
Warhounds is a turn-based tactical game about an elite mercenary squad with an old-school action movie vibe, inspired by XCOM and Jagged Alliance. Recruit unique fighters, upgrade your base, and fight for Africa’s future. Less fake RNG, more true ballistics and lethal tactics.
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About
Warhounds is a turn-based tactical & strategy game, inspired by XCOM and Jagged Alliance, about a mercenary squad with an old-school action movie vibe. Command an elite team of bold, stylish operators, wage a campaign in an alternate-future Africa, and decide the war’s outcome mission by mission.
Calculate lines of fire and flank angle, break cover, and seize the high ground. Every turn is decided more by your planning and tactics, less - by RNG.
Combine classes: Assault, Specialist, Sniper, Machine Gunner, and Grenadier. Pick the right gear for the job, treat and extract, and protect key operatives. Take calculated risks. High combat lethality makes every decision count.
Recruit, upgrade, purchase equipment, and handle logistics, finances, medical supplies, and downtime. Choose allied factions, build relationships, gather intel, and execute covert ops. Your choices have consequences: your decisions determine your access to missions, gear, and allies.
Deploy drones, combat scanners, smoke, and optical camo. Upgrade and improve your kit to win under any conditions.
Knock out a mission in 25-40 minutes, or settle in for a long session. Customize the challenge: go for a brutal tactical hell or a light, relaxing run.
No point-blank misses - flank + close distance = 100% hit chance.
Real ballistics, destructible cover, vertical gameplay, and cone overwatch.
Mercenaries with character and mission-focused loadouts without any busywork.
Base management, contracts, budgets, allies, and consequences for your actions.
Assemble your squad. Take the contract. Decide Africa’s future beyond 2035.
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Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 825reviews | 72% | — | $857.8K |
| $34.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 720 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A low-effort XCOM clone which fails to inspire on any real level. The missions are bland and repetitive, the assets are mid-tier at best, the gameplay loops poorly conceived and uninspired. On top of that, the game crashes frequently (for me at least) and it is apparently just a re-release of Sparta 2035, a Russian-developed XCOM clone that was banned off Steam due to sanctions. All that said, it isn't the worst XCOM clone I've ever seen, but the price is completely ridiculous considering the quality of the end product. € 15 would be the most anyone should pay for this.
Overall an ok game. If you haven't played XCOM, play that instead. There's also Jagged Alliance 3. Tomorrow, the Star Wars XCOM is also coming out and that looks good. This game has pretty dated graphics, definitely what seems like AI-generated photos leftover from the demo (which were 100% AI "placeholders"). This is all on top of the controversy behind it being literally the same game of Sparta 2035, which is sold in Russia only, according to some articles online. As for what it does right, I do highly appreciate the differentiation between ability and movement points. And the fact that you can shoot twice in one turn if you didn't move. Your troops reloading after killing all in-sight enemies is a nice QoL as well. Class variety is fairly standard, but I enjoyed machine gunners way more than I expected since they actually have good accuracy and fantastic overwatch. Grenadiers were pretty good as well, though not nearly enough cover is destructible considering how many heavy grenades I'm tossing. Maps often have high points so your snipers' squadsight is incredibly useful. Assault troopers' melee seems good, but honestly most of the time they just would shoot my guy, which stopped the melee from killing (you do some basic damage, and "win" the melee next turn, though it's only a % chance victory. The enemy may turn it around on you and kill you, not just down. Kill). What I didn't enjoy were bugs/skill interactions not happening half the time. For example, my sniper should get AP back from a kill, but seemed like she didn't, even when it was her only move that turn. Medics' keystone skill is "Overwatch costs no AP and can be used with 0 AP." This is nice, HOWEVER, if you use him last and have no other units with AP, the turn automatically ends, and I saw no setting to disable "automatically end turn on 0 AP." Sometimes the grenades wouldn't hit, despite the enemy glowing (which is to indicate they should hit, as my understanding). Voice acting is okayish, but Julia, the spokesperson of the outfit somehow sounds like the most naive schoolgirl, despite having been with this merc outfit for quite some time. The black market guy sounds like a white suburban college student