The first turn-based tactics game where both you and your opponent can peer into and alter the future. Your space fleet moves and fights semi-autonomously, but only you can leverage oracles to see how the battle will play out and give the key orders to change fate. Are you up to the task commander?

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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?

“While Visions of War is fully playable with a suite of core features, the game is still in beta and thus, there is an increased chance of tweaks to core gameplay as well as encountering bugs. Given this, we are launching this game in early access at a reduced price. This will make the game playable now by those who wish to enjoy the game that already exists and which we feel is already both novel and fun.

Early access will also be a time where we are particularly active within the community, especially on the Beluga Games Discord. We look forward to interacting with community members to hear everyone's thoughts and experiences on gameplay, features, and bugs so that we can try to craft the best full release version possible.”

Approximately how long will this game be in Early Access?

“Approximately 6 months to a year. As a solo dev, I cannot react as quickly as a multi-person team. With the game already in the hands of players, I do not feel that rushing the full release is necessary. 6 months will give us time to try several iterations of features that may not land as well as we expected before settling on something stable for full release. Additionally, while bugs should become less and less common during early access, updates can always introduce new ones and 6 months ideally gives me time to make sure no new major bugs are rearing their head after any other early access updates. The upper bound of 12 months should, despite working on the game solo, give me plenty of time to fall back on if the 6 month estimate is overly optimistic or if we end up introducing more features then currently planned (which would naturally add to the required development time).”

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

“The largest intended changes are improvements to game stability and to basic player experience. Rather than pushing loads of unnecessary and unstable features that few players may actually want or use, we first want to ensure that the UI is as convenient/transparent as possible, that existing multiplayer infrastructure/systems are working well for players, and that the game is as bug free as possible.

In addition, we also plan to consider larger potential additions and adjustments such as adding ranked matchmaking, improvements to the computer opponents (without letting them cheat), and small but important tweaks to core gameplay to keep a fun and healthy meta. We look forward to engaging with the community during early access to hear which of these and other ideas are most potentially appealing to them.”

What is the current state of the Early Access version?

“The game is in early beta. The core gameplay mechanics are relatively stable. All claims and features listed on the store page are ones that are already in the game and working to some sensible degree (claims and store page details will only be updated as features are added, not before). To summarize, the available modes includes:
- Tutorial
- vs AI
- Hotseat
- Live online multiplayer
- Asynchronous multiplayer
- Match history & Replays

Prior to early access, the multiplayer infrastructure has not undergone large scale testing. Thus, both stability and useability of online multiplayer systems are one of the top things we are keeping an eye on, especially early in the beta.

In general, there are still idiosyncrasies in text or design choices that have yet to be resolved. Notable bugs that appeared with any regularity were generally stomped out fairly quickly in closed alpha testing, but there are likely still a number of less common gameplay bugs of which I am unaware. Compared to post full release, players may also experience more new bugs, as updates during early access will likely be much more frequent and to more fundamental systems.

While we have a tutorial covering most mechanics, some gameplay mechanics that are less critical are not well explained in the tutorial and so teaching tools and new player experience as still being worked on. If you encounter issues with understanding any aspect of the game during beta, we recommend joining us over at the Beluga Games Discord. We would be happy to help and will take such questions as valuable feedback as to how we can improve the new player experience going forward.”

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

“We expect to raise the price when the game leaves early access. We may raise the price of the game during early access, if we end up adding or overhauling notable features.”

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

“We plan to regularly engage with the community during early access, primarily via the Beluga Games Discord. We are looking forward to working with the community, especially on player experience related aspects of the game such as learning tools for new players, UI usability, and settings controls for various hardware. While we have a clear vision for the game's core identity and do not want to overcorrect on anything as part of knee jerk reactions to community feedback, we are still open to small but impactful changes to core gameplay at this stage and look forward to discussing such things with the community.”
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This game is not yet available on Steam

Planned Release Date: Nov 11, 2026

This game plans to unlock in approximately 1 day and 19 hours

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About This Game

See The Future, Change the Future

Visions of War is a first of its kind 1v1 turn-based strategy game where both players can both peer into the future and compete to alter it in their fleets favor. Your fleet moves and fights semi-autonomously, but only you as their commander and prophētēs can leverage your fleets oracles to see how the battle will play out and give the key orders to change the outcome.

Who Will Master Fate?

Unlike in other games where you can see the future, you are not the only one with such power here. Your opponent can also see how the future will play out barring intervention. Thus, you and your opponent must intervene as you are able, warping the future around your actions and wrestling with one another to arrive at a future where you are the victor. Help your forces evade future threats, craft attack plans that weren't meant to occur, anticipate your opponent's visions to manipulate their actions, and much more. By the end of the battle, only one of you will emerge as the true master of fate. Will it be you?

Turn-Based Fleet Command

Unlike most turn-based games, the ships in your fleet will act intelligently each turn based on their own initiative with each of your ships moving every turn. Your role as the commander is to give an order each turn to override the plan of one of your ships, intervening in key events and catching the enemy off guard. Your ships capture in a simple chess-like fashion, removing any opaque "battle math" and letting you focus on tactics and positional play.

Online Multiplayer At Your Own Pace

The game supports both live and asynchronous multiplayer games. Live games are fast and tense, where you need to balance coming up with the ideal order with the time left on your turn clock. In asynchronous games, you have several days to make each move and can play in multiple games at once, letting you play at your own pace. In addition, asynchronous games have integrated steam notifications to warn you when it is your move so that you never miss a turn.

Practice Makes Perfect

To help you get started, the game includes an interactive tutorial. To improve from there, you can use the replay system to review prior games, even granting you the ability to the see the game from your opponents perspective. The game also includes enemy AI that allows you to play games against a computer player. Whether its to get a handle on the base mechanics or as your main mode of play, the various levels of enemy commander AI offer endless hours of custom competition.

System Requirements

Windows
macOS
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Dual-core 2.0 GHz, x86-64
    • Memory: 4096 MB RAM
    • Graphics: Vulkan 1.0 compatible GPU (e.g. Intel HD Graphics 520, NVIDIA GeForce GTX 650, AMD Radeon HD 7700)
    • Storage: 500 MB available space
    • Additional Notes: Internet connection and Steam sign-in are required for online and correspondence play. Tutorial, hot seat, replays, and vs-AI are available offline.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 (64-bit)
    • Processor: Quad-core 3.0 GHz
    • Memory: 8192 MB RAM
    • Graphics: Dedicated GPU with 2 GB VRAM (e.g. NVIDIA GTX 1050, AMD RX 560)
    • Storage: 500 MB available space
    • Additional Notes: Internet connection and Steam sign-in are required for online and correspondence play. Tutorial, hot seat, replays, and vs-AI are available offline.
    Minimum:
    • OS: macOS 13 Ventura or later
    • Processor: Apple Silicon or Intel Core i5 (universal build)
    • Memory: 500 MB RAM
    • Additional Notes: Internet connection and Steam sign-in are required for online and correspondence play. Tutorial, hot seat, replays, and vs-AI are available offline.
    Recommended:
    • OS: macOS 13 Ventura or later
    • Processor: Apple M1 or later
    • Memory: 500 MB RAM
    • Additional Notes: Internet connection and Steam sign-in are required for online and correspondence play. Tutorial, hot seat, replays, and vs-AI are available offline.