and Online Multi-player
  • Original Soundtrack composed with the actual sounds of classical Chinese musical instruments
  • Hex-based / Turn-based (IGOUGO) combat
  • Unique Tactical Point system: Earn Tactical Points for making sound tactical decisions (flanking, spears vs cavalry, defending high ground, etc.) and spend them on devastating special moves
  • 18 Special Moves
  • Siege Warfare: Assault castle walls with siege towers or destroy their gates with powerful battering rams
  • In depth terrain mechanics across 4 different environments
  • No Building: Focus entirely on the combat and tactical choices

Warring States : Tactics is a turn-based battle strategy game set during the Warring States period of Ancient China.

The Warring States period is one of turmoil in China, where various feudal states struggle for control of all of China. Lead the forces of Qin through numerous historically-based missions as they challenge the other states for supremacy.

The story is told between missions as dialogue cut-scenes using beautifully drawn character portraits; as well as in game dialogue relevant to the battle at hand.

Also included is a fully composed soundtrack, which really helps bring the feeling of Ancient China to the game's atmosphere.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7 SP1
    • 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
    • Storage: 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
    • OS: Mac OS X 10.7+
    • Processor: Dual Core CPU 1.6Ghz
    • Graphics: 512Mb VRAM, Minimum 1024x768 resolution, Intel HD 3000 and higher, GeForce 8800 and higher, AMD Radeon X1600 and higher
    • OS: Ubuntu 10.10+
    • Processor: Dual Core CPU 1.6Ghz
    • Graphics: 512Mb VRAM, Minimum 1024x768 resolution, Intel HD 3000 and higher, GeForce 8800 and higher, AMD Radeon X1600 and higher
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