Cartel Tycoon

Cartel Tycoon

First of all, don’t mind the playtime. I am one of the early supporters of the game and have some 280 hours on my profile for the “Earliest Uncut” version of the game. I provided extensive feedback for the game and used to be one of the community playtesters for early builds in the past.

By concept, Cartel Tycoon is a great game. The recipe for this addictive drug is “Tropico meets Frostpunk meets Narcos series”. Visuals, narrative, characters, music - all that is done well and does a lot for the immersion in the setting.

Real player with 116.1 hrs in game


Read More: Best RTS Top-Down Games.


For the person reading this hoping it’s the cartel management game they’ve always dreamed would be released… here it is baby.

Nothing quite as satisfying as watching a convoy of trucks carrying 100 kilos of cocaine stuffed inside a chicken drive right past the Federales convoy on their way to t1tty f*** your cocoa farms.

Or burning down a warehouse stacked to the ceiling with cash rather than letting the DEA seize it.

So much potential for this game. I played the demo months ago and literally called out sick the day it dropped.

Real player with 47.3 hrs in game

Cartel Tycoon on Steam

Syrian Warfare

Syrian Warfare

«What kind of Arab would I be if I didn’t have a RPG buried in my yard…?»

  • Random guy in first mission after being asked to help defending the village

Wheew, what a ride. Definitely my personal surprise RTS of 2017 so far!

Syrian Warfare is a classic Real Time Strategy game brought to you by tiny Russian developer Cats Who Play. Since some members of the team also worked at GFI before, you could say the game is an unofficial sequel or spin-off to the 2008 RTS Warfare. Judging from videos or screenshots (and even the title font) the similarity is evident.

Real player with 128.4 hrs in game


Read More: Best RTS Real Time Tactics Games.


Syrian Warfare is a modern-day real-time tactics game with some excellent core gameplay, a surprisingly well-made campaign and complex, detailed mechanics that will be familiar to those who have played Men of War, another Russian-developed strategy game series, albiet with a significantly more user-friendly interface.

–——-

I had heard of the game last year but didn’t purchase it until now. I had recently been playing the Modern Combat mod for Company of Heroes which got me going back to playing some older modern day RTS/RTT games. I replayed a bit of World in Conflict (which was still as good as I remembered it.) but couldn’t quite maintain my interest in Act of Aggression. Given my experience with the latter I felt that I wouldn’t have much luck going back to the Wargame series since I had never been able to maintain interest in any of the series.

Real player with 98.2 hrs in game

Syrian Warfare on Steam

Perimeter

Perimeter

Old timey classic game, which never got the attention it should have gotten way back then.

It doesn’t feel old, though, if you ignore the available screen resolution settings and some strange, and unchangeable, hotkey assignments.

Due to its age, the requirements of the game are low, and it should run on basically any modern computer (don’t know about “modern Windows”, though. It works perfectly in Wine on Linux, that’s the way I play it.

It is best characterized as Tower Defense and Basebuilding RTS Mixup. The Basebuilding may be obvious to you from the screenshots, but it is also necessary to “terraform the land” to “Zero level” before you can even build anything. The Tower Defense part comes from the weaker AI, which almost always marches towards your nearest building or unit, and which makes this RTS more casual than other games of this genre. The missing AI power is “compensated” by the number and health of opponents. The unit system is also not standard, it consists of a very small number of squads, which you can move around the map, which means you can only cover a few strategic points with your mobile protection; static protection like turrets can not move and need infrastructure. A squad consists of three different types of base units and can morph into different unit types depending on which base units are in the squad, and a squad can only morph into one of those at a given time (no mixed squads, if you want to have different units at a point, you need to send two squads. Also, the number of units overall is very limited (artificially), which makes the squads small.

Real player with 52.9 hrs in game


Read More: Best RTS Classic Games.


