
Sengoku Jidai: Shadow of the Shogun is a turn-based tactical and strategic game set during the Sengoku era; primarily focusing on the Japanese Warring States period and Japanese Invasion of Korea.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Spanish - Spain, French
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
我大明天下无敌啊!!! 这个游戏怎么在国内如此冷门,有明日朝鲜战争剧本,还有清朝入关清明闯王大战的战役,简直策略游戏独一份
for me, the start of a passion and love for all things Asian, the period i'd not really visited or played war game wise since Shogun, since this game, everything from movies to TV series goes into a different place for me, this game fuelled that passion and direction and to me is something one day i'd like to see a remake of, in a later or new engine, as it plays so well, over 1k hours on the site version and same again in testing, things from here only got better, but this for me is where this period really took a turn in the right direction for me as it lit a flame that still burns, as before this, there was only Arnhem, now there's a whole new area to fight over in a period i knew little about. so would i recommend it, if you haven't got this one by now, then your not a war gaming collector or play everything type of war gamer, so need not ask
Couldn't pass tutoriel. the UI is so bad. Can't understand who is what.
The Game is good, the AI works well. But a basic unit hit in side rear and front should break not push off kill a General unit. When my Elite unit gets hit in the flank breaks straight away. Might be my luck, but wont be playing this much and wont buy any DLC. Not recommended.
游戏很不错,战略有深度,机制也比较复杂,但是没有中文太可惜了
Sengoku Jidai: Shadow of the Shogun is a deliberate, methodical turn-based strategy game that places historical authenticity and tactical depth above spectacle or accessibility. Developed by Byzantine Games and published by Slitherine Ltd., the game is firmly rooted in the military conflicts of East Asia during the Sengoku period and its surrounding wars. Rather than focusing on individual heroes or dramatic narratives, it invites players to step into the role of a commander overseeing armies, logistics, and battlefield decisions where preparation and positioning matter far more than flashy abilities or cinematic moments. The heart of the experience lies in its hex-based tactical combat, which is clearly inspired by traditional tabletop and computer wargames. Battles unfold at a measured pace, emphasizing formations, morale, unit cohesion, and terrain rather than raw unit strength alone. Samurai, ashigaru, cavalry, archers, and foreign troops all behave differently on the battlefield, and understanding these distinctions is essential to success. Terrain plays a decisive role, with forests, hills, rivers, and fortified positions shaping movement and engagement outcomes. Charging blindly into battle is often punished, while careful advances, use of reserves, and coordinated attacks are rewarded. What sets Sengoku Jidai: Shadow of the Shogun apart from more mainstream strategy titles is its commitment to realism and restraint. Units do not perform superhuman feats, and victories are often earned slowly through attrition, positioning, and morale collapse rather than annihilation. Morale management is particularly important, as units can rout or falter if pressed too hard or flanked at the wrong moment. This creates battles that feel tense and believable, where momentum can shift gradually rather than explosively, and where a single poor decision can unravel an otherwise solid plan. The campaign layer builds upon this tactical foundation by linking individual battles into broader military operations. Players move armies across a strategic map, deciding where and when to engage, how to allocate forces, and when to rest or reinforce. Outcomes from battles carry forward, meaning casualties and fatigue have lasting consequences. This continuity reinforces the sense that you are commanding a real army rather than resetting conditions between missions, and it encourages a cautious, long-term mindset rather than reckless aggression. Faction variety adds another layer of depth. While the Sengoku clans form the core of the experience, the game also includes forces from neighboring regions and conflicts, each with their own doctrines and strengths. This diversity encourages different tactical approaches and prevents the experience from feeling repetitive across scenarios. Facing cavalry-heavy armies requires different preparations than engaging disciplined infantry formations, and adapting your tactics to the enemy is often more important than sheer numbers. Visually, the game adopts a restrained and functional aesthetic. The battlefield presentation prioritizes clarity over flourish, using clean icons, muted colors, and readable terrain layouts. While it lacks the dramatic animations or detailed unit models seen in larger-budget strategy games, this simplicity serves its purpose by keeping the focus on decision-making. The presentation feels closer to a digital war table than a cinematic battlefield, which aligns well with the game’s overall philosophy. The learning curve is steep and unapologetic. Sengoku Jidai does not aggressively tutorialize its systems, and many of its deeper mechanics reveal themselves only through play and experimentation. This can make the early hours intimidating, especially for players unfamiliar with traditional wargames, but it also gives the game a sense of depth that rewards patience. Mastery comes not from memorizing optimal builds but from understanding how systems interact and anticipating enemy behavior over several turns. That same dedication to depth can also be a barrier. Battles can feel slow, especially when maneuvering large formations into position, and players looking for constant action or rapid feedback may find the pacing demanding. The lack of strong narrative framing or character-driven storytelling means the experience relies almost entirely on its mechanics to hold interest. For some, this makes the game absorbing and immersive; for others, it may feel dry or austere. Ultimately, Sengoku Jidai: Shadow of the Shogun is a game designed for players who appreciate careful planning, historical military detail, and thoughtful tactical execution. It does not attempt to broaden its appeal through simplification or spectacle, instead committing fully to a traditional wargame sensibility. For those willing to invest time in learning its systems and embracing its deliberate pace, it offers a rewarding and intellectually engaging strategy experience that captures the complexity and tension of pre-modern warfare with quiet confidence. Rating: 7/10
非常豪丸的大战术级电子兵棋游戏,题材也相当不错,模拟的是日本战国、万历援朝战争、清军入关、三藩之乱、清准战争等在内的16至17世纪的东亚战事。源平合战和元朝征日也作为番外篇可供玩家体验。很多派系在不同历史阶段有不同的军表,比如后金的军标构成本来是以高机动性的骑兵为主,在入关后则有了红衣大炮在内的重型火器,步兵质量也大为提升。 评论区不少人对本作的数值设定颇有微词,的确,这游戏的日本单位数值高得不合常理,足轻、武士单位的近战能力远强于明军的近战步兵。不过,我觉得制作组主要是基于平衡性上的考量,日本单位普遍腿短手短,在接近敌方的过程中很容易遭到杀伤,并陷入混乱乃至恐慌。明军有优秀的火器和骑兵,足以在步兵接战前给日军重大打击。这款游戏的战斗并不是简简单单的比较数值大小,哪怕是满状态的无敌精锐骑马武士老爷,进森林跟轻步兵绞肉也只有死路一条。面对强敌,从侧翼或背后发起冲锋将是获胜的不二法门。 游戏文件夹里的手册(按桌游的说法就是规则书)很值得看一看,里面详细介绍了游戏的具体机制。哪怕一时半会记不住也没关系,随手翻一翻总能帮助你增进对游戏规则的了解,从而提高你的胜率。 最近我发现有个mod可以把隔壁PIKE & SHOT里的欧洲军表导入到本作中,实现16-17世纪欧亚大乱斗的效果,进一步提升了这款游戏的可玩性。
Before Field of Glory 2, and Field of Glory Kingdoms etc, there was Sengoku Jidai. So think turn based total war shogun 2 without the overworld map and just the battles. I could nitpick, but ... there is nothing else like it. This game is amazing.
Ben sosyalist youtuber Emre Kabartaş. Ben moderniteye isyan ediyorum, ben samuray olmak istiyorum.
一坨大的,大明打不过小日本,司马玩意真的相信日本人胡扯淡 大的要来了
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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