
Moduwar is an adaptive organic RTS where you control an alien creature, Modu - and your body is your army. Grow new organs, split, merge and mutate them into unique units that adapt to your needs as you fight against human and alien threats in single and multiplayer modes.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 11 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Moduwar is a Real-Time Strategy game that redefines the genre with its unique modular gameplay. Instead of commanding traditional units, you control the Modu, a highly adaptable native species of water-dwelling creature capable of growing, merging, and splitting their organic structures in real time. By strategically evolving different organs, you create custom units that adapt to any battle scenario.
Use resources to grow your Modu starting with the heart, the most vital organ you must protect at all costs. You can expand your Modu by growing tiles off your body and placing new organs on top of them. As you play, you learn to grow more useful and specialized organs to face any battle.
Split tiles into singular organ units to scout your enemies quickly and give yourself the strategic advantage. Split and merge multiple tiles to build your armada, combine your organs to unlock unique abilities, send them to war or merge back with your main body to stand your ground!
In the single-player campaign, you fight for survival and liberation, unlocking new organ combinations and evolving abilities while commanding one of three distinct factions, but the battle doesn’t end there.
Moduwar offers multiple game modes in addition to the single-player campaign:
Multiplayer (Up to 4 Players) – Compete or cooperate in dynamic battles.
Arena Mode – Test your best Modu builds in intense battles.
Survival Mode – Face relentless waves of enemies in a fight for endurance.
Classic Skirmish – Engage in tactical battles with customizable settings.

Set in the rich and dangerous world of Arkadia, Moduwar immerses you in an alien ecosystem filled with awe-inspiring and terrifying creatures. However, Arkadia is under siege—two invading forces, the technologically advanced Humans and the ruthless Chimera, have enslaved the native Modu, turning them into living weapons of war.
You are a Modu forced to serve the ERE - Earth Repatriation Expedition. Will you continue to fight under the ERE, or break the shackles and set yourself free?
Your choices will determine the fate of all life on Arkadia, the galaxy and the Moduwar!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Honestly it's a pretty great emulation of a boomer RTS kind of game with a slightly more modern vibe. The cutscenes are quirky - Live-action with probably B-quality acting, but frankly A-quality sci-fi setups and some fitting modern animation. If Venture Bros got a live action that felt true to the quality of the show - and I mean that as a compliment - this is how it'd feel. The UI needs work. For one, you can accidentally grow modules through the module/organ selection grid and even when you have the game paused - Worse, sometimes it'll place on the tile you were last hovering over. As a perfectionist, it's also kinda frustrating that there aren't different isometric views - You can pan and zoom, but there's no rotation of the camera. Heck there's no plain top-down perspective, and you can't toggle a tile grid to see all present tiles unless you're trying to place a component on a specific spot (i.e. body tiles go on the "rim", while any organs go ON TOP of body tiles). I've noticed that it starts to lag once the player has 200+ tiles, especially on maps where there's more enemies. Units also need better collision handling with each other. Frankly I think that friendly units should have no collision with each other unless they're trying to merge back together. If not a near constant 'No friendly collision', then units should at least allow pass-through when one is stationary or doing something unrelated to another units movement - Then units who are attacking should push each other away/avoid each other a little more, because even now they can accidentally overlap. But beyond my gripes, I'm actually loving this game a lot.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Russian, Simplified Chinese, Spanish - Latin America, Ukrainian*languages with full audio support
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Moduwar is an rts game which does things differently. I am going to start with the things I don't like and that is that there isn't enough music in the game, secondly it's that visibility for creating larger organs is rather bad. Other than that, I love the FMVs, I love the easy gameplay, and I love how easy the missions are to understand (except for mission 3).
Clunky as hell. Didnt even get past the second level. A timer that dose absolutly nothing and just resets when it reaches zero. Resources depleat extreamly quickly. Absolutly too many enamys for the second level. and almost every single one turns invisible and you cand hit them unless you have the eye on your guy which is too expensive with hoe scarce the resources are.
x-- 7/10 --x This was such a treat to play! I loved how different the mechanics were to the usual RTS styled games. Some levels felt a bit finnicky, but otherwise it was a very enjoyable experience! Long Live FMV!! <33
welcome back impossible creatures
Хорошая задумка - мало контента. Очень линейный прогресс, не очень удобный интерфейс. На любителя
This is one of the best games ive played in my entire life
A super fun game in my opinion. And the cutscenes are super cool as well! Also one of my favorite kinds of games where you play as an alien organism. Remember swarms for the win.
Very unique RTS with an interesting concept. Still a bit rough around the edges but has a high potential.
I've always considered myself to be a somewhat adaptable life form myself. Doctor says I need to get that checked It's just nostalgic enough to feel familiar old-school, but just different enough to feel fresh and exciting. Overall, a great experience! [i]Game is currently in Early Access[/i] [h3]The good:[/h3] [list] [*] The main modulation concept of the Modu is great: it feels like I'm learning "with" the Modu how to operate it and it genuinely feels like I'm generating my own unit types [*] The first few missions surprised me with how it didn't feel like an RTS at times but more of a combat game, [spoiler]dodging bullets and navigating bosses[/spoiler] [*] On hard difficulty, I feel like I'm getting a run for my money [*] Art style, humorous acted C&C style cutscenes, story so far is generic but it works. It feels like 2005 again except now I can make my own dinner [/list] [h3]The needs fixing:[/h3] [list] [*] Some features or concepts are not explained and need to be figured out by trial and error - not necessarily an issue but I found myself saying "well, it would be helpful to have been told that!" [*] It feels hard to estimate the strength of any army. This is not aided by the fact that it's difficult to really differentiate certain cell types without zooming in and getting an idea of what you're up against (or what you own, for that matter) [*] Pathfinding is wobbly, but works [*] Attaching and detaching Modus needs a fix/revamp - I spend too much time feeling like I'm fixing a broken Lego [*] Just an idea - perhaps allowing macros such as pre-defining common Modus that the player can automate their generation instead of having to meticulously build each Modu piece by piece? [/list]
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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