This is definitely a very unique game; probably the first RTS to introduce terraforming at a truly global level. In its core, the gameplay formula is relatively traditional: the player has a moveable HQ, a resource chain focused on storage and production of energy, and a number of upgradeable military unit types, each one with certain strengths and weaknesses. Sounds simple enough… Except everything needs to be built on even terrain, so the landscape needs to be flattened by a special digger detail, and the energy generators' output is dependent on their “circle of influence”, meaning that even more flat land is requred to maximise the income; besides that, they also have to maintain a “power route” to the HQ, each building connecting to adjacent ones to pass the energy. Also, the units are more than just upgradeable - they physically morph into various analogues on the fly, meaning that a clever counter to the enemy assault can be devised mid-combat! Then there are the builder proximity rules, the shield domes, the Scourge… This is not the finest example of user-friendly design, but once the nuances become clear, finding an optimal strategy to conquer both the enemy and the environment becomes almost a matter of honor. The story deserves a separate mention for its very confusing start, followed by the slow collection of the pieces to the puzzle, steadily maintaining the intrigue. The only actual core criticism i have, like many things about Perimeter, might be difficult to understand without seeing the game in action - it’s about scale. In campaign, there often comes a moment when the battle is basically settled, but the actual completion of the mission requires a lot of trivial motion - power plant here, excavation there… The game almost seems too small for its own maps at such moments. Perhaps it is actually a kind of a design statement, something about the insignificance of human strife against the all-encompassing and eternally indifferent nature, but it can be tiring. The squad cap is universal and fixed, but it’s also smaller than it might seem at first, meaning that the player activity primarily revolves around basebuilding rather than combat. Oh, an the inability to queue buildings of the same type is pretty weird. Still, overall this is definitely a game worthy of being played.

Real player with 30.9 hrs in game

Perimeter on Steam

Ancient Space

Ancient Space

The Story, Voice, Music and overall ambiency is in my opinion, very well done. I like the way they used “ingamestoryreasons” to justify enclosed places and the use of buildings, which can be customized to heal, or shoot a specific damage type, or support, or whatever, like tower defense.

With respect to the main gameplay mechanic - ship combat - I think it resembles much Nexus, but it is done in a more micro-intense matter, because you have to SPACEBAR-pause every few seconds to allocate a power, swap repairs, spawn a replacement unit, or issue new orders. This game is thus not really real time strategy but more real time tactics, like ground control, with some Z-axis movement to call it 3D.

Real player with 31.1 hrs in game

“Ancient Space” is a really decent entry into the space RTS genre, which (very refreshingly) gets away from the ironically boring routine of just having to be fast, fast, FAST!

Indeed, the game pretty much goes in the opposite direction. Many missions are downright…contemplative in pacing. However, this isn’t to say that there aren’t some pulse-pounding moments where you have to think quickly. Indeed, if you forget that you can “get on the gas,” you probably won’t complete all the missions.

Going along with the previous paragraph, I’m very pleased to say that this title emphasizes giving things thought, especially in terms of figuring out what fleet configuration works for you. Frantic micromanagement really isn’t the order of the day, although some micromanagement helps you get the most out of your units. The friendly ship AI isn’t brilliant, but it’s good enough that you can often let them make a number of decisions themselves. This emphasis on strategy (as opposed to hotkey mashing) even applies to those moments where you can’t dawdle: You have to recognize what’s going on and react swiftly but deliberately, whether it’s proceeding with a certain kind of build or just running away.

Real player with 21.8 hrs in game

Ancient Space on Steam

Death Crown

Death Crown

This is a simple, yet fast paced, game that takes me back to retro game vibes.

The main thing that pulled me in was the style of cut-scenes.

The graphics, while all 2-D pixelated, are quite enticing.

The artwork is dark medieval, and the color schemes are variable.

You beat levels to earn diamonds, to spend on upgrades.

You can upgrade gold mines, defense towers, or troop barracks.

Gold mines earn gold, towers turret intruders, barracks spawn your army.

You place the three buildings across the grid, strategically, to gain territory.

Real player with 30.9 hrs in game

I was on the edge fist, but this is actually an awesome space & resource centric RTS–the famous Z by the Bitmap Brothers comes to mind–but Death Crown is much more minimalistic.

The in-game graphics are unusual but cool looking, however, at times it’s a difficult to see certain things in the heat of the battle (esp. in the human campaign DLC which features a lot more terrain types).

It takes some time figuring out the minute details of the simple but not really intuitive controls but this is part of the game, I think. I really like the music (which is rare) and the black-and-white line art cut scenes. However, the story is a bit vague, and only shown not told.

Real player with 24.6 hrs in game

Death Crown on Steam

Locoland

Locoland

I first played Locoland back when it was called Steamland, on a loose CD in a stack from an estranged family member almost 15 years ago. I spent hours attempting to play it on my already aging Windows 98 computer set up in my bedroom, and boy did I suck at it. Fast forward to about two months ago and I find it on Steam and, despite never being any good at it, I bought it.

Playing it now, I realise that the game isn’t necessarily any easier - I’m just more patient. It’s still tricky, and isn’t exactly monumental as far as strategy games go, but I still enjoy playing it. As frustrating as it can be fighting against the enemy trains, mounting attacks on their factories and repair depots and fending off zeppelins, I think it makes the victories even sweeter because you really need to fight for it.

