Compara los precios de This War of Mine en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por 11 bit studios. Publicado por 11 bit studios. Lanzado el 14/11/2014. Disponible en PC, Mac, Linux. Géneros: Adventure, Indie, Simulation. Puntuación Metacritic: 83/100.

Forget commanding armies. Here you manage three starving civilians in a bombed-out shelter, and every decision about who eats tonight will follow you long after you close the game.

I spend a lot of time in grand-strategy games where civilian suffering is an abstraction, a stability modifier, a rebellion percentage. This War of Mine tears that abstraction away completely. You are not the general. You are the people the general's decisions left behind, squatting in a ruined building in the fictional besieged city of Pogoren, rationing bandages and debating whether the old couple two blocks over deserve to keep their medicine. The structure is a tight day-and-night loop that doubles as a resource allocation puzzle. During daylight, snipers pin you indoors, so you assign your survivors, each with distinct stats and backstories, to tasks inside the shelter: building a rain catcher, cooking a meal from near-nothing, upgrading a furnace before winter arrives and starts draining extra fuel. Crafting the right items in the right order matters. A bed reduces fatigue; a workbench unlocks better tools; an herb garden slowly offsets the need for dangerous scavenging runs. Then night falls and you send one survivor out to locations like an abandoned hospital, a construction site, or a guarded supermarket. The night phase shifts to a 2D side-scrolling stealth game where noise bubbles expand from every action, sneaking produces a small one, hacking at a metal bar produces a loud one that draws armed inhabitants fast. Combat, when it happens, is brutal and usually fatal. The game is not subtle about discouraging it: picking a fight with a well-armed squatter will end your run more reliably than a week of bad luck. What the mechanics do brilliantly is convert systems into moral weight. Food is always scarce. Your survivors have morale states that degrade when they witness cruelty or go hungry, and a depressed survivor can stop functioning or worse. Trading a guitar for a bag of flour, because the musician in your group needed it to stay sane, is the kind of small, devastating calculation the game forces constantly. The Stories DLC expansions tighten this further with scripted scenario runs that trade the main game's roguelite randomness for pre-written narrative arcs with a small number of endings. Those stories hit harder precisely because they have a shape. Newcomers might actually benefit from starting with one of the Stories scenarios rather than the open mode, since the scenario structure provides cleaner momentum while the mechanics are still unfamiliar. The honest criticisms are real. There is no tutorial worth the name, and the point-and-click interface hides a few non-obvious controls, swapping between armed and unarmed stances being the most-cited trap for new players. The daytime phase can feel repetitive during mid-run stretches where you are waiting on resources rather than making decisions. Players who come in expecting narrative density comparable to a CRPG will find the base game's character storytelling fairly thin outside of the oblique diary entries and ambient dialogue. The Stories DLC fills that gap, but it costs extra. And players who have already put hours into 11 bit studios' later Frostpunk will recognize the DNA immediately, this is, in some ways, the leaner proof-of-concept version, though the civilian-level intimacy here is something Frostpunk deliberately trades away for macro-scale city management. With a Metacritic of 83 and over 96,000 Steam reviews landing at 94% positive, the consensus is not in dispute. This War of Mine earned that standing by doing something most war games never attempt: making the resource loop inseparable from the ethical loop. Every item you steal is stolen from someone. Every night you stay home to guard the shelter is a night someone else is not scavenging. The systems and the theme are the same thing, which is rarer than it sounds. Diego, Scout Team

This War of Mine

This War of Mine

14 nov 201411 bit studios
GamerScout opina

Forget commanding armies. Here you manage three starving civilians in a bombed-out shelter, and every decision about who eats tonight will follow you long after you close the game.