selling weed for the first time for some reason. Also, you have "veterans" which are pre-made soldiers that you can occasionally hire. They all have one personal skill which may or may not be useful, as opposed to your generic hires that get none. This made me not care about those hires, despite them being my first rookies. Hires also had variable skills at hiring, which coooould be an interesting concept a la XCOM, but honestly some of them were just so trash, I don't get the point (3 base hp and 6 movement is just useless). Basebuilding amounts to just paying the 10k or so to build a thing, and you collect contracts to be able to buy gear. That was ok, though it's just a waiting game really for that. My least favorite part of the strategic layer is how often your squads seemed to fail the recon missions to unlock more missions. They'd consistently say ~5 - 10% chance of failing and it's not confirmation bias to say I just had to do "save my troops" missions 5 times in a row. They're not fun, just tedious. Let me choose to not save them, and just have the troops be severely injured rather than dead. Saving them nets about 20 xp (which is essentially nothing), and is just boring at that frequency. There are 3 factions you meet. It was fairly easy to get them to 100 each via the missions, though they often would fluctuate. It's important to get them to 100 to get the contracts to buy the best gear. However, you cannot buy the gear if the rep goes below the level again. So, I didn't buy enough sniper rifles from the Chinese faction (need 100), and now I am just sitting on the map layer waiting for a faction mission to pop so I can buy the sniper rifle (even though I already have the contract!). I understand the idea, but why bother making it a contract if I can lose the ability to buy the gear? Note, I haven't finished the game, though I am forcing myself to slog through it at this point. I just had another failed recon mission and took a break to write this review. Again, overall, okay. If I never played XCOM, Xenonauts, Phoenix Point, Jagged Alliance 3, etc. I'd probably rate it higher. In a vacuum, it's good.
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Languages: English*, French, German, Spanish - Spain, Polish, Simplified Chinese*languages with full audio support
Hours played at review time, across 720 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Just finished Warhounds on Normal play level. I've been playing tactical turn based games since I got my shareware copy of the original X-com in my PCGamer magazine. I found it to be an enjoyable game that definitely scratched that X-Com itch. Of course, it's no X-Com2: War of the Chosen, but then again, what is? I thought it was a little short, though. The story played through pretty well and it was an interesting take on modern day factions. The price was right as I purchased it right after release. While I was reading existing reviews I was a little baffled regarding some of the negative comments. It does seem to be a re-release of an earlier game (that I looked up after learning of it). I don't speak Russian, so I could really not care less about that. The re-release is polished and it's a great looking game. Some of the voice acting was a little jank... Let's just say that they don't match the chararcter drawings sometimes. ;) There were no hair-pulling RNG silliness moments. Good tactics and unit placement worked as expected on the lethality of the outcomes. Also there were mentions regarding AI? Ok... So what? It's a game that has many forms of artificial intelligence coded into it. I don't get it. it was FUN and the obvious AI bits were appropriately placed and helped to expand the story. :) I did experience a rather infuriating bug during the final battle. My unit was behind cover on a stairway and could not be moved on the next turn. I looked it up and found it identified as "Geometry Tile lockup". It only happened once and a re-load of the area entry auto save game got me past it. Anyway, if you're not a gaming snob and enjoy the tactical turn-based game style for what it is, I highly recommend it for a short distraction.
The best thing I can say is that I actually remember my soldiers now. Not because they have amazing portraits or anything, but because they talk during missions. They react, they joke around, they feel like a little group of people instead of disposable chess pieces. Please expand this system. Seriously.
I very rarely leave reviews but Warhounds was such a huge disappointment, so many mechanics and beats are completely lifted from a variety of XCOM titles, the dialogue is cringey and makes you hate the characters, technically the game is a mess and visually the art style really doesn't do it for me. I'm a huge fan of turn based tactics games but this was a huge miss for me, I encountered lots of weird bugs where I would spend money on operators but wouldn't get them. Game felt very half baked and cheap.
