
Welcome to Scourge of War, a real-time 3D computer game/simulation developed by NorbSoftDev, the company headed by renowned game designer Norb Timpko, designer of Mad Minute Games' acclaimed Take Command series. Scourge of War is the epitome of historical command simulations.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian, German, French, Spanish - Spain, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
This should have been done long ago but better late then ever right. So the good the gameplay is tight the controls simple. The only real negative I have is the AI sometimes acts foolish during a sandbox battle and sends the arty and cav unsupported. The AI will put up a fight and make you work for it if you want to play in a way that doesn't take advantage of the AI. The mod scene is very much alive you have all sorts of options after you finish the main game multiplayer I can't speak on but games do happen and they get intense from the AARs I see on the discord. As for if i would recommend the game if you like this era of warfare this is the game for you from playing in the god cam to playing in the saddle and commanding the troops that way there are plenty of options to enjoy this game. Also you get to play with the Imperial guard the best guys in the game if that isn't enough to convince you to play then nothing will.
Thank you Norb and team <3
Text so small cant read most of it
能让传令兵加入战场就好了,拿皇再也不愁缺骑兵了
非常优秀且真实的战略游戏,拿粉最爱
good game but ridiculous ally AI,although, i still recommend this game for all Napoleon's war enthusiasts.
cahrggeee
临场指挥这一块的独苗游戏
Scourge Of War: Remastered, developed and published by Norb Software Development LLC, is a carefully modernized version of one of the most respected historical strategy simulations ever created. Rather than reinventing the original formula, the remaster enhances the visuals, interface, and technical performance while preserving the deep command mechanics that have long distinguished the series. Set during the Napoleonic Wars, the game places players in command of military formations ranging from individual brigades to entire armies, emphasizing realistic leadership instead of fast-paced action. Every battle is designed to reflect the complexity of historical warfare, where careful planning and disciplined execution are more valuable than quick reflexes. One of the game's defining strengths is its unwavering commitment to realism. Orders are transmitted through a proper chain of command instead of being executed instantly, creating situations where timing, communication, and battlefield awareness become essential. Officers have varying levels of competence, units react differently depending on morale and battlefield conditions, and unexpected developments frequently force commanders to adjust their plans. This approach produces battles that feel dynamic and believable, encouraging players to think like real military leaders rather than conventional RTS players. Success often comes from anticipating enemy movements, maintaining organized formations, and preserving unit cohesion instead of relying solely on aggressive tactics. The remastered edition noticeably improves the presentation without sacrificing the atmosphere of the original game. Terrain is more detailed, lighting has been refined, and the updated interface makes managing large armies more comfortable on modern displays. Massive battlefields filled with forests, rivers, villages, rolling hills, and open farmland provide both visual variety and meaningful tactical opportunities. Elevation, visibility, and terrain features all influence combat effectiveness, making positioning a critical factor throughout every engagement. Although the graphics are not intended to rival contemporary AAA strategy games, they successfully enhance immersion while remaining faithful to the simulation's historical focus. Combat unfolds at a deliberate pace that rewards thoughtful decision-making. Infantry formations, cavalry maneuvers, artillery deployment, fatigue, ammunition management, morale, and battlefield organization all contribute to engagements that evolve naturally over time. Rather than encouraging reckless attacks, the game emphasizes maintaining command structure, exploiting terrain, and coordinating multiple units to achieve battlefield superiority. The artificial intelligence complements these mechanics well, with opposing forces capable of adapting to changing circumstances instead of simply following predictable scripts. This results in encounters that remain engaging even after repeated playthroughs. The variety of command options greatly expands the game's replay value. Players can experience battles from different levels of responsibility, whether directing a single formation or overseeing an entire military force. This flexibility significantly changes how each scenario is approached, as larger commands demand broader strategic thinking while lower-level positions focus on tactical execution. Multiplayer further enhances the experience by allowing several players to occupy different command roles within the same army, closely mirroring real military hierarchies. Combined with scenario editors, Steam Workshop support, and extensive modding capabilities, the game offers virtually endless opportunities for dedicated strategy enthusiasts to create new historical engagements or customize existing content. Despite its many strengths, Scourge Of War: Remastered remains a demanding experience. The learning curve is steep, particularly for newcomers unfamiliar with realistic military simulations. Understanding the command system, interpreting