
Enter the war-torn world of Veá, where sci-fi and fantasy collide in Liquidation, an immersive RTS. Lead your armies and harness powerful abilities in a high-stakes battle for Quenrium, the mysterious substance that holds Veá’s fate.
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About

Liquidation is a tactical Real-Time Strategy (RTS) game set in a universe that mixes elements of both fantasy and science fiction, with support for both single-player and multiplayer modes.
Our story unfolds on the dying planet of Veá, where a sudden, cataclysmic event, known as the Splintering, wiped out entire species and destroyed thriving civilzations.
In its wake, a strange, powerful substance, called Quenrium rose from the depths of the world. Discovery of life-sustaining properties of Quenrium, in a world starved for resources, led a conflict between the Twilight Crusade and the Scourge alliance over its possesion.
Thus began the Quenrium War.
Fanatical zealots clad in radiant golden armor. Guided by unshakable faith, they seek absolute control of the planet and the eradication of all who oppose their holy mandate.
A desperate coalition of Lamia tribes and technologically advanced Frogkin. United by necessity, they combine primal ferocity with cutting‑edge weaponry to survive against overwhelming threats.
Host of demons pouring into Veá through a tear in reality. Shapen by a godlike entity from the Nether realm, they only seek to do bidding of their master.
Liquidation delivers tightly balanced battles where every unit and ability serves a clear, intentional role.
The game encourages thoughtful army composition and mid‑sized forces, striking a sweet spot between micro‑level control and macro‑level strategy. This creates a battlefield where smart tactical choices, clever positioning, and well-timed abilities can swing the tide and secure decisive advantages.
Liquidation’s story is driven by powerful commanders who serve as the narrative centerpieces.
Commanders level up and unlock new abilities as the campaign progresses. Commanders are not meant to overshadow the armies they lead. Even the strongest commander cannot stand alone. Every strength comes with a weakness. This creates a world where heroes matter, but armies remain essential.
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Reviews
Themes across 168 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Granted, this is Early Access, but these days Early Access is effectively the release. That's when players form their opinion, and if a game isn't compelling at that point it's rare for it to receive the time, money, or player interest needed to turn things around. Games that do improve usually have at least one genuinely great feature that convinces people to stay invested. I don't see that here beyond "it's somewhat reminiscent of Warcraft III"—and Warcraft III is still available. Feel Pathfinding Mostly functional. Friendly units push each other out of the way while enemies still block movement. Unfortunately this makes units feel weightless: a grunt can casually shove a tank or hero aside as they slide across the ground. Melee pathfinding also has issues. Units sometimes hesitate behind the frontline in fairly simple engagements. It feels as though the game relies on friendly pushing to get melee units into combat, but once enemy collision prevents that, they briefly stand around doing nothing. Animations and Combat Feedback Combat lacks impact. Too many units fire continuous assault-rifle-style tracers that clutter the screen without matching when damage is actually dealt. The result feels visually noisy and unsatisfying. The few units that channel briefly before every attack feel even worse. Compare this to the satisfying thunk of a Warcraft III rifleman stutter-stepping or the anticipation and release of StarCraft II stalker micro—those attacks communicate timing and impact. Every unit in Liquidation feels soft by comparison. This is the sort of thing that could theoretically be polished, but I have yet to see an RTS actually fix its core game feel after entering Early Access. Stormgate feels much the same today as it did in alpha, and so do many of its competitors. UI Functional, but visually bland. The biggest issue is unit portraits: many are just scowling humanoids in red armor, making them surprisingly difficult to distinguish when tabbing through a mixed control group. I don't think I'll ever learn to recognize many of the Red faction's units from their icons alone. Graphics Unlike some recent RTS competitors, unit readability is actually quite good. The exaggerated silhouettes borrowed from Warcraft III make it easy to tell units apart at a glance. Unfortunately, those silhouettes don't communicate battlefield roles particularly well. Gameplay This is the weakest part. I went into skirmish specifically to inspect the full roster, and I couldn't find a single ability that made me think, "I want to build around this." Hero spells are mostly generic damage abilities, often resembling Warcraft III spells after removing the interesting parts. Spellcasters aren't much better. One unit's defining ability is giving a single ally a temporary 30% movement speed buff. Compared to even something as simple and versatile as Warcraft III's Speed Scroll, it feels remarkably uninspired. The overall impression is that whoever put together the initial unit design document simply lacked imagination, and courage to add abilities that interact at all. Story I wasn't convinced that "magic vs. technology vs. fanatics" would make for an interesting setting before buying the game, and the campaign hasn't changed my mind. The dialogue is wooden, and none of the characters stand out. My bar for storytelling in general is VERY low, i consider crysis to have a perfectly servicable storyline. And that series has a crazy guy called psycho complaining that "its quiet, too quiet.". Usability There is a keybinding editor, but you cannot rebind the control group keys. That alone makes the control layout I've built years of muscle memory around impossible to use. (granted not many perverts are used to "the core-lite" of SC2, so that is a minor nitpick from my side) Overall Unlike some of its competitors, Liquidation gets unit readability mostly right. Unfortunately, I couldn't find a single feature that made me genuinely excited to keep playing. More importantly, I couldn't identify anything that feels like a strong foundation to build on over the course of Early Access.