The first couple missions didn't impress me much. Then I started understanding the overwatch system. Then I started setting up crossfire. Then I started planning turns ahead. And that's when it clicked.
My short review after a brief look: - All classic mechanics are present except for stealth. Playing without stealth feels weird, especially since enemies don't really react to you until you cross their line of sight. - Grid-based overwatch is a good design choice - Bullet-by-bullet hit calculation is also nice, but there are way too many scratch hits - Graphics... well, it doesn't get in the way of playing - Characters - thanks for just having them - The female officer is cute Overall: 6/10 for now, hoping that the game opens up and gives more tactical options later on.
Nos encontramos en agosto del 2027 Perro Sánchez gana las elecciones generales perpetuarse en el poder secuestrando a la Princesa Leonor, heredera al trono, y la Infanta Sofía, además asesinando a la oposición Nos encontramos en Esparruecos, tu misión es sencilla salvar a las herederas y derrocar al gobierno de los amego segarro. P. D. : El juego esta bien
I have real trouble believing that much of the art and writing in this game isn't AI-created. And look, I don't play tactical shooters for the plot, but also the plot can't be... offensively bad. Emphasis on offensive. Gameplay is... eh. I've played worse xcom-alikes, but this one felt pretty soulless, tbh.
[h1] Intro[/h1] I am a huge fan of Jagged Alliance (JA), so when a game invokes its name in its blurb or by comparison, my ears pick up and I go through everything with an extra fine-toothed comb. The premise behind Warhounds is nothing new. You play the commander of a group that’s been hired by the leader of a fictional African nation that needs help repelling a self-proclaimed warlord or somesuch. I am 19 hours in as of writing this review, and plan to continue playing and will update the review if my impression drastically changes. Thus far, the campaign seems pretty linear and straightforward. Since there’s a lot to talk about, let’s get right to it. [h1] Likes [/h1] [b] + Fresh take on a beloved classic, with some updates like operating from a ship, base-building, and new features like intel generation and resource management. [/b] [b] + New fixed classes of mercenaries like Assault, Sniper, Support, Grenadier etc. can streamline squad creation and composition. [/b] [b] + The skill trees for merc leveling look simplistic, but as you pick your perks and try them out, you can see that there’s been quite a lot of thought put into them. [/b] [b] + The veteran mercs you recruit come with a UNIQUE personal skill. This can be pretty cool and enhances the immersion factor. [/b] [b] + Contracts create an added dimension to the game: you can’t buy an item without signing a contract initially. So which items, resources or abilities do you obtain first? You decide (there’s even remote bombardment). [/b] [b] + Access to the black market provides another strategic layer to procurement. I’ve bought a couple of interesting items so far. [/b] [b] + Combat appears to be following real-world physics, with some exceptions; main missions appear to be varied enough so far. [/b] [b] + LoS physics look good, and I like the fact that they indicate if the merc has to peer out of cover in order to initiate overwatch. [/b] [b] + Speaking of cover, the various types (half, full) are also marked with a crack if they are destructible. This is really handy when picking where you want your mercs to move to next. [/b] [b] + Immediate recruitment option can be valuable (the limitation is that you only get newbies, with no set class yet). More skilled mercs take time to arrive. This seems pretty fair. [/b] [b] + Enemies can be in disguise, and can only be revealed at close visual range. This is an interesting feature that can make missions more challenging. I found it pretty cool. [/b] [b] + Introducing factions with varying interests is a nice touch. Gain enough favour with them and you can access unique equipment and supplies exclusive to that faction. I haven’t progressed far enough to utilize this yet. [/b] [b] + I like the fact that if you listen closely to the background music, there are notes there that echo the score in JA. I suspect this is intentional and an homage to possibly the greatest TBT combat game ever. [/b] [h1] Dislikes[/h1] [b] - No custom character creation option for the commander; this takes a lot of personalization out of it. You play a faceless, nameless character. [/b] [b] - Mercs have cookie cutter classes and must follow set upgrade / skill trees; you