
WAW is a unique historical strategy turn-based game, in a boardgame spirit, which aims at simulating in one single system ALL kind of wars and conflicts throughout the world (and beyond) from Prehistoric times to nowadays, on the operational or strategic levels.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, 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
Quite a few bugs that ruin the fun, often end up with it stuck on AI thinking or a grey screen that stops me from being able to click on anything and results in the game needing re-started. I do enjoy the game when it works which is why i play it from time to time but wouldn't recommend unless you enjoy this type of game and specific times it is set in
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[b]Wars Across The World [/b] — это уникальная пошаговая стратегическая игра, созданная для моделирования различных исторических конфликтов от доисторических времен до современности. Игра представляет собой цифровую адаптацию настольного варгейма с глубоким тактическим геймплеем. [b]Основные достоинства[/b] [list] [*]Универсальная система правил: игрокам достаточно выучить базовые механики один раз, чтобы играть в различные исторические сценарии [*]Качественный геймплей: игра предлагает продуманную механику с картами событий, лидерами и разнообразными юнитами [*]Визуальное оформление: приятные модели солдат, генералов и карт боевых действий [*]Разнообразие сценариев: возможность играть в различные исторические конфликты [*]Достойный ИИ: компьютер предоставляет достойное сопротивление, победа над ним приносит удовлетворение [/list] [b]Игровые особенности [/b] [list] [*]Пошаговая система с очередями ходов [*]Разнообразные типы юнитов (сухопутные, морские, воздушные) [*]Система лидеров с уникальными бонусами [*]Карты событий, влияющие на ход игры [*]Простая финансовая система [*]Возможность создания собственных сценариев [/list] [b]Недостатки [/b] [list] [*]Проблемы оптимизации: некоторые пользователи отмечают баги с интерфейсом на мобильных устройствах [*]Модель монетизации: базовая версия содержит только один сценарий, остальные нужно покупать отдельно [*]Высокая стоимость DLC: цены на дополнительные сценарии могут показаться завышенными [*]Отсутствие обновлений: длительное время без значимых обновлений [/list] [h2]Заключение[/h2] Wars Across The World — это качественный стратегический варгейм для любителей исторического контента и настольных игр. Несмотря на некоторые технические недочеты и спорную модель монетизации, игра предлагает глубокий и увлекательный геймплей. Рекомендуется поклонникам жанра, готовым погрузиться в тактические сражения и оценить историческую составляющую. [h3] [b] [i] Оценка: 7.5/10 Игра заслуживает внимания любителей стратегических варгеймов, но требует доработки в плане оптимизации и ценовой политики.[/i][/b][/h3]
Petty cool, not exactly an old school war game but still worth playing. I would like to see whole campaigns if that is possible. Island hopping in the Pacific and the European theater...
C'est vaillment un jour amusant - mais je ne peux pas parle la francaise, merde . . .
Wonderful and easy to play game
The game is very good and had great potential, it covers several wars or campaigns that we don't see covered in other games such as the Anglo Zulu war or the Indian revolt but despite the developers releasing a new DLC every 6 months (or more) the game itself hasn't received updates in years. The game's biggest problem is the frequent bugs that range from card crashes to the game being completely paralyzed, but what kills the game completely is the extremely ineffective and incompetent AI, even on the most difficult level it often makes mistakes, which makes it easy to win. Anyway, I'm recommending the game much more for the great idea than for the game itself.
