Compara los precios de Scramble: Battle of Britain en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Slitherine Ltd.. Publicado por Slitherine Ltd.. Lanzado el 30/10/2024. Disponible en PC. Géneros: Strategy, Early Access.

Turn-based dogfighting sounds like a contradiction until you realize it hands RAF tactics back to players who would lose a reflexes contest against War Thunder veterans. Worth knowing before you buy: the full campaign is still coming.

I have a soft spot for games that solve a genre's biggest accessibility problem without gutting the depth, and Scramble: Battle of Britain does exactly that for aerial combat. The core conceit is a simultaneous turn-based structure built around continuous analog aircraft control rather than discrete maneuver cards, which means you're actually flying the plane in three dimensions, you're just doing it with time paused. Plan your inputs, lock them in for a two-and-a-half-second tick, watch the simulation play out in real time, then scrub through the review phase frame-by-frame to assess damage and reposition. It sounds fiddly on paper. In practice it transforms a dogfight over the English Channel into a decision problem you can actually reason about. The Planning-Simulation-Review loop is where this game lives or dies, and it holds up. Energy management becomes a tangible variable: keep your speed high, bleed it deliberately only when the geometry is right, coordinate wingmen to box a target from multiple angles. Tactics that worked historically work here. The G-load and fatigue systems add a layer of resource management that persists across sorties in the Squadron Leader mode, where you command twelve pilots each carrying unique traits through thirty days of channel interceptions. Pilot permadeath applies meaningful weight to every engagement. Lose the wrong person on day eight and you are rebuilding a balanced crew mid-campaign, which is exactly the kind of attrition tension the Battle of Britain carried historically. The aircraft roster as of Early Access includes the Supermarine Spitfire, Hawker Hurricane, and Messerschmitt 109 among others, with the Stuka, Bf 110, and additional bombers either present or on the roadmap. The subcomponent damage model is a genuine highlight: ailerons shear off, radiators spring leaks, engines catch fire, and the review camera lets you examine every hit from any angle. A Skirmish Generator lets you build custom RAF-vs-Luftwaffe engagements quickly, and a multiplayer mode with 1v1 through 3v3 matches has been added during Early Access, including co-op against AI. Community reception sits at Very Positive on Steam, which for a niche tactical sim in Early Access is a meaningful signal. Now for the honest accounting. This is still Early Access, and the signature Channel Defense Campaign that anchors the full single-player experience is not yet in the build; the Squadron Leader mode is the proving ground for it. Some players have flagged bomber AI behaviour, particularly bombers maneuvering too aggressively and gunner accuracy feeling inflated at longer ranges. The mission setup layer is relatively abstract right now, with limited strategic-map interaction between sorties. Development pace has drawn some impatience from the community, though Slitherine has confirmed v1.0 with the full campaign is targeting a Spring 2026 window. If you need a complete, polished campaign loop today, wait. If the tactical dogfight loop itself is enough to hold your attention while the rest ships, the current build earns its hours. For strategy players nervous about the flight-sim angle: this was explicitly designed to give you authentic dogfighting without the situational awareness and reflex demands of real-time games. The built-in tutorial covers the basics in a handful of training screens, mouse controls are responsive, and the Tactical Mode overhead view gives you the kind of battlespace clarity a wargamer expects. Newcomers should spend twenty minutes in training, then go straight into a 2v2 Instant Action match before touching Squadron Leader. The depth curve is real but the entry point is genuinely fair. Diego, Scout Team

Scramble: Battle of Britain
StrategyEarly Access

Scramble: Battle of Britain

30 oct 2024Slitherine Ltd.
GamerScout opina

Turn-based dogfighting sounds like a contradiction until you realize it hands RAF tactics back to players who would lose a reflexes contest against War Thunder veterans. Worth knowing before you buy: the full campaign is still coming.