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Languages: English*, German, Polish*languages with full audio support
Hours played at review time, across 168 reviews with recorded playtime.
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TL;DR: [list] [*]A VERY early access RTS by a solo dev. Manage your expectations accordingly. [*]Core gameplay is fully functional and very fun. [*]I enjoyed it, and definitely recommend trying it, with the 2 above considerations. [/list] Things you will probably enjoy: [list] [*]You will probably enjoy the game if like Warcraft 3 and Starcraft. The gameplay is very much inspired by them (mostly Warcraft), but still feels fresh. [*]There are currently 6 campaign missions. I really enjoyed them. They are well-designed and fairly challenging. They also have a nice story to them (at least the beginning of the story). [*]The factions (currently 3 of 4 playable factions are in skirmish and multiplayer, and 2 of them have campaign missions) are asymmetric and have meaningful differences between them. [/list] Expectations to manage: [list] [*]Don't expect the factions to be perfectly balanced for PvP. This is notoriously difficult to achieve even for large development teams, and this is a game in early access, by a solo dev, with a small multiplayer community. [*]There aren't a lot of skirmish/multiplayer maps (again, more or less expected for early access). [*]More on multiplayer, it's full of Warcraft 3 veterans. Know what you are getting into if you decide to try PvP. [*]There are some pathfinding issues (again, known to be hard problem in RTS, I hope the dev addresses this in the future). Haven't encountered serious bugs other than that. [/list]
THIS GAME IS WHAT STORMGATE SHOULD HAVE BEEN!!! This is campaign focused, 6 missions right out of the gate in EA and another 16 planned. The campaign missions are split between multiple races and congruent, making the story much more immersive. 3 playable races so far and a 4rth on the way. A lot of QOL things already here and accounted for, "idle peon" icon, select all, playing a co-op AI stomp with a buddy and he's low on resources?? no problem! you can share some of yours! Created by a single Dev, him and his testers actively engage in the community, listen to feedback, fix bugs, help new players. Big advantage for single Dev is there's no red tape, no time lost discussing issues. Have an idea? great, join the discord and chime in the suggestions sub-thread. The dev is primarily focusing on single player campaign atm, leaving PVP for later. This is actually a good thing, because we all know PVP balancing is an endless rabbit hole that will just leave a whole bunch of players angry whenever something new is introduced and new balancing is required IMIDIATLY. This huge time sink will be spent releasing new content instead, this is a much better path for EA. But none of that mattes compared to how the gameplay is, because this game was clearly made by someone who has multiple decades of experience playing RTS and loves the genre. The key binds feel natural, no more learning different letters for different buildings depending on race. They are all the same keys for their equivalent building. If i had to describe this game in one sentence... it would be like: Slipping into you comfortable WC3 shoes and remembering your star craft days while having tea with your Dawn of war buddy.
Hell yeah, been waiting for a good Warcraft-like for decades (WC3: Refunded does not count). It plays basically exactly like WC3, it bears its inspirations on its sleeves. But i wouldn't want it any other way. Its exactly what i wanted.
It's a fun RTS game. I like the current factions so far. It's certainly better than Stormgate lol. It got few interesting ideas like When Hero unit levels up, you can pick their ability, then upgrade the ability to a stronger version or add alternative addition to the same ability. Also The three factions are fairly different from each other. The Twlight Crusade are simple, general, and easy to understand and have a unique mechanic of training infantry units with different weapons. The Nether Legion are a powerhouse demon faction, using beacons to increase their supply and as turrets with alternative combat upgrades. The Scrouge Alliance are a Midrange Toad and Lizard faction with advanced tech, being able to build defensive turrets that can uproot and move to different positions. I can't wait for the Corruption faction and more singleplayer story missions! Hope the Early Access succeed and release as 1.0!
