
Art of War: Red Tides is a fair multiplayer strategy game that allows different teams on the same platform (e.g. smartphones, PC, etc.) to battle against each other. You will encounter players around the world!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: Simplified Chinese*, English*, Russian, Portuguese - Portugal, Portuguese - Brazil, German, Spanish - Spain, French, Italian, Traditional Chinese*, Thai*languages with full audio support
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
灵韵分配不均衡, 三界必定会大乱! 我的猴王孙悟空, 我随你打上天去!!!!
已经没人玩了,排位进不去,匹配十分钟
希望游戏继续下去
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Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
跪求复活
昨天和朋友聊天时,想起了这个游戏,之前读书时每天下了晚自习回家之后总会在手机上打几局人机。后来官方搞自走棋之后就没怎么玩过了,昨天在小破站搜到了这个游戏居然在steam上还有就玩了一下,感觉没有什么人玩了,就只能打打人机了,感觉挺惋惜的。
Art of War: Red Tides, developed and published by Game Science, occupies an unusual space in the strategy genre, blending elements of real-time strategy with the structural rhythm of a MOBA. Rather than asking players to micromanage units in the traditional sense, the game shifts the focus toward macro-level decision-making—unit composition, timing, and counterplay. This design choice gives it a distinctive identity, one that lowers the mechanical barrier to entry while still demanding a thoughtful and adaptive mindset from its players. At its core, the game revolves around automated combat. Players build and deploy waves of units that march into battle without direct control, clashing against enemy forces in large-scale encounters that feel more like orchestrated simulations than hands-on engagements. This creates a dynamic where the real “gameplay” happens in the preparation phase—choosing the right units, predicting enemy strategies, and adjusting your approach between waves. It’s a system that rewards foresight and flexibility, and when matches are evenly balanced, it produces a satisfying back-and-forth rhythm as each side tries to outmaneuver the other through smarter decisions rather than faster clicks. The variety of units and factions is one of the game’s stronger aspects. Each race offers its own identity, complete with unique strengths, weaknesses, and tactical possibilities. Some emphasize overwhelming numbers, others rely on specialized or high-damage units, and many strategies hinge on finding the right synergy between different unit types. This diversity encourages experimentation, especially for players willing to explore unconventional combinations. However, as matches become more competitive, it becomes clear that certain strategies tend to dominate, which can limit the sense of freedom over time and push players toward more predictable builds. Visually, the game presents a clean and functional sci-fi aesthetic. Battles are often filled with dozens—sometimes hundreds—of units colliding in chaotic formations, and there is a certain appeal in watching these large armies unfold exactly as planned. The spectacle of scale is one of the game’s highlights, even if the individual unit designs and environments are not particularly groundbreaking. The interface is streamlined and accessible, clearly influenced by its cross-platform ambitions, though this simplicity can occasionally make the experience feel a bit shallow compared to more complex PC-focused RTS titles. Multiplayer is undeniably the centerpiece of Art of War: Red Tides. Matches are designed around team-based play, where coordination and complementary strategies can make the difference between victory and defeat. When players work together effectively, the game shines, offering a sense of shared strategy that’s rare in more individually focused competitive games. On the other hand, this reliance on teamwork can also be a weakness, as uncoordinated teams or mismatched skill levels can quickly lead to frustrating and one-sided matches. The relatively modest player base further compounds this issue, sometimes affecting matchmaking quality and overall consistency. The game’s free-to-play model is handled with restraint, avoiding aggressive monetization and keeping the competitive environment largely fair. Players are not pressured into spending to remain viable, which is a welcome approach in a genre that can easily fall into pay-to-win pitfalls. However, the broader issue lies in the game’s long-term support. Despite its strong conceptual foundation, development has felt slow and uneven, leaving the impression of a project that never fully capitalized on its potential. This lack of consistent updates impacts balance, content variety, and the overall sense of progression. Ultimately, Art of War: Red Tides stands as a compelling but imperfect experiment. It succeeds in offering a more accessible take on strategy gameplay, replacing mechanical intensity with strategic planning and prediction. For players who enjoy thinking several steps ahead rather than executing complex commands in real time, it can be a rewarding experience. At the same time, its limitations—particularly in long-term support, balance, and player population—prevent it from reaching the heights it occasionally hints at. It’s a game that feels innovative in concept and enjoyable in bursts, but one that stops just short of becoming truly essential. Rating: 7/10
жалко что почти умерла
good game dev comeback please
Anyone who wanna play, just add me, Nick: Khal Droga
好玩
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Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 10.9K | 84% | Free | |
| — | 1K | 67% | — | |
| $28.1M | 31.6K | 66% | $29.99 | |
| $187.7K | 678 | 78% | $9.99 | |
| $23.6K | 117 | 30% | $8.99 | |
| $113 | 1 | 0% | $5.99 |