PC
Steam Deck PlayableProtonDB Platinum
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I have a soft spot for games that solve a genre's biggest accessibility problem without gutting the depth, and Scramble: Battle of Britain does exactly that for aerial combat. The core conceit is a simultaneous turn-based structure built around continuous analog aircraft control rather than discrete maneuver cards, which means you're actually flying the plane in three dimensions, you're just doing it with time paused. Plan your inputs, lock them in for a two-and-a-half-second tick, watch the simulation play out in real time, then scrub through the review phase frame-by-frame to assess damage and reposition. It sounds fiddly on paper. In practice it transforms a dogfight over the English Channel into a decision problem you can actually reason about. The Planning-Simulation-Review loop is where this game lives or dies, and it holds up. Energy management becomes a tangible variable: keep your speed high, bleed it deliberately only when the geometry is right, coordinate wingmen to box a target from multiple angles. Tactics that worked historically work here. The G-load and fatigue systems add a layer of resource management that persists across sorties in the Squadron Leader mode, where you command twelve pilots each carrying unique traits through thirty days of channel interceptions. Pilot permadeath applies meaningful weight to every engagement. Lose the wrong person on day eight and you are rebuilding a balanced crew mid-campaign, which is exactly the kind of attrition tension the Battle of Britain carried historically. The aircraft roster as of Early Access includes the Supermarine Spitfire, Hawker Hurricane, and Messerschmitt 109 among others, with the Stuka, Bf 110, and additional bombers either present or on the roadmap. The subcomponent damage model is a genuine highlight: ailerons shear off, radiators spring leaks, engines catch fire, and the review camera lets you examine every hit from any angle. A Skirmish Generator lets you build custom RAF-vs-Luftwaffe engagements quickly, and a multiplayer mode with 1v1 through 3v3 matches has been added during Early Access, including co-op against AI. Community reception sits at Very Positive on Steam, which for a niche tactical sim in Early Access is a meaningful signal. Now for the honest accounting. This is still Early Access, and the signature Channel Defense Campaign that anchors the full single-player experience is not yet in the build; the Squadron Leader mode is the proving ground for it. Some players have flagged bomber AI behaviour, particularly bombers maneuvering too aggressively and gunner accuracy feeling inflated at longer ranges. The mission setup layer is relatively abstract right now, with limited strategic-map interaction between sorties. Development pace has drawn some impatience from the community, though Slitherine has confirmed v1.0 with the full campaign is targeting a Spring 2026 window. If you need a complete, polished campaign loop today, wait. If the tactical dogfight loop itself is enough to hold your attention while the rest ships, the current build earns its hours. For strategy players nervous about the flight-sim angle: this was explicitly designed to give you authentic dogfighting without the situational awareness and reflex demands of real-time games. The built-in tutorial covers the basics in a handful of training screens, mouse controls are responsive, and the Tactical Mode overhead view gives you the kind of battlespace clarity a wargamer expects. Newcomers should spend twenty minutes in training, then go straight into a 2v2 Instant Action match before touching Squadron Leader. The depth curve is real but the entry point is genuinely fair.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercloud-savestier:aaaWEGO Turn-BasedPilot PermadeathSubcomponent DamageSquadron Management3D AirspaceEnergy ManagementSimultaneous OrdersPvP SkirmishCo-op vs AIHistorical Air Combat

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
16 GB RAM
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
GeForce GTX 960 - 4GB
Processor
Intel Core i5
Sound Card
DirectX compatible

Recomendados

OS
Windows 11
Memory
32 GB RAM
Network
Broadband Internet connection
Storage
4 GB available space
Graphics
GeForce RTX 2060 - 6GB
Processor
Intel Core i9 - 3.6Ghz
Sound Card
DirectX compatible

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Información del juego

Desarrolladora
Slitherine Ltd.
Distribuidora
Slitherine Ltd.
Fecha de lanzamiento
30 oct 2024

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¿En qué plataformas está disponible Scramble: Battle of Britain?

Scramble: Battle of Britain está disponible en PC.

¿Cuándo se lanzó Scramble: Battle of Britain?

Scramble: Battle of Britain se lanzó el 30 de octubre de 2024.

¿Quién desarrolló Scramble: Battle of Britain?

Scramble: Battle of Britain fue desarrollado por Slitherine Ltd..