Compara los precios de Sengoku Jidai: Shadow of the Shogun en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Byzantine Games. Publicado por Slitherine Ltd.. Lanzado el 19/5/2016. Disponible en PC. Géneros: Strategy. Puntuación Metacritic: 85/100.

Forget Shogun 2's real-time spectacle. This is the slower, more demanding version where flanking a yari ashigaru battalion wrongly costs you the whole battle.

My first hour with Sengoku Jidai nearly broke me, and I say that as someone who keeps a spreadsheet of Paradox patch notes. The tutorial popup system does its job introducing individual concepts, but the manual is not optional reading here. Once that initial wall is scaled, though, what opens up is one of the tightest pure-tactics wargames covering feudal East Asia. This is not a grand-strategy title in the Paradox sense. It is a turn-based, tile-based battle simulator sitting on top of a lean campaign layer, and the battle layer is where all the interesting decisions live. The core loop revolves around positioning, action points, and the brutal geometry of flanking. Units operate at battalion scale, so a formation of yari ashigaru might represent over a thousand men, spearmen at the front protecting bowmen in the rear. Once two units lock in melee, control partially leaves your hands. The AI resolves combat outcomes after your turn, then after the enemy turn, meaning the late stages of larger engagements can devolve into watching the computer untangle a pile of committed battalions. That hands-off resolution is the most polarising design choice in the game. It is historically defensible as a model of command friction, but it does make some battles feel passive. The forced pursuit mechanic, where routing units automatically chase routers and may charge fresh enemies in their path, compounds the frustration on large maps. Plan for it, or lose a fresh cavalry unit to an unintended charge into a spear block. What the game earns back through the friction is genuine faction asymmetry across the broader roster. Japanese clans, Joseon Korean, Ming Chinese, Ikko Ikki, Wokou Pirates, Eastern and Western Mongols, Jurchen, and Imperial Manchu armies all appear, each with distinct unit organisations and tactical doctrines that evolve across different historical periods. The base game covers the Sengoku Jidai proper and the Imjin War, giving you two very different combined-arms challenges. Japan leans on the interplay of ashigaru spearmen, samurai swordsmen, cavalry, and teppo gunners. Korea and China introduce heavier skirmish cavalry and ranged-centric formations that punish anyone who tries to apply pure Japanese doctrine unchanged. Generals matter too, both as command-range anchors that grant adjacent units better mobility and as duelling wildcards that can flip morale at a critical moment. The campaign layer is the thinner half of the package. Province-based maps let you move armies one province per season, collect tax income, and feed battles that carry casualties forward. It provides context and some attrition tension, but players expecting a deep strategic simulation will find it sparse. The random skirmish generator and PBEM multiplayer via Slitherine's server fill the longevity gap better than the campaigns do. A mod editor ships with the game and the community has used it to push armies from Byzantine Games' companion title Pike and Shot into the sandbox, so the content floor is higher than the base SKU suggests. The visual style, ink-painting terrain and period-appropriate unit icons, holds up well and keeps the battlefield readable at a glance, which matters when you are mentally tracking twenty battalions. For the wargame-curious player coming from Total War: the pace adjustment is significant. There is no dramatic cavalry sweep in real time. Every move is deliberate, every action-point spent counts, and a misread of terrain costs a battle rather than just a unit. That is precisely the audience for whom this clicks. If historical tactical depth across three interlinked East Asian powers sounds like a weekend well spent, the base game plus the Mandate of Heaven DLC for its expanded Chinese campaigns is the recommended configuration. Diego, Scout Team

Sengoku Jidai: Shadow of the Shogun

Sengoku Jidai: Shadow of the Shogun

19 may 2016Byzantine GamesSlitherine Ltd.
GamerScout opina

Forget Shogun 2's real-time spectacle. This is the slower, more demanding version where flanking a yari ashigaru battalion wrongly costs you the whole battle.

