
Fight the ‘Stalingrad on the Yangze’, as was sometimes called the Battle for Shanghai in 1937. Play as the Chinese willing to reclaim the whole city or as the Imperial Japanese forces in their counter-attack.
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About
SGS Battle for Shanghai is the fourth game of our SGS Battle Series, covering intense fights and battles in well know (or not) small but fighting-heavy locations ; ‘grand’ tactical’ scale for regiment, battalion, company and even platoon-size units (depending on the games) and game turns which represent a very short real period of time (one or two days, half a day, a few hours…).
One of the many particularities of the Battle series compared to other SGS relates to a unit activation system which means that not all units will necessarily be able to move and fight in a turn. This will only be possible for them if they have been activated. And depending on the battles or the episodes during them, the activation limits will be more or less important.
Shanghai, one of the most famous and bloody battle of the Second Sino-Japanese war is marking the beginning of a terrible conflict, and is depicted in this game where you can play both sides, Chinese or Japanese ; against another player in PBEM or in hot seat, against AI.
SGS Battle for Shanghai covers the period from August 13, 1937, to November 26, 1937, till the final Japanese capture of the city and the heavy destruction brought to the city. At the end of November, when the game ends, the Chinese have lost ground and are even now threatened at their capital of Nanking. But could manage to have them seize the initial enemy positions in Shanghai and hold them before the Japanese reinforcements and counter-offensive (from late August) strikes at you, thus complicating Tokyo’s plans and achieving your own, to draw worldwide attention to the conflict? Or, as the Japanese commander, can you hold your ground in the city and put the assaulting Chinese in an even more precarious situation than the historical one when your counter-offensive comes? Each quarter of city and nearby towns and suburbs will become the stake of a thousand battles.
The game will contain a grand campaign scenario covering the battle from August until November, as well as other (intermediate or shorter - see below) scenarios based on different starting days or limited to specific areas (Shanghai city, the Yangze river banks, etc…) of the battle.
We plan to also provide the players with interesting options to explore potential what-if situations.
The player will also find in the game historical events.
Those can be strictly historical or random depending on their nature, and/or depending on the game setting (historical scenario or what if). A more efficient Chinese artillery? A better preparation for the defenders? A stronger implication of the navies on both sides? Or, on the contrary, a scenario where all external events occur at exactly the same time as in History.
Most events generate even more immersion, sticking to a historical reality. All are carefully designed, with extensive historical research, to go beyond the game, to bring its playful dimension closer to what could be a highly interactive history book.
Operation Iron Fist: The offensive operation launched by the Chinese army in mid-August 1937, aimed at destroying the Japanese troops entrenched near Shanghai. This scenario will be unlocked on the day the game is released (August 13th).
Combat around Lo-tien: The combat between the Chinese and Japanese armies around the most crucial strategic point around Shanghai: Luodian, from mid to end of September. This scenario will be unlocked in the game's first major update (tentatively scheduled for September 15th).
Shanghai Grand Campaign : the complete campaign game, covering the entire battle from its beginning on August 13th, 1937, till the end of November. This scenario will be unlocked on the day the game is released (August 13th).

Scale
In this specific game, units are mostly battalion-size on the Japanese side and regimental or brigade size on the Chinese’s (with some exception for particular units at battalion level too). They confront each other in urban zones of the city and paddies areas on the immediate outskirts of the city. Some "off map boxes" are also integrated to represent more distant areas (where close strategic points such as air bases are located).
Each turn is three days.
The game consists mainly of ground units and some air and (few) naval units. However, the latter have more of a role of support "markers" as in traditional board games or wargames than of units with fine and dedicated management. A few river units are also present to represent the Japanese ships that operated on the Huangpu and Yangze, or the the main carrier ships off at sea in Hangzhou bay.
All the types of units present in Shanghai in 1937 appear in the game: armored vehicles, infantry, engineers, artillery and even a few surprises (block houses, trenches, terrain elements such as fortified ruins, etc.).
Estimated Playtime: from 1h to many hours… with great replayability.
Favored Side/hardest to play : depending on the scenario played and in the campaign it can alternate, being harder for one side at one point in the game before becoming easier (and harder for the opposing side).