cannot improve individual attributes. Skill trees are limited, which can limit the usefulness of having classes [/b] [b] - Ammunition is unlimited; your only constraint in combat is reloading. Handguns also have unlimited ammo, and DO NOT have to be reloaded (seriously?). There’s no need to dumb down tactical loadouts this way. [/b] [b] - No loot is automatically gathered after missions; if a dead enemy drops something, you have to collect it IN-MISSION. This is both unrealistic and unfair. [/b] [b] - Mercs have very limited inventory slots. There is no backpack or head protection, or camo. [/b] [b] - No called shots are possible. My overwatch snipers in JA excelled in called shots, fine-tuning the degrees of accuracy using action points. You can’t do that here; accuracy improvement is a % automatically fixed depending on your merc’s level and perk picks, costing 1 action point to activate this skill. [/b] [b] - NO CRAFTING or upgrading possible. One of the things I loved about JA was the multitude of weapon improvements I can make or improvise on the fly. [/b] [b] - The artwork is good, but looks AI-generated; not only that, they’re not unique. e.g. Both Frost and Needle look like twins. Again, seriously?? The devs note that with their latest release, portraits should be improved, but I’ve yet to verify this. [/b] [b] - The non-main missions can be repetitive; this includes Julia’s (your assistant) briefings and post mission comments in the chopper. I just skip them as they add nothing. Potentially wasted opportunity. [/b] [h1] Undecided [/h1] [b] ? Each merc only has 2 action points, which can be used for combat or moving. This cannot be increased. I appreciate that simplifying the UI can make the game more accessible, but once again, this can be unrealistic as when mercs improve, they should be able to affect movement and combat actions. I have not completed the game, so I can’t assess how big a deal this is yet. [/b] [b] ? Voice acting is a missed opportunity. While veteran mercs have unique voiceovers, this could have had more variety and depth, re: JA, which was superbly executed, decades ago. The mercs felt like REAL PEOPLE; they had quirks, specialities, rivalries, petty jealousies, etc. EVERY merc in JA had unique voiceovers. Heck, even the calling and recruiting process in JA was fun. But maybe not every gamer feels like I do about this. [/b] [b] ? Play balancing thus far seems ok, but leaning towards unwieldy. Note that at easy level, one mission can have your 4 mercs against up to 23 enemies, in 3 waves. [/b] [b] ? During a mission, your squad is in continuous turn-based mode, even before enemy contact is made. This can affect pacing in the game. [/b] [b] ? I liked being able to change my mercs’ tactical positions to crouch, prone, etc. but you can’t do it in Warhounds. [/b] [b] ? There is no overhead map or auto-mapping. You can determine the mission area yourself by scrolling and seeing where the red-lined boundaries are, but that’s about it. The intel you gather has no bearing on the main campaign missions, which may be another missed opportunity. [/b] [b] ? As mentioned above, you have to sign contracts before you can buy certain items (which is fine in principle). However, it takes a certain amount of time (days before complete), and you need intel points to do it. It’s not a bad feature, but I’m undecided on whether it enhances the game or creates additional frustrations. [/b] [b] ? The presence of a bar displaying “Da’amat’s Power” is unclear. What happens if it gets too high? What are its implications and how do you lower it? This could be better explained. As you progress, missions that specifically lower the power level appear. Again, this is a bit odd. Shouldn’t every covert (non-main) mission lower the threshold? Instead, it increases. [/b] [h1] Verdict [/h1] Thus far, I haven’t encountered anything that would make me walk away from Warhounds; I’m still playing it and intend to complete it. Is it perfect? No. Is it the 2026 version of Jagged Alliance, infused with new life? Well, it could have been, but not in its current form. Still, you can tell that it’s a labour of love. The devs have put serious thought into the game design, and some finishing touches. I hate it when devs push something out like a vending machine, then claim that it’s a blah blah or similar to blah blah. If the devs work on some of these gaps (in a sequel) and improve them, I think Warhounds could become a JA contender. 7.0 / 10.0 *Key via [url=https://steamcommunity.com/groups/tbtactics] Turn-Based Tactics [/url]
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