Wars Across The World is a deeply traditional, methodical strategy title that deliberately embraces the logic and pacing of classic tabletop wargames rather than the spectacle of modern real-time strategy. Developed by Strategiae and published by Plug In Digital alongside Avalon Digital, it presents itself as a grand historical sandbox where conflicts from vastly different eras are modeled using a single, consistent rule set. From ancient wars to twentieth-century global conflicts, the game’s ambition lies not in cinematic flair but in offering a broad, intellectually demanding overview of warfare across time. The game is built around standalone scenarios rather than a continuous campaign, and this structure defines much of its appeal. Each scenario represents a specific historical conflict, complete with asymmetrical forces, political constraints, and geographically defined objectives. Players are free to jump between eras without needing to relearn the core mechanics, which creates a strong sense of continuity despite the massive historical range. Once the fundamentals of movement, combat resolution, command structure, and event cards are understood, they apply just as readily to ancient battles as they do to modern ones, reinforcing the idea that the game is about strategic principles rather than technological detail. Gameplay operates at an operational level, with armies and formations moving between large regions instead of individual hexes or tiles. This abstraction keeps the focus on high-level decision-making such as where to commit forces, when to press an offensive, and how to maintain momentum while protecting supply and cohesion. Leaders play a critical role, influencing combat effectiveness, morale, and movement, while event cards introduce uncertainty through historical twists like weather shifts, reinforcements, political changes, or logistical complications. These systems combine to create a steady rhythm of planning, execution, and adaptation that rewards foresight over impulse. The pace of Wars Across The World is deliberately slow and contemplative. Turns often involve careful evaluation of the map, weighing long-term consequences rather than reacting to immediate threats. This can feel deeply satisfying for players who enjoy deliberate planning and historical what-if scenarios, but it can also feel dry or overwhelming for those accustomed to faster or more visually dynamic strategy games. The game expects patience and attention, and it does little to soften its learning curve beyond basic tutorials, effectively assuming that its audience is already comfortable with traditional wargame concepts. Visually, the presentation is utilitarian and firmly rooted in board-game sensibilities. Maps are clean and readable, with a focus on clarity over decoration. Unit counters, control markers, and terrain features are designed to communicate information efficiently rather than impress aesthetically. While this approach serves gameplay well during long sessions, it may come across as dated or austere to players expecting detailed unit models or cinematic effects. The interface follows the same philosophy, prioritizing function and density of information over accessibility or modern UI polish. Artificial intelligence remains one of the more debated aspects of the experience. In some scenarios, the AI provides a solid and credible opponent that forces careful planning and punishes overextension. In others, it can behave passively or make questionable strategic choices, occasionally undermining the tension of a solo match. As a result, the game often shines brightest when approached as a historical simulation or puzzle rather than a consistently challenging competitive experience. For dedicated players, much of the enjoyment comes from exploring scenarios, testing alternative strategies, and understanding how small decisions can cascade into large historical shifts. Content breadth is both a strength and a point of contention. The base game offers a meaningful selection of scenarios, but a significant portion of the total content is distributed through additional downloadable scenarios. These expansions greatly increase the game’s scope and replay value, but they also fragment the experience, making the full package feel more like a long-term investment than a single, complete product. Players who enjoy the core mechanics will find plenty of reasons to expand their library, while newcomers may prefer to approach cautiously and selectively. In the end, Wars Across The World is a niche but sincere tribute to historical wargaming traditions. It favors depth, abstraction, and historical breadth over accessibility or spectacle, offering a strategic playground that spans centuries with remarkable consistency. For players who appreciate thoughtful, turn-based warfare and are willing to engage with a demanding ruleset, it provides a rich and intellectually rewarding experience. Those seeking streamlined mechanics or modern presentation may struggle with its rigidity, but for its intended audience, it stands as a quietly ambitious and enduring strategy title. Rating: 7/10
2nd ADDENDUM: I'm liking this game less all the time. *Why* are panicked results taken *before* eliminated results (the exact *opposite* of close to every wargame ever designed???) ADDENDUM: No "sideways" thumb, so I'll keep it a thumbs-up. **BUT** you need to know that achievements are broken (you only get achievement credit for the *first* time you play a scenario, but never for additional plays -- *VERY* bad for a scenario-driven game) and the developers can't be arsed to fix the problem. Original review below the line. ------------------------------------------------ The concept is *fantastic*: learn one board wargame rules set and be able to play operational/strategic campaigns from literally *any* historical era.** That said, that rules set is a snarling b!tch to learn (and this from a half-century veteran of tabletop and computer wargames). The in-game tutorial shows little more than how to move units. To learn the game you'll need to suffer through a long, badly-proofread translated manual which reads like neither the original writer nor the translator were proficient in *either* language. BUT... Once you've read the manual and played a couple of games to get a handle on the rules mechanics and the sequence of play, you're in for a treat. It's true that no two plays of a scenario will ever be the same, not just because of each player's card deck and dice-driven combat, but because the A.I. reacts differently from game to game. I've played the Caesar 58BC scenario (in which the AI moves first) about ten times now, and I've seen the AI execute at least three different Turn One-Two plans (presumably because of different card draws each time). Bear in mind, this is no "The Operational Art of War". The complexity here is about a 4 on the standard wargame 1-10 scale. It's made a bit difficult to learn because of the manual's presentation, not because it's an inherently difficult game. And if you wait for the half-price sales to buy Season Packs of scenarios, you can enjoy a LOT of different wargames for the price of a single GMT/Compass tabletop game -- and not have to learn a brand-new set of rules each time. **This was a sort of "grail quest" for tabletop wargame companies back in the day (SPI's "Strategy I"/Yaquinto's "Battle: The Game of Strategy"). These failed to deliver primarily because they *were* generic; different periods lacked period flavor. Wars Across the World avoids this trap by a) using different graphics for different periods and b) devising scenario-specific rules to better represent the challenges of the campaign in question.
good but wish after the finel turn is over they put alt history
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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