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Spanish - Spain, Simplified Chinese, Italian, German, Japanese, Portuguese - Portugal, Russian
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
非常感谢你们,很少有国外的制作者对中国的一些历史这么上心,不过还是希望你们能开发出更多剧本。 然后是我的一个建议,我相信这会很棒的: 你们应该知道在淞沪会战之前,中日还在上海有过一次军事冲突, 1932年,中日在上海爆发了一次冲突,中国称为“一.二八”事变,日本在上海挑起事端,企图在中国获得更多利益,双方最终爆发冲突,日军投入了约9万人:第三舰队、混成第二十四旅团、第九、第十一、第十四师团;中国军队投入不足5万人,蔡廷锴和蒋光鼐的十九路军,和张治中将军的第五军。 你们完全可以以此为背景再开发一个剧本!地图仍然是上海,只是你们可能要做一些新的算子,但这是值得的,因为这是在将上海战争题材开发到极致!!! Thank you very much, few foreign producers are so interested in some Chinese history, but I hope you can develop more scripts. Then here is my suggestion, which I believe will be great: you should know that before the Battle of Shanghai, there was another military clash between China and Japan in Shanghai, in 1932, there was a clash between China and Japan in Shanghai, which the Chinese called "One." In the 28th "Incident, the Japanese stirred up trouble in Shanghai in an attempt to gain more interests in China, and the two sides eventually broke out in the conflict, and the Japanese army invested about 90,000 men: the Third Fleet, the Mixed 24th Brigade, the ninth, 11th, and 14th Divisions; The Chinese army committed less than 50,000 men, CAI Tingkai and Jiang Guangnai's 19th Route Army, and General Zhang Zhizhong's Fifth Army. You could use that as a backdrop for another script! The map is still Shanghai, only you may have to do some new units, but it is worth it, because it is developing the Shanghai war theme to the extreme!!
抽到一张鱼雷艇直接把出运号炸了,校长睡觉直接笑醒。
先说结论,从场景和算子设计可以看出这确实是一款对历史还原度比较高的用心之作,然而其中具有较同类甚至同系列作品相对而言更多的bug以及各种奇怪的特性,同时双方实力严重不均衡,作为成品而言非常牵强,因此不建议在原价时购买,打折时购买也可能有物无所值的嫌疑。 先说补给系统:本作的补给系统是与我玩过所有同类游戏,甚至同系列的朝鲜战争相比最糟糕的。同类型游戏缺补给,要么减战斗力,要么吃debuff,甚至有直接被消灭的设定。然而本作中日军往往可以顶着三级甚至四级的补给惩罚强攻国军,减一士气对于初始士气较高的军队而言没有作用,唯一有可能吃到补给惩罚士气减益影响战斗力的还是国军,真就是吃草的民族。。长江沿岸除了杨树浦外全是补给点的设定,让国军的突然胜利完全仰仗于AI的窒息操作。同时海军陆战队不需要补给的设定也极大削弱了游戏的平衡性。建议江边补给点和这个特性留一个就好。 各种bug:本作从UI,AI行动,卡牌效果触发,甚至战斗中有数不清的bug,包括但不限于进攻火力算子打掉对面的火力算子,飞机乱窜,AI突然停止行动,战斗吞伤害,老兵效果消失,战斗时卡牌不触发,出牌时(尤指3费将领)卡牌效果不触发,建造防御工事式卡死,防御工事仅选择一次,进攻防御加成突然消失,异常重建驻军,莫名其妙的溃退,剧本事件不触发等等,接近平均两回合,不得不退出一次游戏并重新加载。。。体验观感极差,建议作者在后续开发中进行更新以修复如上bug。 均衡性问题:本作日军战力过强,国军胜利完全仰仗于AI瞎操作把重炮全部送掉,日军补员速度过快,每局补员能力过强,同时国军基本上回回缺补员,与历史相左,同时加大防御难度。而且国军建造障碍物的能力竟远远低于日军,且卡牌及事件经常吞掉建造,日军飞机过多,舰艇(水上母舰)防空过高,且国军飞机对海能力过弱,且局内胜利点获取能力远低于日军,就史实来看,日军主要为小口径火炮,但本作过于强调其战略打击能力,消耗能力过强,且国军士兵防御能力低下,两方投点效率(数量和大小)差距明显。客观来讲在两个相同智力的人对局中国军没有打赢日军的可能。 建议:本作UI 设计过于阴间,飞机移动无法调速且无法编队,浪费大量时间,建议修改;国军防御能力过差,且容易被炮火大量消耗,建议增添相关buff;日军补员能力过强,同时补员部队成为精锐加老兵,有点过于离谱;国军局内严重缺乏胜利点,且作为防御方调动部队机会较少,建议增加胜利点获得方式及固定解锁数个部队。同时建议增加国军火炮对海能力以及上调鱼雷艇伤害(现在平均还没沉船高)。