
Dark parallel world in which humanity has destroyed itself. And only small colonies have survived the last centuries holding on to power at the expense of the totalitarian regime of government. You were thrown here after your death, is this how you were given a second chance?
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About
Searching for a ray of salvation inside this nightmare.
The year is 2044. There is a war going on in the world between two superpowers. On neutral territory, you will have to guard the base as usual, but suddenly the war catches up with you here.
You will have to assemble a squad of different characters, equip them, give them weapons and join the battle.

The battle scene is presented in the form of 3x3 cells. Place the units correctly on it, choose the battlefield and win against a randomly generated enemy units.
Upgrade your characters, buy weapons in the store for in-game currency, and perform daily boss battles.
Experience fear and anxiety when faced with unknown nightmares, manage your resources carefully.
An atmospheric action autobattler and a short-story about personality, memory, as well as the horrors of the unknown and unknowable awaits you.
Genres
Stats
Languages: English, Simplified Chinese, Russian, Korean
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A youtuber once said that the main problem with most indie fps games is that they focus on the guns first and focus on the game itself second. And that statement seems to apply to this game as well. This game has 74 guns and 300+ attachments for those guns. There are 19 "Pawns" (excluding the grunts) who don't really have anything special to them except for their skill. So with all of this mentioned, what does the gameplay look like? As mentioned in other reviews, it's either RNG or an idle-sim with a few clicks in between. The turn-based mode could either be the easiest thing ever or a level that makes you restart over 10+ times. At the time of this review (July 7th, 2026), I played through the Locator event (But the previous event is locked for some reason???) and most levels were absolute bollocks because the enemies would either have more turns than me or I was given pawns that wouldn't be useful to me during that turn. I won a level once because the enemy A.I. bugged out so I was able to get free hits on it. There are other problems such as not knowing which enemy is going to attack, losing a point even though your pawn didn't complete the action, bad movement spaces, etc. The idle-sim mode is the grind part of the game; You click on a spot on the map depending on what you want (ex. money, pawn XP, weapons XP, random pawn, and random weapon). This mode has two interesting mechanics: being the target-on-enemy and shield. At first, it's nice when you're starting out, but as you get more pawns and weapons, the only useful thing is the lock-on feature which EVEN THEN is still not used that much. I would say that grinding is the worst part in any game, especially in gacha game. But what makes grinding at least bearable in most games is that the gameplay is fun, this one gets boring after a while. And something else that bothered me was that this game seems to take inspiration from Girls' Frontline (good game) in it's gameplay but seems to not understand why that worked. The "idle" parts in GFL was a small fight within a larger, more strategic battle. You had to check your T-dolls' ammo, health, firepower, etc. before going into the next fight. But in POW, the idle part is, just like what another player said, a DPS match. Have a team with good DPS & EVA and you're good. Even with all of its flaws, this game has potential, but the devs are just putting their efforts into something else. Gameplay first, THEN customization. I will still check out this game from time to time, but I can't really recommend this game to anyone at the moment. Maybe I'll change my review when the game gets better.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
So, first off, I really dig the military theme—right up my alley. The story and art style are pretty solid too. But here's the thing: I'm pretty sure the game uses way more AI than what the store page admits (they just said 'some backgrounds'), so take that 'compliment' however you want—I'll let you decide if that's a good thing or not. Now for the flaws. Oh boy. The mission descriptions in Simplified Chinese are tiny. Like, pixelated to the point where the text just turns into a blurry mess. The UI is terrible—both the main menu and the battle screen. It's just uncomfortable to look at and clunky to use. It's an auto-battler, but the RNG is insane. Sometimes battles feel completely ridiculous, and getting that 'perfect' rating (all three conditions met) is way harder than it should be. This is not a hands-off idle game. You have to keep clicking and tapping constantly. And why on earth does an idle game have a gacha system?! I get it—they were trying to go for that anime RPG vibe, but seriously, it's totally unnecessary. Drop rates are awful, and there's no pity system. I've literally only pulled one purple weapon from the gacha; the rest I just farmed from grinding levels. Oh, and the character upgrade screen? More clicking. Like, seriously?! Honestly, this game has zero real gameplay value. If you're just curious and want a quick taste, give it a shot—but don't expect to stick around for long. It's just not worth it.
