
MoeArmy vs SuArmy is a 2D auto-battle strategy game. Choose the Moe or Su faction, build structures to deploy formations, combine cards, gear, and commander skills to power up your troops, exploit armor counters in automatic combat, and destroy the enemy base to claim victory!
Modeled estimate, not a reported figure. How we estimate →
About
Workshop and cloud saves not supported. (Need to investigate whether they can be enabled)
Very rare stuttering and error reports on Intel processors. (Reported to Godot Engine forums)
Campaign difficulty is now balanced! Feel free to enjoy! (The most strongly voiced player feedback)
Tutorial and introductory levels completely redone; features and info are unlocked progressively level by level. (Second most common player feedback)
Brand-new encyclopedia, pause now freezes time, and button tooltip guides added.
Achievement system supported.
Post‑release updates: 20 times.
If you have any questions, leave a message in the Steam discussion boards—I'm basically always around!

Moe Army and Su Army—two adorable yet fierce factions with wildly different styles—are officially at war! Smoke fills the battlefield as massive armies pour from their bases, clashing fiercely in the corridors. Dense barrages and spectacular skill effects light up the field—every building you construct and every unit you produce feeds into this grand-scale battle.
The core loop is simple: drag building cards from your hand onto the construction grid, and buildings automatically produce units for battle. Stack identical buildings to upgrade their star level—the higher the star, the stronger the units. From 1-star basic troops to 3-star elite forces, the power gap is enormous. Plan your layout wisely: focus on upgrading or spread your production? Every build decision shapes your army.
Moe Army excels with high-tech gear and elite units, while Su Army dominates with mechanized brute force. From light skirmishers to heavy fortresses, from ground assaults to aerial support, each faction has exclusive units and building cards. Choosing the right faction and composing the best unit combination is your first step toward victory.
Configure combined arms assaults: frontline tanks absorb damage, backline DPS mops up, support units provide buffs—multiple unit types advancing together to tear through enemy defenses. We're continuously adding new content, including new Commanders, units, stages, and more surprises. Join us and be part of Moe Army vs Su Army's evolution!
Genres
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All-time low is the lowest price we've recorded for this game since we started tracking it.
English*, Simplified Chinese*, French*, German*, Russian*, Japanese*, Portuguese - Portugal*, Korean*, Spanish - Spain*, Polish**languages with full audio support
Engagement
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
作者完全没想过难度打不打的过,远程轰炸关卡了一天,各种打法都试过了,对手的超远程轰炸是锁头的,自己的超远程全都是随机,刷怪数量和自己的武器强度根本不是一个级别的,也不给新的兵种,天赋也要限制。我一个冷却45秒的技能放下去砸不死一个小兵,这种小兵一出就是几十个,作者真的会玩自己做的游戏吗?天赋技能弱的要死,要伤害没伤害要范围没范围要冷却没冷却,后排的锁头炮一放就是20个,你还清不掉你气不气,自己辛辛苦苦攒了好几波的兵人家一轮齐射全没了,轻甲中甲重甲全被克制,陆地兵种永远被克制,空中兵种脆的要死还没伤害,自己的经济也攒不起来,攒了一两波金币合成的高级兵刚刷出来对面家门口的全兵种克制炮就轰到你脸上给你高级兵全清了你气不气,就没见过从头到尾全被克制的,作者你是用脚趾头做的关卡吗
这个出兵数量,你认真的?
被画风和玩法吸引来的,游戏的底子还算可以,小品级游戏,第一次成品这样跟很多独立游戏比算不错了。 说一下给到差评的一个原因。 1我承认自己没玩进去,前期铺了很多信息,让人有些烦躁,其中真正有用的是哪些呢,前期缺少全面打磨推敲的痕迹; 2可爱美术的使用有些错位,大面积彼此堆叠的纸片形象降低了战斗的美感; 3难度认知模糊,第一个关卡我打了很久,说简单,我打了很久还没打完,说难呢,我中间离开一会儿也没输掉游戏,可怕的不是简单或者难,而是无法清晰的构建这种认知; 4看到作者做了很多修复更新,总感觉方向没找对啊……
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Hours played at review time, across 67 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
8-3作者有玩过吗?精确打击,那堆激光炮一出来就射基地,两轮齐射,基地没了
[h1]简介[/h1] 《萌军VS酥军》是一款带有军事题材的自走棋游戏,游戏的玩法非常的简单,玩家扮演萌军势力,开始后可以选择发展方向,有三个可选,主要是在每回合提供的兵源有所不同,比如科技因为耗费的钱非常多,主要是把战斗拖到中后期,依靠科技优势一波带走。同时还有一个大棋盘,在棋盘上放置兵种,波次的时间到了后,就会根据棋盘放置的兵种出兵,向前推进。 [h1]玩法[/h1] 主要的玩法就是自走棋的那套玩法,其实就是数值比大小,数值强的厉害,每个兵种根据数字、装甲的类型都会有不同的数值,但千万不要被这些表象所迷惑,这款游戏的机制还是挺多的,比如同类型的兵种可以升级,提升军衔,提升后数值会大幅度增加,还有就是兵种之间的克制关系,护甲克制类似包剪锤,所以在游戏进行时排兵布阵时,需要时刻调整棋盘上的兵力情况,尽量保持兵种的克制的关系,同时在游戏的界面右下角,有一个非常直观的敌我双方的实力数值,可以通过这个进行判断优势。 [h1]体验[/h1] 游戏中的资源就是游戏中也没什么策略方面的玩法,资源就是金币,金币随时间增长,也可以选择对金币的获取升级,提高金币的获取量,另外一个就是对整体的部队进行升级,除此之外,在没什么了,简化到了一键操作,功能也做了精简。也就是说玩家只要几步操作就能做好兵种的相关管理工作,就能和酥军打的有来有回的。本作在自走棋的玩法上也进行了简化,战斗中棋子的站位没有任何要求,但会印象出兵前后位置,一般会把移动速度慢的放到前面。自动战斗方面也可以做到范围内攻击,优先攻击等等,不过数值碾压下,战斗还是非常的快的,几乎是没多久就能将一回合的战斗结果出结果了,一个关卡往往会要求玩家在多少回合数前完成战斗,基本上是随玩随调随升,如果运气好的话前期出几个高军衔的空中单位,就能在空中占据优势,而且防空和制空都是很重要的,但前期不怎么都有,所以前期一旦能用飞行单位占据优势,接下来就会玩的很轻松了。 [h1]总结[/h1] 总的来说,《萌军VS酥军》玩下来后感觉这游戏的优缺点非常的明显,有点就是几十种兵种的设计,而且还有各种不同的延申。音乐方面中规中矩,最基本的那种,看着棋盘上双方的棋子互相厮杀,直至战斗结束。喜欢玩自走棋轻度肉鸽的可以按需选择尝试。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
Отличная игра, глубины геймплея хватает. Активные способности, расходники, мердж-персонажей и огромное количество модификаторов для самого боя. Пространство для поиска имба-стратегии достаточно За свою цену, это отличный батлер, жду добавление достижений
游戏还可以,但是不够爽,四本的兵太贵了,造了几个对面就不行了
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