
A fast-paced mini-RTS where you spread your color across the map, build towns and defenses, forge (and betray) alliances, and battle up to 8 colonies at once. Expand, fortify, and dominate the grid in chaotic territory-control warfare.
Modeled estimate, not a reported figure. How we estimate →
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About
Shades of War is a frantic, territory-control strategy game where you expand, fortify, and dominate by literally painting the world in your color. Build towns, raise defenses, unleash sprayers and cannons, form shaky alliances, and watch the map shift in real time as every faction fights for control of the grid.
Matches are short, explosive, and endlessly replayable — perfect for players who love fast decisions, evolving strategies, and watching a map erupt into chaos.
Place towers to spray your color across the battlefield, claim land, and generate income. But be warned: enemies are doing the same, and territory can flip in seconds.
Every tile matters.
Every tower is a statement.
Up to 4 human players (local split screen), 8 human players (online) with 8 total colonies battle at once, each with unique personalities and relationships.
Fight
Trade
Ally (only ONE ally allowed… choose carefully)
Betray (even more carefully)
The diplomacy can be as deadly as the combat.
Towns generate income — and income fuels your army.
Upgrade your towns with:
Farms for heavy economy
Guard Towers for built-in defense
Castles, Sprayers, Turrets, Healing units, AA, Cannons, Miniguns, and more
Expand wisely or die early.
AI colonies don’t just rush blindly. They react to your territory, economy, aggression, and alliances.
Some are cautious. Some are opportunistic. Some are psychotic.
Pick a fight with the wrong neighbor?
Good luck.
Play through:
20 handcrafted campaign missions across varied biomes
10 battle maps for endless skirmishes
From deserts to frozen wastes to chaotic multi-front wars — every map has unique pressures and opportunities.
with the new map editor
place tiles in the ground layer to set playable area
select layers to build up set pieces like hills and mountains
once your happy with your layout change the background, name your master piece then battle it out with your friends.
you can share your maps by simply giving them yourmapname.ini from your custom_maps folder
Victory comes in two flavors:
Be the last colony standing, or
Control 80% of the map and drown the world in your color
Either way, there’s nothing more satisfying than watching your color envelop the battlefield.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
[h1]After several updates, a lot of core issues have been improved, so I'm revising my review.[/h1] The basic idea is that you build bases to get income, you use accumulated money to build turrets, and your income over time to upkeep those turrets. Turrets will auto-target nearby structures, but otherwise they will fire randomly to turn territory to your color. This means ALL turrets can spread territory, some more efficiently than others. Walls protect your territory from being converted by enemy fire. Castles are used offensively or defensively and can upgrade turrets within their range of influence. CONTROLS Although I haven't tried controller play, playing in mouse mode is pretty responsive and enjoyable. Your keyboard hand can work the camera, and you can bind controls to quickly select pointer modes. I use the default right mouse to open the turret menu, and I bound selection and removal pointers to 1 and 2, and pause to P. USER INTERFACE There is very little information displayed using a floating UI besides the build menu, and your economic information. MOST information you need is there, except for things like turret or town HP. Although technically displayed by showing the building gradually fading out as it takes damage, this is an imprecise and nearly unnoticeable way in the heat of battle to see when things are dying or dead. A subtle flashing effect might help here if you want to keep this "fade-out" style health indicator. Of course, health bars work just fine, but might clutter the screen. Perhaps an actual health number as an optional toggle? In any case, it's very easy to lose whole sides of your territory without even realizing it. SOUND Although there are sound effects, there aren't really any CUES. Without a mini-map or sound cues, your only real hope of knowing what's going on is to be looking directly at it. The music is acceptable. ART Sometimes, good art just isn't possible, and instead you get something that's got charm in other ways. This games artwork really reminds me of old-school flash games and I personally like it for that, but if you're hoping for some kind of strong art direction and execution, you won't find it here. STRATEGY The idea of having to smash the bribe button like 20 times to propose a diplomatic alliance is just not good. On one hand, large amounts of smaller bribes can technically mean a smaller territory could establish diplomacy with a larger one, but since territorial control is generally more important, it just makes sense to wipe out smaller nations. I'm not really sure why diplomacy is here at all in a game that's this fast-paced. Pre-selecting teams and just ignoring the diplomacy mechanics would be better. Generally, each turret has strengths that other turrets don't, but the player that can amass a huge number of "canon" turrets in their opponent's economic structure is basically going to win. To do that, you have to actually expand your territory constantly and look for small advantages wherever you can get them. You can't place anything on land you don't control. It might be tempting to prepare to spam 10 cannons to rapidly destroy your opponent's front lines, but most of the powerful weapons are very pricey and have high upkeep, so it's not normally tenable to chain OP turrets this way. Good balance of your resources, staying on top of both defense and offence, and making sure you don't let a bunch of territory turrets jump far into your bases and start spreading everywhere. DESIGN MAPS It has a map editor and workshop support right out of the gate! Nice! Auto-tiling and various layers makes building maps a breeze, although without prop additions or being able to set specific spawn points for players to start, tactical designs like chokepoints and things can only be randomly relied upon depending on your start. Opponents might reach strong positions first based entirely on fortune, or start with center map control when playing a 1v1. Until this is addressed, map creation is a fun distraction but not really an applicable tool for game design. UPDATED CONCLUSION The meta is more complex than I initially gave it credit for, and playing a variety of player counts and teams has shown me this game has some real competent design behind it, despite missteps. I originally called it a full release game that felt like Early Access, but the developer has been VERY receptive and willing to take critique or bug reports as soon as they come up. I'm happy enough to call this a fun little indie RTS that's worthy of a look.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
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