Real player with 6.8 hrs in game

Locoland:




A happy and peaceful civilization of hard working robots with an extensive railroad network, enjoying robotic life as best they can. Cherishing the ancient “Golden Gear” relic as their ancestors have, unfortunately the evil Khon-Kaa-Doo has other things in mind. On a beautiful night, he sent his troops to steal the relic. From now on, your mission is to get it back!



An interesting strategy game involving trains as your main units. Building wagons containing canons, artillery, missiles and more to destroy the enemy’s forces. Make sure to build plenty of engines to pull or push your trains into the enemy territory. No good building an arsenal and being as slow as a snail!! This game is all about the manoeuvrability of your trains and how efficiently to attack the opposing forces.


*– [Real player with 4.8 hrs in game](http://steamcommunity.com/profiles/76561198003030375)*






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![Ancestors Legacy Free Peasant Edition](https://cdn.cloudflare.steamstatic.com/steam/apps/720380/header.jpg "")


## Ancestors Legacy Free Peasant Edition


**_First and foremost ,_**big thanks to the dev team for the Open Beta. Allow me to cover a few things



### Communication



Activity levels in the discussion thread has been consistent ·Users are having their questions answers from technical ,bug splatting ,historical accuracies ,feature requests ·**Kudos!**



### MP Potential



I am glad to be part of the Open Beta phase and test out this game at its infancy ·From my experience ,this game would be the next title to sink thousands of hours into ·The recent successful community driven tournament run ,garnered ~**250** participants which I am taken aback by the response ·Introduced the title to my friends and had matches against bots ,the reception was positive


*– [Real player with 104.6 hrs in game](http://steamcommunity.com/profiles/76561198021814946)*





An other squad tactical game. Players start all around the map and there is villages in the center of the map.

You have to take and hold thoses villages to have ressources and improve your army. In that kind of game, victory is exponential so everything is played in the first minutes of the games. A balanced game play with counter units and the possibility to trick your opponent would allow a come back. But for now the beta doesn't offer much this possibily. I'm also afraid that, the way this game is made, the final version doesn't allow it also. Something else that waste the gameplay in this beta is that maps are not balanced at all. Some sides of maps are totally bad for a team. In the "Autumn rise", 3v3 map, the team that spawn south have difficult access to the villages and when they loose it, because they will, they are surrounded by moutain and narrow way that the ennemies will block with 3 little squads that will be in position to kill 6 - 8 squad. The south team litterally spawn down the cliffs when the north team is up the cliffs. In the same map, this south team also spawn near only 1 food gathering village when north spawn are near 3\. And food is what you need to maintain any army. Gameplay also need big improvement in the civilization balance. For exemple it's impossible to play the anglo-saxons, archer civ. Because their attack are so ridiculous that 3 squad archer can't kill 1 squad of infantry in open area. Even with run & hit and shooting by behind. Archers are really, really bad in this game. The result is that anglo-saxons are not played at all because you can't win with that archer bonus civ if you play against any decent player. So people keep massing infantry, because it's the strongest units of the game. Infantry is better than cavalry too. They usually make 8-9 squad of infantry and 1 or 2 squad of archer and cavalry for harassment and to force the ennemy to engage the fight when it's not his advantage to. Vikings, infantry civ also have better archers than anglo-saxons. Thoses vikings archers shoot from a farther range than longbow Dafuq? Lacking point of the interface, is statistics of the units for let you know what is interesting to do or not. There is games that doesn't show and I'm afraid that the final version will be one of them.


*– [Real player with 40.1 hrs in game](http://steamcommunity.com/profiles/76561198054167882)*






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![Gord](https://cdn.cloudflare.steamstatic.com/steam/apps/1351210/header.jpg "")


## Gord


![](https://cdn.akamai.steamstatic.com/steam/apps/1351210/extras/1_adventure_eng.gif?t=1619531986)

Lead the people of the Tribe of the Dawn as they venture deep into forbidden lands. Complete quests that shape their personalities, impact their wellbeing, and decide the fate of their community. Ensure the survival of your populace in a grim fantasy world inspired by Slavic folklore.



![](https://cdn.akamai.steamstatic.com/steam/apps/1351210/extras/2_building_eng.gif?t=1619531986)

Erect palisades, develop structures, and grow your gord from a humble settlement to a formidable fortress. However, expansion won’t be easy! Your population is constantly at risk from enemy tribes, gruesome monsters, and mysterious powers that lurk in the surrounding woods.



![](https://cdn.akamai.steamstatic.com/steam/apps/1351210/extras/3_quests_eng.jpg?t=1619531986)

Venture outside the walls of your settlement with Gord's AI-driven quest system, ensuring a huge variety of challenges to take on. The Scenario’s main objectives will guide your gameplay, while versatile side quests and random encounters will send you off into the wilderness to hunt down legendary creatures, uncover secrets about the Ancients, or vanquish a nasty scourge. Expect the unexpected.



