Three Kingdoms generals pilot war mechs in a turn-based roguelite where placement is power. Fit weapons, shields, thrusters and stratagem chips into your Module Grid, chain adjacency bonuses, and borrow Gold when you need it, if you can stay ahead of the interest.

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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?

“The core loop of Star Han: Mech Generals (module placement, adjacency bonuses, stratagem chips, loans and interest) is playable, but a large part of the game is still being developed: the long-term strategy layer of the Realm Map, era variants for every general, more cities and sectors, and an art pass that refines every piece by hand and redraws where needed.

What a build-crafting roguelite like this finally becomes depends heavily on how people actually play it: which combinations are too strong, which generals nobody picks, which events nobody wants to see twice. For example, the late game of the Realm Map is currently too easy. We have several ideas for fixing it, and we want to try them with players during Early Access and choose together, rather than decide behind closed doors. Player feedback and play data will directly decide what we build next and how we change it.”

Approximately how long will this game be in Early Access?

“We expect about 12 months. We'll leave Early Access when the goals in the next answer are met rather than on a fixed date, and we'll reorder those goals along the way based on player feedback.”

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

“The full version is planned to add:
- New cities and sectors on the Realm Map, each with its own commander, unique modules and events
- Three selectable era variants for every general, each playing differently
- A rework of the Realm Map late game (it is currently too easy; the options will be tried on a beta branch and decided by player vote)
- A full art pass: artists refine every piece by hand, unify the style and redraw where needed (the current art is AI-generated and adjusted by the developer)
- Balance, events and Military Oath levels 1 to 10 retuned from player feedback
- Fully proofread Traditional Chinese, Simplified Chinese and English”

What is the current state of the Early Access version?

“The current version is playable, with 4 generals, 10 sectors, a Realm Map with nine cities plus two special stages, over 140 modules, 170 events and 20 event minigames, in Traditional Chinese, Simplified Chinese and English, with gamepad support.

The core systems are in place but still changing a lot: balance is not final, the Realm Map late game and some generals have clear strength problems, and character and scene art are AI-generated and still being refined by hand. Expect balance issues, some bugs, and content that keeps growing and changing.”

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

“The Early Access price will be lower than the full version, and it will be adjusted when 1.0 launches. We'll announce any price change about 6 weeks in advance on the store page and in the community.”

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

“- A small update every week (bug fixes, UI, balance tweaks) and a named major update every 6 to 8 weeks (a new city or general)
- The community votes on which city or general comes next
- Big content goes to a Steam beta branch first, so players who want it early can try it before it reaches everyone
- Balance notes include before-and-after numbers, and nerfs are announced at least a week ahead
- The roadmap lists order, not dates, and is updated after every major update
- Report bugs from the in-game Report button, the Steam discussions, or our LINE community
- No progress wipes and no achievement resets during Early Access”
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This game is not yet available on Steam

Planned Release Date: 2027

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About This Game

The coalition of eighteen lords marches on Hulao Gate. The crimson mech waiting before the gate is Lü Bu.

Star Han: Mech Generals is a turn-based roguelite. You pilot the war mechs of Three Kingdoms generals from the Hulao Gate Sector through the Red Cliffs Stream to the Tong Pass Stargate, and every fight comes down to where you put things.




Weapons, armor, thrusters and fusion cores come in different shapes. Rotate them, fit them into a 7×5 Module Grid, and let neighbors boost each other. While you hold a module, the grid shows exactly how every number will change.

  • Same-faction modules side by side gain +1
  • Shu next to Wu cuts Energy costs
  • Wei next to Wu hits ×1.25 but hurts you too
  • Two modules with a shared history trigger a Bond skill, like Zhao Yun's spear beside Zhang Fei's Serpent Spear


Fifteen classic stratagems, from Chain Stratagem to Borrowing Arrows, are chips that take up grid space like everything else.

  • Empty Fort turns every empty cell into Shield
  • Borrowing Arrows stores an arrow each time you get hit and adds them to next turn's weapon damage


Short on Gold? Borrow it. Loan chips occupy grid cells until you repay them.

  • Mi Zhu's credit charges interest after every battle
  • Yuan Shu's bank charges 12 Gold for every node you move
  • Can't pay Yuan Shu? He takes your most expensive module


Each general has three talents and a personal story to unlock.

  • Zhao Yun keeps half his Shield between turns and is the easiest start
  • Xiahou Dun hits harder the more he bleeds and grows stronger each time he clears a debt
  • Sun Shangxiang earns interest on the Gold she holds after every battle
  • Zhuge Liang runs two stratagems at once, and joins after you clear a run at Military Oath 5


22 minigames, where better play means better rewards, and you can practice them aboard the mothership. 206 events, most with historical sources.

