
A new type of RTS with elements from 4X, Wargame, and Real-Time Tactics. Draw commands and execute a superior strategy to defeat your opponent, focusing on high-level decisions rather than constant micromanagement.
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About
Inspired by classic RTS titles like Command & Conquer with a nod to famed board game Axis & Allies, Line War combines elements of 4X, wargame, and real-time tactics genres into a unique strategic experience for veterans and newcomers.
Line War’s versatile control system allows players to quickly and intuitively issue commands by drawing lines across the battlefield to move units, form defensive lines, engage enemies and conquer territories. Configure your command lines to filter out certain units to flank your enemies, dig-in or feed distant frontlines.

This game has a never-before-seen approach that lets you focus on drawing commands and executing a strategy rather than managing individual units. Chain commands and execute orchestrated operations for coordinated attacks against your opponent. This command system sets Line War apart from other strategy games.

Line War features a single traditional, recognizable army to ensure the game’s focus is on balance and strategy. Each unit plays a distinct and carefully balanced role.


Line War focuses on strategy. We've designed the game around the typical RTS problems to remove the steep learning curve and need for ultra-fast micro-management so you can focus on planning and executing a strategy.

Multiplayer. Play up to 8 players online in duel, team, ffa, and co-op modes. All multiplayer game modes and constellations support between 0 and 3 AI players.
Single-player. Play together with up to 3 AI opponents in duel, team or ffa modes.
Co-op. Team up and take on the AIs together.
Draw Commands. Create movement and attack commands by drawing directly onto the map, giving players flexible control over unit actions.
Replay Again & Again. Randomly generate asymmetrical worlds to ensure no match or strategy is ever the same.
Select Your Starting Location. Choose where to begin in each world in an innovative and fair "picking phase" to gain your initial territory.
Focus on Strategy. Plan and strategize to achieve success on the battlefield. Actions Per Minute (APM) aren't crucial for success in Line War - strategy and planning are.
Conquer Territory. Expand your influence and acquire resources through territory control. The more land you have, the more you’ll be able to build.
Manage Resources. Produce energy with refineries and power plants for sustained mobility of tanks, air force, and naval vessels.
Control One Army. Line War features a single traditional, recognizable army to ensure the game’s focus is on balance and strategy.
Build. Build. Build. From barracks to refineries, ports to power plants, choose from dozens of unique structures. Build towns, cities, industries, and trade routes to earn resources and expand your forces.
Handicap system. People with different skills can play against each other and asymmetric matches, like 2v1, are supported.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, Russian, German, Slovak, Polish*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Sorry but this game is so bad. The controls are so strange the, the economy is busted, the loading of a map takes ages and im just gona say im playing on deafault settings and i get like only 9 Frames. So yeah dont buy this game unless you want to have a sezieure.
No universal spacebar for game pause in single player? No tool tips when game is paused? No universal delete button to get rid of war lines and movement symbols? I didn't see any indication the game was in early access. These are basic polish issues that make an unnecessary punishing aspect of the game. I would give the game another go-around if I knew those issues were fixed. Seems I'm not the only one to have noticed. Game has no key rebind capability, which I would have been okay with, had these others issues not been present.
I have honestly never played a game with such terrible controls. No tutorial, no helpful tooltips, no real singleplayer game, and no way to even save the game or pause in middle or a match versus the AI.
really good idk how more people dont play this
The idea behind this game is great, but the execution is quite lacking. - The controls are not intuitive to learn and lack depth, you only send units to conquest, move or create a defensive line. And when we go up to the sky the orders seemingly stop working, some units might follow the order to go attack but will not attack anything until the end of your arrow and sometimes not even that - Lack of units, there 1 infantry guy, 1 paratrooper, a tank, artillery and anti-air, and that's it, and all of them move at the same pace which doesn't make a lot of sense. On the air there's a heli, 3 combat planes with different roles and a transport for the paratroopers, and then there's as many types of boats as one might need. Why not add an AT infantry guy? Or AA? Or machine gunner? Just more specs - AI just feels unfair, only way to balance it is by having them start with a handicap since there's no difficulty setting, they just build and send orders as fast as they can... - Game is VERY slow, you start, build the 3-5 buildings you can and then just start waiting on your slow ass units to move and conquer more spaces while your slow ass production lines produce 1 unit every minute (exagerating the amount of time but feels like that) - There's also an absolute lack of defensive contructions, you can build a ballistic missile but not a sam site? Or just simple turrets? - Economy wise the game is fine, make some energy and some money easy enough, could be more in-depth but out of everything in the game that's something I'm fine with - The endgames that I've played (very few because usually you end up spawning next to each other thanks to the world generating like 1 good capital to choose) are just ballistic missile spam, not fun Overall don't recommend spending 25€ on this game, left early access early lacking stuff and there's also no one playing this game anymore
This game is by far my most favorite RTS game. It is so unique compared to all the others out there. For anybody who enjoys strategy and RTS games, you are going to LOVE Line War!