battlefield information, and managing large formations requires patience and practice. The slower pacing may also discourage players who expect constant action or immediate feedback. While the visual improvements are welcome, certain animations and interface elements still reveal the game's older foundations. However, these limitations are minor compared to the impressive depth offered by its simulation systems. Ultimately, Scourge Of War: Remastered succeeds by remaining true to its original vision while introducing meaningful improvements for modern audiences. It delivers an exceptionally authentic portrayal of Napoleonic warfare where leadership, communication, and strategic planning determine victory more than speed or mechanical skill. The remaster enhances accessibility through technical upgrades without compromising the historical accuracy and tactical depth that have defined the series for years. For players who appreciate historically grounded military simulations and are willing to invest time mastering its systems, this is one of the finest command-focused strategy games available. Scourge Of War: Remastered is an outstanding historical strategy simulation that excels in authenticity, large-scale battlefield management, and tactical complexity. Its challenging learning curve may limit its appeal to casual players, but those seeking a genuinely immersive command experience will find an exceptionally rewarding and enduring strategy title. Rating: 8/10
The thunder of the Great Battery, long lines of units awaiting your command, the Highlanders forming squares, with a cannon in between to gun down your cavalry ... - This is the battle of Waterloo in all its glory on an unprecedented scale. As I am fascinated by the Napoleonic Age, this is the kind of game I was waiting for since I first played “Fields of Glory” back in the ‘90s. And it offers all the depth and historical accuracy that is missing in TW:Napoleon. Why I disagree with nearly all “negative” reviews here: - I didn’t find it hard to get into the game. All I did was playing the tutorial and after some fiddling with the commands in smaller scenarios and learning from my blunders, I got right to the grand scenario of Waterloo. Even throughout the learning phase, the game was a charming experience: as a corps commander, advancing till you hear cannon fire, then detach a unit to see what is going on and find out it is not the enemy but a friendly unit . At Ligny, seeing a huge mass of French units advancing onto you from the distance, knowing you have to hold the village at all costs – this is closer to what Napoleonic warfare must have felt like than anything I played before. - The AI system is quite good and much more realistic than in other RTS games. Wellington won’t attack but stay defensive; on the contrary, the Prussians will press you hard once they arrive at Waterloo. At some occasions, I sent my commanders forward and it was great to watch them attack the enemy “on their own”, even the officer rode back and forth all the time to encourage at every moment the unit that needed him most. - Unlike Total War, once you learn to use combined forces of artillery, cavalry and infantry, lots of interesting possibilities open up. I really spent my time with strategic gameplay instead of testing my reaction skills. At first, you may feel a bit lost because the battlefield is huge but then you can choose to micromanage a particular assault and let your commanders hold your other positions, which would be unthinkable in TW. My best moment in this respect was when I commanded a unit to attack a square manually and the AI cavalry commander assisted my charge with a flank maneuver at the precise moment the enemy had to abandon its formation to fight in melee – I had moved the cavalry close as I had planned exactly this move and the AI acted all by itself! - And, unlike stated in some reviews, cavalry can charge effectively and the units’ behavior always makes complete sense if you have some basic background knowledge on warfare of the period. (For example, it is absurd to try to make infantry charge a cavalry battalion to fight them in melee like suicidal lemmings.) - Of course, some players will still argue that the UI and graphics are outdated. The UI is not so clunky after all once you learn how to use it. One reviewer even stated that there was no WASD command, which is untrue and moving the camera around is easy, there are even more options to do so than in other comparable games. As for the graphics, I prefer to zoom out a bit to have a better overview and, at this level, the game actually looks not too different from what I am used to with TW. I close an eye on units marching into walls, as I have never seen a wargame that even tried to do animations of soldiers jumping over walls, kicking in doors etc. At some point, one has to be reasonable instead of expecting the developers to hire ten extra animators for that kind of thing. I still haven’t gone through all options of the game (like courier command system, multiplayer, sandbox campaign, all of the DLC...) but so far, it was never frustrating and always rewarding. Cons: - Outdated graphics - User interface requires some learning Pros: - Huge battlefields and tons of units to command - No bugs encountered so far during battles - Focus on strategy and tactics instead of micromanaging every unit - Good AI (AI that actually works!) - Different possibilities to interact with subordinate commanders - Historical accuracy and real battlefield feeling
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
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