A WW2 naval grand strategy played from the command level. Coordinate task forces, land-based air, ground armies, forward bases, logistics, research, and diplomacy. Fleet battles are only the beginning. Secure sea control.

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Prochainement en accès anticipé

L'équipe de développement a l'intention de sortir ce jeu tout en continuant à travailler dessus, afin d'incorporer les retours de la communauté dans son développement.

Remarque : les jeux en accès anticipé ne sont pas terminés, ils peuvent changer de façon significative. Si ce jeu ne vous intéresse pas dans son état actuel, vous devriez attendre pour voir s'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« Warlord Atlas is a theater-scale naval grand strategy game whose balance depends on the interaction of sea control, logistics, AI, amphibious operations, and long campaigns. Early Access lets us refine clarity, balance, and usability with real player feedback while keeping the core single-player campaign playable end to end. »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« We expect the game to be in Early Access for roughly two months. Early Access for us is a short, focused stabilization window — not a long-term unfinished-development phase — where real play feedback refines a release-candidate build. If our three exit conditions — (1) seven consecutive days with no new critical reports involving blocked progress, crashes, or save corruption; (2) maintaining a Positive Steam review rating; and (3) completion of the planned 1.0 content with every acceptance gate passing — are met ahead of schedule, we will move to 1.0 earlier; if stabilization needs more time, the window may extend somewhat. We plan to report fixes on a weekly cadence throughout. »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« For 1.0, we plan to further improve AI, balance, UI clarity, tutorials, scenarios, stability, and the pacing of long campaigns. Plans may be adjusted in response to feedback; this description does not promise a fixed schedule or specific unannounced features. »

Quel est l'état actuel de la version en accès anticipé ?

« The current build supports the core single-player campaign loop: fleet operations, naval combat, sea control, amphibious and ground operations, forward bases, resources, research, logistics, diplomacy, saving and loading, and long-term progression. We will keep this description synchronized with the release build. »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« We plan to offer the Early Access version at a lower price than the full 1.0 release and raise the price when the game leaves Early Access. Early Access owners will not need to pay the difference. »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« We will use feedback from Steam discussions and direct reports to improve balance, AI behavior, UI clarity, tutorials, usability, stability, and campaign pacing. We plan to share development updates and prioritize fixes based on reproducible player reports. »
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À propos de ce jeu

Build forward bases, win sea control, secure objectives by amphibious landing, stabilize occupied territory, and grow your resources and production — and command that operational cycle across a long campaign, from the Pacific War through the Cold War era (to 1995). You are not a single ship's captain but the high command directing an entire theater. Where to send supply, where to win air superiority, when to launch a landing — each decision shapes the course of the war.

This game launches in Early Access. The core loop — fleet operations, naval battles, amphibious and ground combat, occupation, resources, research, and diplomacy — is playable end to end in single-player. We will refine balance and UI with real player feedback and grow the game together with the community.

Key Features

  • Forward bases — Develop ports and airbases to extend your supply capacity and operating radius, then push into the next theater.
  • Sea control & air operations — Combine task forces, land-based air, patrol lines, and range to gain the upper hand at sea.
  • Amphibious operations & base security — Prepare landing craft, ground forces, ports, and supply lines — then stabilize the bases you seize.
  • National resources & research — Research and produce ships, aircraft, ground units, and base facilities on a plan that sustains a long war.
  • Alliances, blueprints, logistics support — Leverage diplomacy, joint research, and logistics support to reach objectives you could never take alone.
  • Theater command — Judge priorities, supply, and timing across the whole theater — not pixel-perfect clicking.
  • Historically faithful starts — Deployments verified down to commissioning dates: six fleet carriers off Pearl Harbor on 8 Dec 1941. The base game spans the eras from the prewar year of 1935 through 1985, each opening in that year's true historical situation (a state of war from 1939 onward).

Start the war as one of ten nations: Japan, the United States, the United Kingdom, Germany, the Soviet Union, and China, plus Italy, France, Australia, and Canada. The base game also includes custom nations of your own design and campaigns that begin in 1935, on the eve of the war. Sustain the war from the interior as a China with almost no navy, hold every convoy route as Britain, or stake a small fleet on commerce raiding as Germany — the same world map becomes a different game with each nation.

History begins faithfully. It does not have to end that way. After 1.0, we plan optional paid expansions that push the what-ifs further: postwar and Cold War confrontations shaped by the peace you impose, and virtual-war campaigns where unbuilt ships, unfinished weapons, and secret projects can change the balance of power. These are future paid expansion plans and are not included in the current base game or Early Access scope. Content and names may change during development.

Warlord Atlas: Global Naval War is a work of fiction. The nations, factions, characters, weapons, and events depicted are creative interpretations inspired by history and are not intended to endorse, glorify, or disparage any country, people, organization, ideology, or political position. Place names, borders, and force placements are gameplay abstractions and do not express any position on the territory or sovereignty of any state.

Divulgation de contenu généré par IA

L'équipe de développement décrit l'utilisation de contenu généré par IA dans le jeu comme suit.

The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs.

Configuration requise

    Minimale :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Mémoire vive : 4 GB de mémoire
    • DirectX : Version 11
    • Espace disque : 2 GB d'espace disque disponible
    Recommandée :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Mémoire vive : 8 GB de mémoire
    • DirectX : Version 11
    • Espace disque : 2 GB d'espace disque disponible
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