This game is beautiful. It had the potential to carve a place for a new rts genre "line-like." But it came about in an era of gaming that does not include rts in the spotlight. And all that this game needed was the spotlight.
cool updates, now fix the lag.
Line War is a strategy game that seeks to modernize the traditional real-time strategy formula by reducing unnecessary micromanagement and placing greater emphasis on operational planning. Developed and published by Studio Centurion, the game blends concepts from classic RTS titles, grand strategy games, war simulations, and tabletop-inspired design philosophies. The result is a unique battlefield experience where thoughtful decision-making takes priority over rapid clicking, creating a style of gameplay that feels both familiar and refreshingly innovative. At the center of Line War's design is its distinctive command system. Rather than directing every individual unit through constant manual orders, players draw commands directly onto the battlefield. These lines define movement routes, attack paths, defensive positions, and strategic objectives. This seemingly simple mechanic fundamentally changes how the game is played. Instead of focusing on individual unit control, players think in terms of larger military operations. The battlefield becomes a dynamic environment where success depends on planning ahead, coordinating multiple forces, and adapting to changing conditions. This approach creates a stronger sense of commanding an actual military force. Large-scale offensives feel organized and deliberate, while defensive operations require careful positioning and anticipation. The game rewards foresight rather than reaction speed, making victories feel like the result of strategic mastery instead of mechanical execution. For players who have long wished that RTS games focused more on tactics and less on constant micromanagement, Line War offers a compelling alternative. The economic systems are equally important to the overall experience. Territory serves as the foundation of growth, forcing players to expand their influence while safeguarding valuable assets. Every captured region contributes to the larger war effort, generating resources that support military production and technological development. Energy management adds another layer of complexity, as advanced units depend on a functioning infrastructure to remain effective. These interconnected systems create meaningful choices throughout a match, ensuring that economic planning is just as important as battlefield performance. One of the game's strongest design decisions is its reliance on a shared military roster rather than multiple asymmetric factions. Every player has access to the same units and technologies, placing the focus squarely on strategic execution. Without faction-specific advantages to rely upon, victories are determined by planning, positioning, and efficient resource utilization. This creates a competitive environment where player decisions carry greater weight and where tactical creativity often determines the outcome of engagements. The randomly generated maps contribute significantly to the game's replay value. No two matches unfold exactly the same way, as terrain features, resource placement, and strategic chokepoints vary from one battlefield to another. Players are constantly encouraged to adapt rather than rely on predetermined build orders. This unpredictability helps maintain long-term interest and ensures that each match presents fresh challenges and opportunities. Multiplayer forms the backbone of the experience. Whether participating in large free-for-all conflicts, team-based battles, or cooperative scenarios, players are given plenty of opportunities to test their strategic skills. The game supports large-scale warfare without becoming overwhelming thanks to its streamlined command mechanics. Cooperative matches are particularly satisfying because they encourage communication and coordination between allies, allowing teams to develop complex plans and execute them across multiple fronts. While multiplayer is the primary attraction, continued development has expanded the game's accessibility through AI improvements and additional gameplay options. These additions provide valuable opportunities for practice and experimentation, helping newer players learn the mechanics before diving into competitive environments. The ongoing support from the developers demonstrates a commitment to refining the game and addressing community feedback, which has helped strengthen its reputation among strategy enthusiasts. Visually, Line War adopts a practical approach. Rather than chasing graphical spectacle, it prioritizes clarity and readability. Units are easy to identify, battlefields remain understandable even during large engagements, and important information is communicated efficiently. This functional presentation serves the gameplay well, ensuring that players can focus on strategic decisions without being distracted by unnecessary visual clutter. The game is not without a learning curve. Its unconventional command structure may initially feel unfamiliar to players accustomed to traditional RTS controls. Likewise, those who enjoy direct control over every unit may need time to adjust to the more abstract style of command. However, once the systems click into place, the advantages of the design become increasingly apparent. The streamlined controls allow players to concentrate on larger strategic questions, making each battle feel more like a military campaign than a contest of mouse speed. Line War ultimately succeeds because it challenges many assumptions about what a real-time strategy game should be. By combining large-scale warfare, economic management, territorial expansion, and a highly original command system, it creates an experience that feels both modern and deeply strategic. Its focus on planning, adaptability, and operational thinking gives it a distinct identity within a crowded genre. For players seeking an RTS that rewards intelligence, preparation, and long-term strategy over frantic micromanagement, Line War stands as one of the most interesting and ambitious strategy titles of its generation. Rating: 8/10
its good
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Trends
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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