
A free and open-source game about the First Sino-Japanese War and other pre-dreadnought battles in East Asia. A miniature-like wargame system, but without 3D models.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About
First Sino-Japanese War is a free and open-source game covering naval tactical and strategic layers of the 1894–1895 war between China and Japan. The naval tactical combat system that uses a dynamic time step (e.g., 1 second per pulse) that can be played in turn (like 1 min turn) or real-time. Many of the core resolution mechanics are inspired by and digitally adapted from SEEKRIEG-style naval miniatures rules.
Features:
Historical battle scenarios like The Battle of Yalu River, one of most important yet underrepresented battle in the ironclad era. Some other historical or hypothetic scenarios in First Sino-Japanese War, Boxer Rebellion and Russo-Japanese are included as well.
Adjustable automation levels -- from manually controlling each weapon mount and FCS, to delegating partial or full fleet command to the AI. It's also possible to control both sides by hand at the same time.
A highly flexible editor that allows modification of ship classes (down to penetration and fire-control tables, armor, dynamic), detailed damage, environment and deployment. It should be easy to create custom battles beyond built-in scenarios.
The editor is integrated into the same interface as the normal gameplay mode, exposing all parameters and status data, allowing modifications and scenario generation at any time.
Quick battle in skirmish mode.
In LAN multiplayer mode, players can be assigned to command different parts of the OOB.
Open sourced game mechanism, no more black box and guesswork.
No 3D models—just ship counters (historical or generated line drawings) moving across the globe.
(Work-in-process) Campaign cover land combat resolution, supply, repairing, command chain and various action. The grand campaign scenario give a accurate description of the beginning of the war (25 July 1894) and model the followed dynamic.
Genres
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Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Reviews
This is a really cool starting idea.
- 要是早知道有这个项目,我就不用浪费钱买rtw3了。 - 希望作者能把接下来的重心放在遭遇战上。比如,设定了舰船型号和具名舰船,为什么还要在舰船状态中多次点击才能加入炮组?这个设计逻辑我实在很难理解
I don't see any other gameplay here besides logging in, spinning the Earth globe, and pressing Alt+F4. Typical ch**ese game development. Btw no Russian = no positive review
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Concurrent players on Steam, sampled daily since tracking started.
It's still very much a prototype, but from the short time I've had a chance to try it, it seems to have real potential. It's free, so honestly, if you like this kind of thing, give it a go. Plus, the subject matter is rarely (if ever) explored in video games: raw and refreshing.
good tactical wargame
日清戦争……日本でも今や忘れ去られたこの戦争を扱ったウォーゲームがあるとは。この題材だけでも買いです。ちなみに、日清戦争だけでなく、19-20世紀初頭の前ドレッドノート時代の様々な海戦も入れるとのことで、キャンペーンでは日露戦争のウラジオストック襲撃からのも入れる予定のようです。 まだ開発中で、キャンペーンや陸戦はまだ出来ませんが、海戦やチュートリアルはプレイ可能です。今はまだ無料なので、完成する前に入手しておいても良いと思います。ほぼ完全に日本語でもプレイ可能です。 海戦システムはRule the Waveシリーズを彷彿させますが、開発者によるとさらに詳しいものにするとのことなので期待大です。完成したら、再びこのレビューを編集して、更に詳しく書くつもりです。
如介绍图所示,这玩意与其说是个游戏,更像是个基于unity开发的新引擎,学习成本极高,接下来建议简化一下UI,增加鼠标悬浮在各种参数上时显示该参数的说明,以降低学习成本 比如“步长”这个东西,我的理解是这个名词应该指的是两帧或者两回合间的某种变化量,或者是其他某种表示距离的东西,但是你这里的值单位是时间单位,不插入解释我还真不理解 我拉取了一下代码仓库,我天,一行注释都没有,说明文件里说unity文件里有3个场景,但我用unity打开没找到在哪。我不知道这个代码仓库有没有过第二个人编辑过,但是恕我入行时间短,我实在看不懂这个项目,没法为这个项目添加任何东西。。。
如果你是wds 海战爱好者,但暂时没钱,可以玩玩这个。这个主要一场战斗中,控制海军舰队进行战斗。如果是太平洋放飞机那个爱好者,就不太适合你了,那是战略海战。这个游戏的单位可以优化,每个单位都能控制转向什么的,而且理论上,这个游戏模拟出所有的海战,从古典时代到现代,很看好作者
Какая-то xyйня.