Pros: - Unique Sci-fi/fantasy setting - Although the game is still in EA, the QoL features such as a manual save feature, path finding, AI are still much better than many other new RTS games released. - Story focused campaign with interesting characters - very unique looking and asymetrical factions - nice catchy and epic music blending sci-fi and fantasy beats - decent price - hero focused (but not OP'ed like WC3) and great if you prefer focusing on just land units with lots of abilities per unit Cons: - Very bare bones which is expected for EA - graphics are a bit on the bland side - no air or sea units - only 6 missions currently released in EA (though developers have said there are plans to release about 30 mission in 1.0 version Conclusion: As a RTS fan for many years, particularly starcraft 2 and warcraft 3, this new indie RTS gem is a match made in heaven. As it kind of blends SC2, WC3 and Warhammer 40K into one fun unique rts with a interesting and dark fantasy/Sci-fi setting. Also since I'm a predominantly single player campaign player, I like this game's focus on the single player campaign, rather than trying to be another wanabe RTS game tailored to a minority crowd of online competitive pro scene (*cough Stormgate*), but Liquidation still has decent PvP online multiplayer mode for those who prefer online competitive game modes. Overall due to the game's very solid foundation, although currently bit bare boned due to being in EA - i'd recommended trying this game out, if you're into RTS games, and particularly enjoy story focused single player campaigns and paricularly enjoyed Warcraft 3!
These five years of waiting have been worth it 10 out of 5. The main thing is that the game doesnt lose its appeal. as hapened with Dota 2 or StarCraft. Im really looking forward to the new updates. Im looking forward to the Ukrainian version. And please make the menu normal without Discord adverts. Also add profile feature that shows mmr and the namber of games played)
I guess I should start to why I recomend this game Simply put, if you like Warcraft 3 you'll likely like this aswell, while it is objectively less polished than Warcraft 3 I think it is worth picking up and playing with, Especially if you are more average at Rts, The are several key issues that I need to warn people about currently though, I will start with good stuff The good stuff Units are clearly different for the most part, and when they aren't it doesn't seem to matter too much from my current experience, theres no Exploading Zergling moddles tricking you in this game. Mech supply and food supply, the split supply system is actually surprisingly interesting. Current music and sounds they have are mostly okay, the Female Human Hero has Arthas From War 3s lines as all of their lines essentially and its great but probably needs to be changed beffore full release, More music and voice lines would be nice however, we don't have the "yes yes yes yes yes" issue other Rts have from my experience so far / it didn't bother me if it did happen Unit variety feels pretty solid but is kinda redundant for a reason I'll get into later Mixed War 3 star craft resource system, requiring 5 workers for Main, and 3 for sub nodes Static defence is pretty decent because the Ai will bomb rush your workers if you don't build it, but is also in a 2nd window next to the build tab, which is nice for its own reasons but I also didn't realise this tab existed until after finishing the Campaign The Skirmish / multi maps that currently exist are pretty nice Okay the cons. Starting with the Campaign. 5 of the 6 missions are well balanced and enjoyable even on brutal, arguably their difficulty could be a bit higher for these 5 missions on brutal. - this is not the case for the 6th mission on brutal. For reasons I'll get into later fighting the Crusade Sucks. that last mission on brutal is likely beatable but it is really punishing, kill a base too slow you loose. Attack at the wrong time? get pincered by the attack wave. In isolation these things seem pretty basic however they aren't in isolation, in this mission you are on a timer, a timer you can slow down by beating bases, bases have alot of health thats hard to quickly knock over, esspecially early, and seem to have a very random trigger to spawn an attack wave from the attack you faction thats involved in the mission. I have no idea what triggers it. you have to do all this starting on one base. Now the elephant in the room the Crusade, and probably the big issue with them, Aoe knockback. The crusade has knock back indroves, which makes them annoying to fight, especially considering they have said knock back on what is essentially a better siege tank. Alot of bases that feature this unit, are well designed, you have to attack into a choke point, causing the aoe knockback to scatter your troops everywhere, if you where crusade fighting Crusade this wouldn't be an issue, infact playing as Crusade is very enjoyable, accross the board however, as the other two races having nothing that can really get ontop of them quickly and punish them -they don't seem to have a melee range issue and can fire in melee- but I don't think this is a crusade issue, I think the big problem is the other races are undertunned, need better tools / units to deal with these situations / better balance, currently one of the factions starts with 2 less workers for example which is just oche, even if that race has a better build setup. Skirmish AI missmanage resources. I did a 2v2v2v2 -normal- and a FFA 4player -brutal- and the same issue came up on both regards, the ai seems to refuse to build new bases, or rebuild at times, causing it to just not have the resources to deal with you. in my team match, it seemed like my AI ally wanted to take a base that the AI enemy took, and so never took a base that I cleared elsewhere. I even extended the match to see if either Ai would build a mining base and niether ever did. one ai Even having an expansion with resources on it still! Ai Ranged units will attack your ranged Units. This is okay if it was automatically reciprical, its not, your Ranged units will attack melee while getting picked off by the enemies ranged. this likely means the ai will punish you for using ranged units periods, this applies to creeps aswell. Ranged units also don't react to melee friends getting attacked or finding targets, and let their melee friends run to their dooms if your not baby sitting them - this seems to apply to healers which is pretty funny - Knock back knocks units off cliffs or onto unmoveable area's essentially sudo one shotting them, or turning ranged units into turrets. Honestly its a shame that base buildings aren't more useful, no hatchery or Necropolis style mainbuildings in the game currently, with the mech cap your kinda encouraged to build more, it'd be nice if the supply cap was higher in both regards to encourage building more base buildings, this is less a gripe and more an observation, and I hope they do something about it eventually, there is a "faction" in the game that looks like it could have a hatchery style setup but currently it isn't a playable race. Seemingly no compaign editor, but how important this is vs the game actually being complete is debatable. Verdict I think this is worth supporting at the very least, it'd be interesting to see where it goes. I will update this when any major changes happen.
