
"SandTable War: Three Kingdoms" is a strategic simulation game set during the Three Kingdoms period. Here you can play as various factions from Three Kingdoms history to conquer cities and lands, unify the realm. With abundant historical officers and scenarios, come restore the Han Dynasty!
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): 0.43/day in the week to Sep 13 → 0.6/day in the week after.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 1 → 1.57/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
The free DLC scenario "Campaign against Dong Zhuo" is now officially available!
Friendly reminder: This game features pure sandbox simulation gameplay, similar to a tabletop wargame. There are no combat cutscenes or battle scenes. If this matters to you, we recommend trying the free demo before making a purchase.
"SandTable War: Three Kingdoms" is a strategic simulation game set during the Three Kingdoms period. Here you can play as various factions from Three Kingdoms history to conquer cities and lands, unify the realm. With abundant historical officers and scenarios, plus a boardgame-like experience, come restore the Han Dynasty!



160+ regions and cities on a grand strategic map for your conquest
400+ historical officers with hundreds of diverse traits; recruit and appoint them to accelerate city development
100+ items and equipment to enhance officer attributes and abilities
20+ regional buildings to construct and develop productivity
10+ playable factions with distinct characteristics and varied gameplay
Multiple historical scenarios for immersive experience
Manage regional civil and military affairs, adjust taxes and conscription, balance output and public order
Earn administrative decrees through development to continuously strengthen your faction
Execute secret schemes at opportune moments to turn the tide of war
Engagement
Reviews
Themes across 101 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
总体是推荐的。 迫切需要完善的是: 1、中期开始运粮非常痛苦繁琐。50个地区之后都不想玩了。 2、根据武将能力、资源决定是否如何整备兵种的UI信息不全,需要来回切换很不方便。 3、外交UI需要来回切换很不方便。 总之只要制作游戏的人,自己时不时玩一局就知道哪里还不完善了。
玩法太少,建筑带来的策略感远没有从npc那抢来得有效; 武将增加最大兵力那个技能点基本就是摆设,先不说高武统是否会带来伤害阈值,但是我玩这个不就是为了把武将属性无脑堆高么,谁没事浪费技能点去点带兵; 智力感觉基本没用,尤其到后期; 武将忠诚度这是最扯的,君主自己也会掉忠诚,武将忠诚掉到四五十感觉也不影响游戏体验,你也没法随便笼略敌对武将; 招人只要有钱就是随便招,资本游戏是吧; 俘虏一点要0忠诚才能招,我都把他灭国了还得等0忠,难道后续还准备做复国系统? 武将界面太难受了,出征,加忠,调动等等都要一个个背下来,否则根本对不上 空城也会自动发育,运粮不需要武将也能自动运,多余的武将纯就是多余浪费金币的 还有好多其他问题就不说了,这个游戏感觉纯就一个页游水准,要优化的地方还有很多,什么时候优化好了再改推荐
太棒了!喜欢的不行,现在玩起来完全让我找回了小时候玩三国群英传2的感觉,就是头像还是没有当时玩的陈沐版有感觉。如果说,我是说如果,我搞到一套经典水墨风的武将头像立绘图(例如陈沐版三国群英传2或三国志10),然后有办法批量导入头像嘛?
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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: Simplified Chinese, Traditional Chinese, English, Japanese, Korean
Hours played at review time, across 101 reviews with recorded playtime.
经典 的三国策略游戏,期待开发人员开发更多的功能及玩法。
在平衡性和一些设计上还是有点问题。简单难度拿刘璋统一了,普通难度感觉已经打不过电脑了,预备兵需要训练才能给将领补充兵力的设计有点奇怪,补的也慢。战场关键节点跟电脑对峙非常容易形成从后场调千夫长——等训练——对面来打千夫长被大量消耗——从后场调千夫长的绞肉怪圈,将多的优势发挥不出来,在前线周边屯兵也没啥意义,因为把兵力调进主战场又要等训练。电脑5,6个将3万兵来打我30个将10万兵的城,我一半将的兵都打没了,这不太对吧,城防还3级了。山路比平路跑得慢这个正常,怎么感觉水路比平路跑的也慢。总体来说游戏做的还挺好的,一个人能做出来也不容易,作者加油。。。
조작 피로도를 더욱 낮춰야 할 것 같음
新剧本能用了,但是新角色好像没有加入英雄集结剧本,建议李催势力改成董卓,孙权改孙坚。
好玩,上头
希望優化手抦操作體驗
小体量但是内容还是很丰富的,还是非常期待未来的更新的。 在游戏体验上,现在最最最影响体验的地方还是在操作上。前期城少将少的时候还好,游戏进行到前中期和中期的时候,累积太多繁琐的操作了。 有些地方没必要反复去增加点击,地区展开页增加一行建筑的预览和快速建造升级,在升级建筑上就能舒服很多。当然,各项税收和自动训练的开启和增加也可以做在地区展开页面。再比如,内政计策的发动模式完全可以默认。诸如此类,是有好多地方可以优化操作的。 武将的自动加点,如果是预加点的,加点更自由,操作也会减少很多。 粮食运送不能设置地区间自动运粮,粮仓里面的粮只能用于出征,训练不能共享,那么粮仓就没什么太大意义。训练缺粮,还是要手动去征调。而且都能送粮了,为什么预备兵就不能送啊?兵营共享的那点儿预备兵少得可怜,关隘补兵根本不够用,AI过来轮两波就得调回城里去征兵。 要优化的地方还是挺多的,游戏越进行到后面越难受,在城池和武将的管理上非常心累。 ps:最后我想额外说一下,背景音乐中间的那段能不能换了啊?听着太难受了怎么还没换啊。自从听到那一段,背景音乐我就没再打开过。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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