一款解构主义神作,生动展示了如何用最低的成本、最劣质的玩法、最粗糙的画面来复现所有二次元抽卡养成游戏的成瘾性精髓。如果你是一个重度二游玩家,这款游戏或许能像司美格鲁肽一样启发你重新思考玩游戏的意义;如果你只是一个普通玩家,那我认为你的时间理应比动手游玩这款游戏更加宝贵。
[h1] PAWN OF WAR:点子和硬伤一样多 [/h1] 免费的战棋游戏,卖点是像素风,少女与军武。我玩了大概15个小时,简单总结了一下这游戏的现况: [h2] 剧情 [/h2] 我不知道是我这里有BUG还是游戏确实没做出来,序章讲的是在未来大战再次爆发,而你作为一名士兵要活下去并找出真相,随后就没有了。此外还有活动剧情,加州的小女孩作为小队医疗兵与小队成员执行任务,阴差阳错的闯入了未知地点,不得已干掉了遭到夺舍的队友后被主线序章主角所救。流水线模板小故事,很容易就能猜出剧情走向,平庸但合格,照此来看以后剧情也出不了大问题,要是能多点反转或者剧情深度就更好了。 [h2] 画面与UI [/h2] 像素风格没什么好说的,大问题出在UI上。UI和画面很粗糙,就像大学生毕设一样,文本框很小不说排版还只排了一行,一旦字数变多字体就会很小,浏览困难。人员武器的编辑界面用了大量的符号,但是这些符号没有明确的解释,导致我不得不通过挨个试来弄明白每个符号是什么意思。同一个页面内打开的不同栏还会互相干扰影响操作和查看,还有按钮失灵的BUG。 [h2] 玩法 [/h2] 目前来看,游戏的主线与活动采用的是完全不一样的玩法,虽然都为选择人员后交战,但是活动任务的玩法更贴近于“战棋”,指挥角色根据给出的顺序采取不同行动在地图内达成诸如全歼敌人的目标,每回合行动次数有限需要费点心思考虑;主线任务的玩法元素就粗暴多了,选择人员配装,丢进地图里跟对面磕枪。几乎没有任何对局内的决策,唯一要考虑的就是可有可无的放弃攻击换防御,胜率全看DPS与耐久。每日任务更不用说,极致的DPS就是胜率。活动支线则是整出了自己选配装之后进活动战棋的第三种玩法,诸如火箭筒,近战,盾牌之类的特殊武器只有这种模式下才有的体现。此外这几种玩法每一次对局都是随机的,难度大小全看这次随机到的回合情况,活动任务运气好开局连着五六个回合全是玩家的,一枪都不挨就能全歼对面;运气差连着几个回合全是对面,你根本没有操作机会就被对面绞杀了,这就导致了你的局内决策也起不了多大作用,这一点扣大分!! 此外,对局外还存在着限制干员,枪械总数这种我看不懂的操作,干员数值令人生疑,没有常规认知中“盾兵,机枪手血厚狙击手侦察兵血少”的情况需要自行分辨,而一些干员自身数值不错却由于职业限制拿不了长枪导致适用范围极小难以上场,诸如此类问题还有一些。枪械方面,仓库容量太小了,一旦觉得“这枪有点意思我先留着”,很快仓库就满了,不得不清理;枪械和零件的数值平衡类似跷跷板,必须以一方面数值暴跌为代价换取另一方数值暴涨,等等。看制作组后续会如何调整。 [b] 此外,还有交互失效BUG,成就BUG等。虽然都不大但是挺影响游戏心态,希望制作组多注意。 [/b] [h3] 综合来看,能看出制作组是有不少想法的,就看他们有没有能力将这些想法转换成现实了。大大小小的BUG也暂时视作新作品未经打磨的问题,酌情给个好评。我也将根据后续继续修改测评 [/h3]
Собрал легендарный отряд всего за пару часов, а мог бы собраться и пойти на работу
only standing and watch your team auto battle with enemy.
Прикольная игра. Быстро всё фармится но контент быстро заканчивается.
免费要什么自行车 像素版少前 好像回到了从前
Peak. Please continue the updates. I am broke but I'll do my best to bring more victims to enjoy this game.
For a single developer it's a great game. Sure there are some grammar mistakes here and there. But otherwise the game is generous with rewards and the character design are good. I hope this game continues to get better and better for it has so much potential.
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.