
Expand by producing and defending through tiles against other players, conquer your enemies. Use the various cards you find, each with different mechanics, on your enemies or allies, and become the victor of the battle. The battlefield awaits you.
Modeled estimate, not a reported figure. How we estimate →
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About
CASE is a turn-based strategy game that can be played with up to 8 players.
Your main objective is to ally with one other player and eliminate all enemies from the map.
You start the game with a chosen tile and complete your base on the map during the peace phase.
You can place pickaxes and shields on your tiles for production and defense, which can be upgraded up to 3 levels.
As you expand across the map, you have a chance to find various unique cards; using these cards strategically is entirely up to you.
Development cards help you grow faster.
Attack cards allow you to fight against your enemies.
Trap cards catch enemies by surprise if they try to conquer you.
Political cards give you the power to interfere with other players' strategies.
Remember, in CASE, nothing is bad if you're winning in the end. Join the battlefield and fight against your enemies!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Turkish, French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Korean, Portuguese - Portugal, Russian, Hindi
Reviews
5 çeşit harita üzerinde 8 arkadaşa kadar oynayabileceğiniz sıra tabanlı bir oyun. Oyunda ilk birkaç tur hazırlanma zamanı, bu süre içerisinde kareler ele geçirip, üretim için kazma veya savunma için kalkan dikerek karelerinizi oyun sonuna kadar korumaya çalışıyorsunuz. -Bazen oyunculara kart dağıtılıyor ve bu kartlar çeşitlilik sağlıyor. Kimi kartlar kazmalarınızın üretimini arttırıyor, kimisi rakip bölgesine zarar veriyor, kimisi karelerinizi savunmanızı sağlıyor. -Oyun çok uzarsa da battle royale'deki gibi harita kenarlarından başlayarak daralıyor ve karesi kalmayan oyuncular kaybediyor. 4 kişi veya üzerinde oyuncu varsa birbirinizle ittifak yapabiliyorsunuz. İttifak ne işe yarıyor bilmiyorum biz 2 arkadaş oynadık. -Fiyatı alabileceğiniz seviyedeyse ve oynayacak arkadaşlarınız varsa gün içinde 1-2 el atıp çıkmalık güzel bir oyun. Oyun içi çeşitliliği bence iyi.
biraz uzun sürse de gayet keyifli olan bir oyun, sıra geçişleri daha hissedilir olmalı.
Haftada bir girelecek, arkadaşlarınla kaliteli vakit geçirebileceğin tatlı grafiklere sahip olan bir oyun. Oyunun mantığını anlamam ortalama 15 dakika kadar sürdü, ilk oynadığımızda ve diğer oyunlarımızda gayet tatlı eğlendim.
Güzel oyun arada makarasına kafa dağıtmak için girilebilecek türden bir oyun çok fazla strateji oyunu sevmememe rağmen oynattı...
Great game to play with your friends when you're doing nothing on voice chat with them.
Arkadaşlarımla Oynadık Çok Güzeldi Fakat Çok Sinirim Bozuldu İade Edicem, Arkadaş İadesi Kapsamına Neler Giriyor Oyunsa Mükemmel
CASE is an indie turn-based strategy title developed and published by Cubeta Studio that focuses on compact but layered tactical encounters built around territorial expansion and card-driven decision making. Released in Early Access, the game positions itself as a flexible strategy sandbox where planning, timing, and reading opponents are just as important as raw efficiency. Rather than chasing spectacle, CASE emphasizes systems that interlock tightly, creating matches that feel deliberate, tense, and shaped by player choices from the opening turns to the final confrontation. The foundation of each match lies in its tile-based map and expansion mechanics. Players begin with a modest foothold and gradually grow their presence by placing tiles that extend territory and unlock options for development or defense. This expansion phase is deceptively important, as early positioning determines not only access to resources but also how exposed or protected a player becomes once conflict begins. The game encourages careful consideration of where to grow, balancing aggressive expansion against the risk of overextending and becoming vulnerable to enemy actions. Layered on top of this spatial strategy is CASE’s card system, which serves as the primary engine of tactical variety. Cards govern many aspects of play, from accelerating development and reinforcing territory to launching direct attacks, setting traps, or interfering with opponents through more indirect, political effects. Because card draws introduce uncertainty, players must constantly adapt their plans, weighing whether to play a card immediately for short-term gain or hold it for a more decisive moment later. This tension between planning and improvisation gives matches a dynamic flow that prevents them from becoming overly scripted. Combat and conflict in CASE are not constant but emerge naturally as players’ territories collide. When clashes occur, they are shaped as much by preparation as by execution. Upgraded tools, defensive structures, and well-timed card plays can swing encounters dramatically, rewarding players who have invested in long-term positioning. At the same time, opportunistic strikes against weakened or distracted opponents can be just as effective, encouraging vigilance and awareness of the broader board state at all times. A notable aspect of CASE is its support for multiplayer matches involving up to eight players, which introduces a social layer uncommon in many turn-based strategy games of similar scale. Alliances can form organically, whether through explicit cooperation or temporary alignment against a dominant player. These relationships are rarely permanent, and betrayal or shifting priorities are an expected part of play. As a result, success often depends not only on mechanical skill but also on reading intentions, predicting behavior, and knowing when to cooperate or strike out alone. Visually, CASE adopts a clean and utilitarian presentation that prioritizes readability over flourish. Tiles, cards, and icons are designed to be easily distinguishable at a glance, supporting strategic clarity during complex turns. While the art style is understated, it serves the gameplay well, ensuring that players can focus on decision making rather than deciphering the interface. This minimalist approach underscores the game’s design philosophy: depth through systems rather than surface-level spectacle. Being an Early Access title, CASE shows both promise and areas still in development. Core mechanics are already functional and engaging, but balance, content variety, and interface polish are clearly ongoing efforts. The developers have signaled plans to expand the game with additional cards, maps, and refinements informed by community feedback, suggesting that the current version is intended as a foundation rather than a finished statement. For players willing to engage with a game in progress, this offers an opportunity to watch the systems evolve and contribute to their shaping. Overall, CASE stands out as a thoughtful blend of turn-based strategy, card tactics, and multiplayer negotiation. It rewards patience, foresight, and adaptability, offering satisfying depth without overwhelming complexity. While its Early Access status means it may not yet feel fully realized, the core ideas are strong and distinctive. For players who enjoy strategic games where territory control, timing, and player interaction define the outcome, CASE offers a compelling and steadily growing experience with clear potential to mature into a standout entry in the indie strategy space. Rating: 7/10
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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