
Lead a Three Kingdoms warlord in a turn-based grand strategy simulation focused on logistics, diplomacy, officer management, and large-scale warfare.
Modeled estimate, not a reported figure. How we estimate →
About

Three Kingdoms Classic is a turn-based grand strategy game based on the historical records of the late Han dynasty and the Three Kingdoms era. Through cities, officers, diplomacy, supply lines, and battlefield commands, you will guide a faction through an age of chaos.
The front line does not move by the sword alone. Deciding which city to relieve, which officer to trust with logistics, and whether to fight or hold your ground can gradually redraw the borders of the realm. You can take command of a faction and aim for unification, or watch the wars and diplomacy of AI-controlled factions unfold in Observer Mode.
The realm did not split into three kingdoms overnight. From the Anti-Dong Zhuo Coalition and the rise of regional warlords to Guandu, the aftermath of Chibi, Liu Bei as King of Hanzhong, Wuzhang Plains, and the fall of Shu Han, each scenario offers a different balance of factions, officer deployments, front-line pressure, and historical events.

Three Kingdoms Classic represents each era with names, roles, and faction structures suited to that point in history. The same region may appear under a different name depending on the scenario, just as Yufu later became Yong’an, and Moling became Jianye.
Officers are also designed around their recorded deeds and historical roles rather than only their familiar popular images. Xiahou Dun excels as a commander who supports rear-area stability and logistics, while Zhang He shines through mobility and battlefield judgment. Historical grounding is reflected not only in background text, but also in city names, officer roles, abilities, and strategic use.
Cities on the map are more than territories to occupy. Population, gold, food, troops, public order, economy, agriculture, and logistics determine how long a war can be sustained. You must decide which cities to defend, where to gather troops, and where supplies should be sent.
If public order collapses, the risk of rebellion rises. If the front grows too long, reinforcements and supply transport take time. More important than winning the battle in front of you is whether you can still afford that victory next month.
Behind every stat sheet is a person. Officers are not judged by combat ability alone. Their roles, personalities, traits, loyalty, relationships, biographies, and achievements all influence the front.
Strategists support supply lines and schemes. Fierce warriors lead attacks and defenses. Political officers strengthen city administration and diplomacy.
You can grant offices and titles to officers who distinguish themselves, preserving their loyalty and rewarding their service. You can also consider relationships and personalities when recruiting, negotiating with prisoners, or deciding their fate. Gaining a talented officer can matter longer than winning a single battle.

Attackers and defenders each choose their commands. In sieges, field battles, set-piece engagements, gate battles, and mountain battles, walls, high ground, supply lines, weather, morale, provisions, officer personalities, and traits can all lead to different outcomes.
Fire attacks, confusion, lures, supply raids, gate defense, and retreats can become decisive moves — or costly mistakes. A larger army does not always win. Which officer you place at the front, where you hold, and when you withdraw can change the course of battle.
This time, even Ma Su may have another chance. In mountain battlefields such as Jieting, high ground, supply lines, and the commander’s judgment can alter the tide. Take Ma Su’s place on the mountain and try to overturn the result of Jieting yourself.
A direct assault is not the only path to victory. Dangerous routes such as the Ziwu Valley, Yinping Trail, Han River routes, and river crossings or mountain paths in Jiangdong can give you a chance to strike behind enemy lines. But harsh routes reduce troops and morale, and if discovered, they may be cut off. History is not already decided.

Truces, alliances, joint invasions, requests for aid, recruitment, prisoner treatment, surrender and vassalage proposals, relations with non-Han tribes, and historical events can be as important as war itself. Instead of attacking immediately, you may buy time. By persuading a capable officer, you may change the outcome of the next battle.
A good truce saves your army. A bad truce merely tells you the exact date of the next betrayal. Who you join hands with, and who you delay, can redirect the arrows on the front line.
Taking the realm is one thing. Holding it is another. A faction must manage not only territory, but also legitimacy. Offices and titles, relations with the Han court, imperial accession, abdication, and post-unification choices can all leave different endings for your campaign.
Your campaign can be reviewed through replays and historical records. The orders you gave, the deeds of your officers, and the rise and fall of factions remain as part of the record.