![](https://cdn.akamai.steamstatic.com/steam/apps/1351210/extras/4_levels_eng.jpg?t=1619531986)

Set the stage by choosing from a wide range of Scenario options, and try to emerge victorious. Take it easy or set an impossible challenge; almost anything can be adjusted! Choose from a variety of primary objectives, select the level size, the intensity of raids, the environment you’ll play in, the types of enemies you’ll face, starting resources, and even the severity of weather. Of course, don’t forget the Horrors.



![](https://cdn.akamai.steamstatic.com/steam/apps/1351210/extras/4_sanity_eng.jpg?t=1619531986)

A healthy populace is the key to survival in Gord. Every aspect of your settlers’ lives - from illness and hunger to the death of their kin - can impact each subject’s Sanity and Burden levels. Keep a close eye on them, as once they reach a critical point your subject will suffer from a breakdown or even flee your rule.



![](https://cdn.akamai.steamstatic.com/steam/apps/1351210/extras/6_incantation_eng.jpg?t=1619531986)

Please the Gods with your prayers and they may give you access to their spellcasting abilities. Incantations vary in nature - some are offensive while others are defensive - but they all help to tip the battlefield in your favor. Conceal areas from your enemies, gain control over threatening beasts, or turn an unholy rage against all who dare to oppose you.



![](https://cdn.akamai.steamstatic.com/steam/apps/1351210/extras/7_chronicle_eng.jpg?t=1619531986)

The Chronicle explains the history of the Gord universe that blends real-world Slavic mythology with dark fantasy. Pages torn from The Chronicle will be scattered throughout the game’s landscapes, giving dedicated players an additional challenge of discovery. Collecting as many pages as possible will provide insight into the origins of the Gods, ancient factions, and the mystical Whisperers.


















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![Homeworld: Deserts of Kharak](https://cdn.cloudflare.steamstatic.com/steam/apps/281610/header.jpg "")


## Homeworld: Deserts of Kharak


How Homeworld Deserts of Kharak Solved Starcraft



It's becoming more difficult to spot a really good game. Some studios have such sprawling resources and can afford to crank such incredible amounts of content into a game that it's easy to overlook quality in the absense of quantity. I think this is abundantly the case with Homeworld: Deserts, which seems to get a bad wrap for a short campaign and a comparably thin assortment of units. I can't say with any certainty that I would have given it a fair chance myself if not for the fact that Homeworld and I go way, way back. But I've enjoyed it immensely well after 100 hours in, and the best way I can think of to explain why is to compare the game with the analogue in RTS that I know the most about: Starcraft… or perhaps more specifically, Starcraft II.


*– [Real player with 488.1 hrs in game](http://steamcommunity.com/profiles/76561198047507975)*





Homeworld: Deserts of Kharak, the fourth game of the homeworld franchise and its first non-spacial RTS. In short words: Worth every single cent you put on it.



**Warning:** I never played any other homeworld game, I didn't know its story nor had read about it before playing this game. But I'm an RTS Veteran, I've been playing RTSes since WarCraft 2, going through all games from the C&C Franchise, AoE and AoM Franchises, StarCraft 1, BW and 2, Company of Heroes 2, Grey Goo and many others.



**Singleplayer:**


*– [Real player with 382.3 hrs in game](http://steamcommunity.com/profiles/76561198042159122)*






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![The Hive](https://cdn.cloudflare.steamstatic.com/steam/apps/325730/header.jpg "")


## The Hive


This is my first Review ever and i never ever thought that day wanna pop up.



First of all : Do you really think you gonna see these armour where the game video show you when the unit place cool armour on them self , well that never ever gonna happened in this game ever and that i just fake video so basically they fooling you.



Second of all : Each mission you do you can collect equipment for your unit as weapon and armour and here you have:



Yellow = Legendary

Purple = Very good rare item.

Blue = Good Item


*– [Real player with 153.9 hrs in game](http://steamcommunity.com/profiles/76561198031835934)*





The Hive Review



An RTS RPG experience that is unforgettable… The Hive is an Indie Gem with endless potential!



Some key points that this game offers:



1. Spectacular Story line.

2. Hive mind play style.

3. Indie Gem 4/5.



Gameplay & Controls:



The game is played with our trusty keyboard and mouse; the keyboard offers shortcuts to actions like moving the screen, or issuing commands. The mouse is our primary tool here controlling worker and soldier actions such as building, gathering resources and issuing attack commands.


*– [Real player with 102.7 hrs in game](http://steamcommunity.com/profiles/76561198009474997)*






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