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I spend a lot of time in grand-strategy games where civilian suffering is an abstraction, a stability modifier, a rebellion percentage. This War of Mine tears that abstraction away completely. You are not the general. You are the people the general's decisions left behind, squatting in a ruined building in the fictional besieged city of Pogoren, rationing bandages and debating whether the old couple two blocks over deserve to keep their medicine. The structure is a tight day-and-night loop that doubles as a resource allocation puzzle. During daylight, snipers pin you indoors, so you assign your survivors, each with distinct stats and backstories, to tasks inside the shelter: building a rain catcher, cooking a meal from near-nothing, upgrading a furnace before winter arrives and starts draining extra fuel. Crafting the right items in the right order matters. A bed reduces fatigue; a workbench unlocks better tools; an herb garden slowly offsets the need for dangerous scavenging runs. Then night falls and you send one survivor out to locations like an abandoned hospital, a construction site, or a guarded supermarket. The night phase shifts to a 2D side-scrolling stealth game where noise bubbles expand from every action, sneaking produces a small one, hacking at a metal bar produces a loud one that draws armed inhabitants fast. Combat, when it happens, is brutal and usually fatal. The game is not subtle about discouraging it: picking a fight with a well-armed squatter will end your run more reliably than a week of bad luck. What the mechanics do brilliantly is convert systems into moral weight. Food is always scarce. Your survivors have morale states that degrade when they witness cruelty or go hungry, and a depressed survivor can stop functioning or worse. Trading a guitar for a bag of flour, because the musician in your group needed it to stay sane, is the kind of small, devastating calculation the game forces constantly. The Stories DLC expansions tighten this further with scripted scenario runs that trade the main game's roguelite randomness for pre-written narrative arcs with a small number of endings. Those stories hit harder precisely because they have a shape. Newcomers might actually benefit from starting with one of the Stories scenarios rather than the open mode, since the scenario structure provides cleaner momentum while the mechanics are still unfamiliar. The honest criticisms are real. There is no tutorial worth the name, and the point-and-click interface hides a few non-obvious controls, swapping between armed and unarmed stances being the most-cited trap for new players. The daytime phase can feel repetitive during mid-run stretches where you are waiting on resources rather than making decisions. Players who come in expecting narrative density comparable to a CRPG will find the base game's character storytelling fairly thin outside of the oblique diary entries and ambient dialogue. The Stories DLC fills that gap, but it costs extra. And players who have already put hours into 11 bit studios' later Frostpunk will recognize the DNA immediately, this is, in some ways, the leaner proof-of-concept version, though the civilian-level intimacy here is something Frostpunk deliberately trades away for macro-scale city management. With a Metacritic of 83 and over 96,000 Steam reviews landing at 94% positive, the consensus is not in dispute. This War of Mine earned that standing by doing something most war games never attempt: making the resource loop inseparable from the ethical loop. Every item you steal is stolen from someone. Every night you stay home to guard the shelter is a night someone else is not scavenging. The systems and the theme are the same thing, which is rarer than it sounds.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savessteamMoral Decision-MakingResource ManagementRoguelite ElementsMorale SystemScavengingDark ThemeScenario VarietyCrafting DepthSingle-Run StorytellingCivilian PerspectiveStealth ScavengingDay-Night LoopPermadeath RiskStories DLCEmotional ConsequenceNo TutorialBase Building

Requisitos del sistema

Mínimos

Processor
Intel(R) Core(TM)2 Duo 2.4, AMD Athlon(TM) X2 2.8 Ghz
Memory
2 GB RAM
Graphics
Geforce 9600 GS, Radeon HD4000, Shader Model 3.0, 512 MB
DirectX
Version 9.0c
Sound Card
Dire…

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Processor
2.5+ GHz Quad Core
Memory
4 GB RAM
Graphics
NVIDIA GTX 660 or better, Radeon HD 7950 or better, Shader Model 3.0 Direc…

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Reseñas y valoraciones

Metacritic
83
Steam
94%(96,971)

Información del juego

Desarrolladora
11 bit studios
Distribuidora
11 bit studios
Fecha de lanzamiento
14 nov 2014

Modos de juego

singleplayer

Idiomas

Audio (1)
English
Subtítulos (12)
EnglishFrenchGermanPolishRussianItalian+6 más

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¿En qué plataformas está disponible This War of Mine?

This War of Mine está disponible en PC, Mac, Linux.

¿Cuándo se lanzó This War of Mine?

This War of Mine se lanzó el 14 de noviembre de 2014.

¿Quién desarrolló This War of Mine?

This War of Mine fue desarrollado por 11 bit studios.

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This War of Mine tiene una puntuación Metacritic de 83/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.