Multiple historical scenarios covering major periods from the late Han dynasty to the end of the Three Kingdoms era
Historical maps and data reflecting era-specific city names, faction structures, and officer deployments
Strategic systems linking domestic administration, logistics, public order, food, and troop management
Officer data based on historical records, including roles, personalities, traits, loyalty, relationships, biographies, and achievements
Turn-based battles divided into sieges, field battles, set-piece engagements, gate battles, and mountain battles
Risk-and-reward operations through difficult routes such as the Ziwu Valley and Yinping Trail
Diplomacy and personnel management, including truces, alliances, joint invasions, aid, recruitment, prisoners, and vassalage
Historical events and alternate-history settings triggered by specific conditions
Custom officers and new faction options
Observer Mode for watching AI factions develop on their own
Campaign replays and historical records
Three Kingdoms Classic values long-term judgment over quick decisions.
A single city’s food shortage can collapse a front. A single officer’s defection can shift the balance of the realm.
Write the next chapter of the age of chaos with your command.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 102 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good old style three kingdoms game. Would recommend if you want a simple old style three kingdoms game with better graphics. Devs are responding quite fast with bugs and gameplay input. I would love if the devs would provide more in depth guide later.
솔찍히 이거 왜 재미 있지... 어느 정도 즐기다가 이만 할까 라는 생각이 들면 그냥 오토 올리면 내려놓고 딴거 하면 끝나 잇음,. 하드하지도 않고 이지하지도 않은 중간지점은 잘 챙겻는데.. / 이동시스템에 지역눌러서 찾을수 잇게 좀 바꿔주면 좋겟음 아니 이거 빼고도 사소한 귀찮으짐에 따른 문제가 좀 있긴한데 어느정도 개선하려는 의지가 있고 조금씩 개선되는게 보여서 좋음 /
리뷰를 보시는거 같아 남깁니다 신장수 작성 만들어주세요!!!!!!!!! 게임 아이콘이 제대로 생성되지 않네요 바탕화면에
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: Korean, English, Japanese, Simplified Chinese, Traditional Chinese
Hours played at review time, across 102 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
시간 녹음
삼국지라기보다는 삼국지 배경의 역사시뮬레이션 느낌이 강함. 현실성을 강조한건 좋고 고증대로 반영된 국력은 매력적인데, 삼국지라는 틀을 사용했다면 인물의 능력도 좀 더 강조되어야 한다고 생각한다. 장수들은 스텟 차이는 있지만 코에이 삼국지처럼 엄청난 차이가 나는게 아니고 다들 그냥저냥하는 성능이란 느낌이 들고 오히려 d급이라도 장수가 있는게 무조건 좋다는 것만 부각된다. 좀 더 인물도 부각시켜서 전투에서도 좀 더 효능감을 느끼게 해줬으면 좋겠다. 아무리 그래도 삼국지 게임인데 1만명 관우로 3만명 잡장도 못 이기는 건 좀 그렇지 않나.
大変面白いと思います。三国志のゲームをかれこれ35年くらいやってきましたが、その中でもかなり面白い部類に入ると思っていいと感じます。邪道ながら、能力値が見えるモードでプレイしましたが、武将ごとの能力値にあまり違いがないのが、史実的と考えるべきなのでしょうか。いろいろな皆さんのご意見も聞いてみたいところです。
일단 사놓기는했는데 사운드조정기능이 허술해서 옵션들어가서 5%로 조정하고 시작했는데 귀에서 피터짐, 바로 종료했다... 좀 세분화해서 전부 건드릴수 있게 바꿔주었으면 한다
저는 스팀덱으로 스팀게임을 자주하는데 혹시 스팀덱에도 잘 사용 할 수 있도록 인터페이스 등등 편의성 패치 해주실 수 있을까요??
1인 개발이라 편의성이나 기타 디테일 부분에서 조금씩 부족한 점이 없진 않은데 그걸 감안해도 완성도가 좋습니다. 업데이트 주기도 빠르고 내용도 알차니 앞으로가 기대되는 게임ㅎㅎ
한 마디로 재미있습니다. 1인 인디 개발이라 아직 미흡한 점이 좀 보이지만, 개발자의 엄청난 열정이 이를 보완해 준다고 생각합니다. 정사 삼국지를 기반으로 해서 유명한 장수 하나가 다 쓸어 담는 플레이가 되지 않는 것이 매우 좋군요. 기존의 삼국지 게임과 잘 차별화한 것 같습니다. 지금도 사용자와의 활발한 소통을 바탕으로 지속적인 개선을 하고 있으며, 새로운 콘텐츠도 추가되고 있습니다. 제가 그간 원했던 바람직한 개발자의 모습을 이 게임에서 발견하게 되어 매우 기쁘게 생각합니다.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $12.3K | 20 | 100% | $13.99 | |
| $412 | 1 | 100% | $11.99 | |
| $74 | 1 | 100% | $1.99 | |
| $1.7M | 868 | 81% | $59.99 | |
| $950.8K | 422 | 82% | $59.99 | |
| $254.5K | 515 | 69% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $64.1K | 180 | 86% | $19.99 | |
| $64.1K | 90 | 46% | $19.99 | |
| $64.1K | 95 | 92% | $34.99 | |
| $64.1K | 95 | 95% | $34.99 | |
| $64.1K | 191 | 79% | $5.99 | |
| $64.1K | 180 | 96% | $14.99 |