[h1]无中文RTS,但却意外地找回了当年星际一的快乐 [/h1] RTS在这些年来越发地小众化,很多人都不懂这种老掉牙的高难类别策略游戏到底是那些人在玩。甚至还出现了一句能玩的下去RTS的人干什么都会成功的梗。 但很多人其实不知道RTS在当年可是游戏界里鼎鼎有名的美娇娘,从她诞生开始,就涌现出了许多的时代的系列名作:魔兽争霸,星际争霸,帝国时代,命令征服,红色警戒等等RTS名作。 同时各种中等偏上的佳作也有不少,只是到了现在RTS几乎没有出现像以前那样足够惊艳众人的作品了。那么是否是现如今RTS制作组们的步子迈的太大,以至于走错了路呢?关于这个问题,我们大抵是不得而知了。 目前来看,近些年新出的RTS除了风暴之门以外,其他的质量似乎都还算可以,对标红警的风暴之门,只从战役方面来看质量尚佳。对标星际争霸的零度空间,抛开合作模式前期的疲软和部分设计问题,等玩家发育成完全体形态的时候,也算比较不错。不过目前给我体感最接近以前打RTS感觉的可能是《Liquidation》这部作品。 她虽然目前暂不支持中文,但是却因为其略微偏复古魔兽的游戏玩法设计和比较精彩的战役让我有种回到了那个因为喜欢RTS而硬啃生肉的夏天。 (希望官方后面可以出一下中文) 故事开始,十字军阵营的人类帝国因为当朝皇帝逝世而迎来了极度不稳的帝国分裂,而有着帝国继承权的女主因为帝国分裂和父亲死前的教诲,放弃了对光明教会的信仰转身投向了另一个能够帮助到她的新教会的怀抱下。同时因为她身上流淌着的王室血脉,许多叛军渴望通过她来完美地夺取帝国政权。因此她与她忠诚的手下们决定另辟奇径先找一片足以支撑起她们发育的土地来等待时机重回故土。 于此同时,地底王国的兽人们也因为一场可怕的孢子怪物入侵的浩劫而被迫离开它们赖以生存的地下世界来到了他们所未知的地表世界。两股新生的势力几乎是在同一个时间节点重新开始。 当人类王女的十字军组建完成即将向叛军们发起复仇的远征时,另一边因为浩劫而万族合一的兽人们却因为地表上人类的凶残表现而决定化身为天灾部落。集结了大量兵力的两方人马也将在这片富饶的土地上展开一场大规模的血肉厮杀。 不过比较遗憾的是游戏目前处于EA阶段,现在的战役关卡只有六关,兽人的战役需要先打完人族战役才能解锁。 总体上来说本作虽然目前不支持中文,对于英语小白来说可能会看不懂剧情,但目前战役剧情质量这方面绝对的上RTS老登的胃口。剧情塑造方面可以给到93分,双线剧情是真的赞。 游戏性方面,本作类似于一些比较古早的RTS,从操作手感上来说本作的操作体感偏中规中矩的那一档,然后是部队寻路和卡位问题可能还需要再优化一些,还有农民停采那些可能需要更明显的提示栏或者警告栏。战役里面大部队火拼整体上蛮不错的,但是pvp的矿点还有各种节奏设计明显比较差,pvp图里面过少的矿点极容易让玩家打成RTT那种偏折磨和小股部队打法,缺少一定的后期体感。游戏性方面折中给到87分。个人方面就战役那块可以给到94分,pvp的话只有63分,资源节点设计过于难受。不过也希望制作组后面可以越做越好,顺带好奇一下游戏里面的摧毁天灾部落的那个势力后面会不会加入pvp里面。 综上所述本作极力推荐喜欢RTS的老登入手,不过更推荐等游戏战役内容更完以后再入或者等折扣高了以后入,目前的战役体量略微不太够性价比。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
*This is an early access review* There have been a few Warcraft 3 like games to come out in recent years, I'm putting this one at the very top. Beautiful visuals, Very well designed units and factions, an actually intriguing story and an honestly not bad soundtrack. If you like Starcraft, Warcraft, or 40k you are obligated to check this game out. I promise you, you won't be disappointed. Very excited to see how this game evolves.
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