PC
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Acerca de Sengoku Jidai: Shadow of the Shogun

My first hour with Sengoku Jidai nearly broke me, and I say that as someone who keeps a spreadsheet of Paradox patch notes. The tutorial popup system does its job introducing individual concepts, but the manual is not optional reading here. Once that initial wall is scaled, though, what opens up is one of the tightest pure-tactics wargames covering feudal East Asia. This is not a grand-strategy title in the Paradox sense. It is a turn-based, tile-based battle simulator sitting on top of a lean campaign layer, and the battle layer is where all the interesting decisions live. The core loop revolves around positioning, action points, and the brutal geometry of flanking. Units operate at battalion scale, so a formation of yari ashigaru might represent over a thousand men, spearmen at the front protecting bowmen in the rear. Once two units lock in melee, control partially leaves your hands. The AI resolves combat outcomes after your turn, then after the enemy turn, meaning the late stages of larger engagements can devolve into watching the computer untangle a pile of committed battalions. That hands-off resolution is the most polarising design choice in the game. It is historically defensible as a model of command friction, but it does make some battles feel passive. The forced pursuit mechanic, where routing units automatically chase routers and may charge fresh enemies in their path, compounds the frustration on large maps. Plan for it, or lose a fresh cavalry unit to an unintended charge into a spear block. What the game earns back through the friction is genuine faction asymmetry across the broader roster. Japanese clans, Joseon Korean, Ming Chinese, Ikko Ikki, Wokou Pirates, Eastern and Western Mongols, Jurchen, and Imperial Manchu armies all appear, each with distinct unit organisations and tactical doctrines that evolve across different historical periods. The base game covers the Sengoku Jidai proper and the Imjin War, giving you two very different combined-arms challenges. Japan leans on the interplay of ashigaru spearmen, samurai swordsmen, cavalry, and teppo gunners. Korea and China introduce heavier skirmish cavalry and ranged-centric formations that punish anyone who tries to apply pure Japanese doctrine unchanged. Generals matter too, both as command-range anchors that grant adjacent units better mobility and as duelling wildcards that can flip morale at a critical moment. The campaign layer is the thinner half of the package. Province-based maps let you move armies one province per season, collect tax income, and feed battles that carry casualties forward. It provides context and some attrition tension, but players expecting a deep strategic simulation will find it sparse. The random skirmish generator and PBEM multiplayer via Slitherine's server fill the longevity gap better than the campaigns do. A mod editor ships with the game and the community has used it to push armies from Byzantine Games' companion title Pike and Shot into the sandbox, so the content floor is higher than the base SKU suggests. The visual style, ink-painting terrain and period-appropriate unit icons, holds up well and keeps the battlefield readable at a glance, which matters when you are mentally tracking twenty battalions. For the wargame-curious player coming from Total War: the pace adjustment is significant. There is no dramatic cavalry sweep in real time. Every move is deliberate, every action-point spent counts, and a misread of terrain costs a battle rather than just a unit. That is precisely the audience for whom this clicks. If historical tactical depth across three interlinked East Asian powers sounds like a weekend well spent, the base game plus the Mandate of Heaven DLC for its expanded Chinese campaigns is the recommended configuration.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayertier:aaaWargamePBEM MultiplayerAction-Point CombatFaction AsymmetryHistorical ScenariosBattalion-Scale TacticsMod SupportCommand Range Mechanics

Requisitos del sistema

Mínimos

OS
Vista / 7 / 8/ 10
Memory
1 GB RAM
DirectX
Version 9.0
Storage
1.5 GB available space
Graphics
Graphics: 256MB DirectX card
Processor
CPU: Intel Pentium 4 or equivalent

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Reseñas y valoraciones

Metacritic
85

Información del juego

Desarrolladora
Byzantine Games
Distribuidora
Slitherine Ltd.
Fecha de lanzamiento
19 may 2016

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Sengoku Jidai: Shadow of the Shogun está disponible en PC.

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Sengoku Jidai: Shadow of the Shogun se lanzó el 19 de mayo de 2016.

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Sengoku Jidai: Shadow of the Shogun fue desarrollado por Byzantine Games y publicado por Slitherine Ltd..

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Sengoku Jidai: Shadow of the Shogun tiene una puntuación Metacritic de 85/100, lo que lo convierte en uno de los títulos destacados de Strategy. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.