  • Dig the canal
  • Win a duel at the front
  • Out-argue a rival
  • Keep the Empty Fort's zither steady
  • Hear which note the musician got wrong


After a few runs, the bosses change. Each plays differently, and the ones with recorded last words say them when they fall.

  • Hulao Gate may bring Dong Zhuo instead of Lü Bu
  • Cao Cao commands the fleet at the Red Cliffs
  • Han Sui holds Tong Pass with his strategist
  • Cao Cao comes in person to fight for Hanzhong at Mount Dingjun


When a run ends, the debrief tells you which attack killed you, how much Shield you were short, and how to arrange your grid next time. The run's biggest hit opens up into its full damage formula.




  • Daily Challenge: the date seeds the map, enemies and spoils, so everyone gets the same run
  • Weekly Challenge: one map all week plus an edict from a pool of fourteen that bends the rules (cheaper shops but fewer spoils, tougher bosses but richer spoils), and you pick the general
  • Military Oaths: clear a run to unlock the next of ten levels, each stacking a new handicap
  • Jade Seal Shards from every run unlock talents and eight extra modules in the Armory aboard the Mothership Tongzhou


31 relics, many built around a playstyle. Every relic has a Burden: you can carry more than your general's Leadership, but your Max Hull shrinks, so what you bring is your call.

  • Huang Gai's Letter of Surrender keeps Burn from fading
  • Ma Jun's Improvement Plans add damage to every hit of a multi-hit attack
  • Ten historical pairs grant an extra effect when held together, such as East Wind Order with Huang Gai's Letter for Red Cliffs Fire


(Full game) March on nine cities across the Three Kingdoms map, one at a time, plus Changban, a stage of Zhao Yun's own, and Nanzhong, where Meng Huo must be captured three times.

  • The grid you had when you took a city becomes your main army for the next one
  • Spend the Provisions you bring home on a Granary, Drill Ground, Workshop and Wall, and research prototypes like the Hundred-Forged Blade and the Repeating Crossbow
  • Each finished prototype brings two variant proposals and only the one you pick can be mass-produced; recruited commanders bring technology of their own
  • From your second city on, Zhang Liao and Sima Yi lead counterattacks, and a city you can't hold is lost
  • Every expedition rolls its weather: rain dampens fire, fog hides enemy intents
  • Defeat a city's commander and you capture them: recruit, execute or release
  • Cities you know well can be delegated to a general, who simulates the campaign a dozen times first to show the odds, for a smaller haul
  • Captured cities can take a general or a recruited commander as governor and collect Provisions every season
  • When your banner flies over the last city, the enemy's main army comes for it, and only a win unifies the realm; special endings carry generals or relics into your next campaign


It's turn-based with no timers. A full run is three sectors and 39 floors: about 40 minutes once you know the game, longer the first time. Save and quit to the main menu whenever you like and pick up on the same floor.

  • Fights you know by heart can be handed to your lieutenant, who simulates them ten times first and tells you the odds
  • Four text sizes, and every screen still fits at the largest
  • When you move with a gamepad, an info bar shows what the focused button does
  • High Contrast, a colorblind mode, animation and reading speed, shake and flash toggles
  • Assist Mode cuts enemy damage by 30%

Currently included

  • 4 generals
  • 10 sectors (13 floors each, 3 per run with a choice of road for the third), plus Guandu, Wuzhang Plains, Yiling, Hefei and Nanzhong on the Realm Map and Changban, a 9-floor special stage only Zhao Yun can take on (the demo covers the first two)
  • 145 modules, 31 relics, 88 enemy types
  • 93 achievements drawn from Three Kingdoms lore and 108 codex entries
  • Fully playable with keyboard or gamepad, with rebindable keys, adjustable text size and a high-contrast mode

AI Generated Content Disclosure

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

The artwork (generals, backgrounds, UI elements and enemies) is generated with OpenAI's image generation models, then selected, cropped and adjusted by the developer; the store key art and calligraphy logo were composited from the same images. For the full release, artists will keep refining the art by hand, unify the style and redraw pieces where needed. Sound effects and music are synthesized by code; no AI was used for audio. Code and in-game text were written by the developer together with an AI coding assistant (Anthropic's Claude) and reviewed by the developer. The game does not generate any AI content while it is running.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: x86-64 dual-core processor
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.3 compatible graphics card
    • Storage: 1 GB available space
    • Additional Notes: 1280x720 or higher resolution; scales to larger resolutions and aspect ratios. Full keyboard, mouse and gamepad support.
    Recommended:
    • Requires a 64-bit processor and operating system