建议增加回退功能,有时候真的只是手残。 -----2025/1/9----- 首先,非常感谢策划的回复,确实用心了,首先有一点申明:个人认为作为一款游戏可能可以适时调整使双方兵力相对均衡,而不至于达到现版本下日军过强,国军过弱,日军取得胜利非常容易的情况,但差评主要是奇怪的bug及特性过多导致这款游戏对局过程不顺畅,完全是一个仍待开发的版本。 其次,我印象中如果进攻方仅有火力算子的话,防御方火炮是不触发的,但是这样仍然“不定时”有防御防火力算子被打掉的情况(也见过很多防御防火力算子仍然保留的情况),而且有时是有受击抖动的,如果这不是bug的话,希望可以在战斗动画中加以体现。 飞机乱窜在玩家这边体现的比AI更突出。具体表现为如你所说的不停移动,甚至直接卡死在某一位置,整部游戏寻路机制一言难尽。 战斗时卡牌不触发,包括国军重建铁丝网卡牌,这个卡牌有时打出不触发事件(或者直接随机添加);手榴弹、海军支援等在第一轮未造成伤害(投点没过)时不一定触发(这个朝战高射炮同理,可以试一下不带高射炮和飞机打出此牌) 同时狗斗可能造成保安队打飞机的情况(这个不知道怎么回事,也许是代码就是伤害随机,只是我感觉是因为保安队投点造成的) 还有进攻方仅有火力算子及飞机的情况下,防守方有两到三次出牌机会分别在结算前后,结算后打出的牌均不会触发。 以及日军堑壕这增援大概是七个还是八个记不太清了,有时只能选择一次,并且全部添加在一处。 事件不正常执行尤其指国军重组指挥事件,这个似乎是隔了两个回合,即两回合内打出的将领似乎都不会被加入手牌。 调速指调整动画速度。 加成是在进攻防御时由于地形造成的修正,直观表现为数据变红或变绿,但在强攻阶段有时会消失(表现为数据变回白色),很神奇,但几轮进攻中永远会有一次到两次(在已经正确触发卡牌效果的前提下)(也有可能是AI打出卡牌,但在战斗开始阶段未触发,我不知道) 作为市面上少见的抗战题材的兵棋游戏,我非常愿意支持这部作品,这也是我写评价的原因,然而恕我无法接受它与同系列或其他作品质量上的参差,希望下次更改评价是因为这个作品无愧于一个好评。 ---2025.4.1---- 总算修了几个要命的bug,希望下次会修复国军事件不刷将和防御乱放的问题,还有补给惩罚 “唯一方案是不要调用任何可能不稳定的内置效果但这样就得删除很多卡牌。”原话放这里,希望策划可以学习国内其他友商对待bug的态度。 对了,依旧建议在战役中取消除顾祝同外国军将领的胜利点数消耗或在消灭日军精锐时奖励胜利点数,同时限制前三回合城区内日军补员。
对于兵棋的新手玩家来说本作还是很适合玩一下的,上手难度不是很高,也没有像别的系列里有复杂的经济、外交系统,只用考虑战术策略的方向。游戏里还专门有一关新手教程(作者自己也在B站发了一篇中文教程),真的是很贴心啊。虽然游戏也总有些诸如棋子消失界面关不掉等bug,不过基本上都能通过退出重进解决(好像游戏里每一步都自动保存,所以退到主菜单再继续倒也影响不大)。游戏流程上玩一轮也还是比较快的(几个小时应该算快吧),可能是因为地图不算太大?不过另一方面来看这倒也能算个优点,毕竟短一点的流程打起来也不会特别费脑子耗时间,对于新手或者喜欢玩点策略游戏又不是很有空的的人来说还是挺友好的,而且开局的选项卡也给游戏加了不少的可玩性。感觉如果能有个同好朋友一起对战的话,本作从用时到操作上也是挺合适的(真想有个朋友一起玩啊)。相比于SGS其他系列的作品,淞沪的性价比绝对算是非常高的了,场景信息也是全中文的,指挥官什么的看着也都眼熟,中国玩家打着应该还会有点家国情怀什么的。如果是打折的话,即使没怎么玩过SGS的玩家也还是很推荐入手的。
I picked up this game mainly because I live in Shanghai and was curious to see how the city’s history was portrayed. The game has a nice setting and some interesting mechanics, especially with the way unit activation works. That said, it’s definitely not the most user-friendly game, and the tutorial could be better. It feels more like an old-school wargame than something modern - meaning that the learning curve is steep. If you have the desire to learn it, you might find yourself enjoying this game. https://steamcommunity.com/sharedfiles/filedetails/?id=3513503809 https://steamcommunity.com/sharedfiles/filedetails/?id=3511457209
奇怪的是,上海37是70萬vs30萬,被歸入SGS Battle,而香港41是2萬VS1.4萬,卻被歸入SGS,二者究竟怎麼分的? curiously,Battle for Shanghai 37 is about 700k VS. 300k ,and belonged to SGS Battle Series,meanwhile HongKong 41 is about 20k VS. 14k and belonged to SGS series. What's the diffrence between them at all?
希望贵公司能多出一点和中国战争相关的游戏,符合历史,正常设定就行
希望日后能追加一下128抗战吧
“东方的斯大林格勒” 我想到同学跟我说,他们的历史书解释内战失败的原因,是因为抗日战争损失过大。
你如果说价格那不推荐,但如果单论内容还是很推荐的
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