Compare Battle Worlds: Kronos prices across trusted key stores and find the best deal. Developed by KING Art. Published by KING Art. Released on 11/4/2013. Available on PC, Mac, Linux, Xbox. Genres: Strategy. Metacritic score: 71/100.

Hex-grid wargaming for players who miss the Battle Isle era and don't mind missions that demand a full afternoon and a willingness to restart from scratch.

My spreadsheet instincts lit up within the first hour of Battle Worlds: Kronos, and not entirely in a good way. KING Art built this from a Kickstarter promise to resurrect the hex-based, phase-turn wargame formula that peaked with Battle Isle and Panzer General in the 1990s, and they largely delivered on that promise. The question is whether the formula's rough edges are charming throwbacks or genuine friction, and the answer depends almost entirely on who you are as a player. The core loop is tighter than you might expect given the genre. Combat is deterministic: position Unit A next to Unit B under the same conditions and you get the same damage number every time. No percentage rolls hiding behind tooltips, no hidden dice. That design choice turns every engagement into a pure calculation problem, which is exactly what fans of this style want. Each unit carries action points that can be split between movement and attacks, and placing a unit in an adjacent hex to a friendly grants a firepower bonus, so formation geometry actually matters. The roster covers soldiers, tanks, artillery, robots, ships, and aircraft, with two tiered upgrade slots per unit offering branching options. Carry veteran units across missions and those upgrades compound into something you actually care about protecting. Resource depots feed factories, factories produce reinforcements, and the whole logistical chain rewards players who think three turns ahead. Now the friction. Missions are long, and individually commanding every unit in a twenty-piece army turn after turn produces real cognitive fatigue. There is no bulk-select, no move-all-idle command, so patience is a prerequisite rather than a suggestion. The AI is competent at the unit-to-unit level, punishing sloppy positioning, but at the campaign scale it leans on scripted reinforcement waves to generate difficulty rather than smarter decision-making. Experienced players will start to read its patterns quickly. The tutorial front-loads a somewhat patronizing message about difficulty rather than actually teaching positioning theory, and the UI needs a few hours of acclimation before it stops getting in the way. Steam's mixed review score (around 66 percent positive from 250 reviews) reflects exactly this split: players who clicked with the formula gave it strong marks, players expecting a more fluid or forgiving experience bounced. For newcomers to hex-strategy, the learning curve is real but manageable. The underlying mechanics are not complicated. Move, attack, position for cover and flanking, manage your supply line. What takes time is internalizing the correct threat assessment for each unit type and reading the map before committing pieces forward. Treat the first campaign as an extended tutorial, accept that early missions will kill you for poor positioning, and the system opens up into something genuinely satisfying. The two campaigns together with the Trains DLC promise north of fifty hours, and asynchronous cross-platform multiplayer means you can run a slow-burn online match against a friend without coordinating schedules. Hot-seat local multiplayer is also present for anyone who wants head-to-head on the same machine. The story involving rival houses vying for an imperial throne every 200 years is serviceable backdrop, not a narrative draw. Music is orchestral and grand when it shows up, though reviewers note it drops out during long stretches of unopposed movement. Visuals have a slightly dated quality that suits the retro DNA more than it hurts it. Mac players should note the game is not compatible with macOS 10.15 Catalina or later, which is a meaningful platform caveat in 2025. Diego, Scout Team

Battle Worlds: Kronos

Battle Worlds: Kronos

Nov 4, 2013KING Art
GamerScout Says

Hex-grid wargaming for players who miss the Battle Isle era and don't mind missions that demand a full afternoon and a willingness to restart from scratch.

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€1.65
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Lowest tracked: €1.16
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GamerScout Verdict

Rewarding for dedicated hex-wargame fans willing to grind through slow missions; a frustrating slog for anyone else.

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€1.65
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StandardGlobalSteam KeyKey
€1.66-92%
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StandardGlobalSteam KeyKey
€1.68-92%
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StandardEurope (EU)Steam KeyKey
€2.99
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€3.86
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Price History

Lowest tracked
€1.162 Jul 2026
Current best
€1.65
Keyshops
€1.12€1.27€1.42€1.578 Jun1 Jul24 Jul15 Aug7 Sept
8 Jun — 7 Sept
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Screenshots & Media

About Battle Worlds: Kronos

My spreadsheet instincts lit up within the first hour of Battle Worlds: Kronos, and not entirely in a good way. KING Art built this from a Kickstarter promise to resurrect the hex-based, phase-turn wargame formula that peaked with Battle Isle and Panzer General in the 1990s, and they largely delivered on that promise. The question is whether the formula's rough edges are charming throwbacks or genuine friction, and the answer depends almost entirely on who you are as a player. The core loop is tighter than you might expect given the genre. Combat is deterministic: position Unit A next to Unit B under the same conditions and you get the same damage number every time. No percentage rolls hiding behind tooltips, no hidden dice. That design choice turns every engagement into a pure calculation problem, which is exactly what fans of this style want. Each unit carries action points that can be split between movement and attacks, and placing a unit in an adjacent hex to a friendly grants a firepower bonus, so formation geometry actually matters. The roster covers soldiers, tanks, artillery, robots, ships, and aircraft, with two tiered upgrade slots per unit offering branching options. Carry veteran units across missions and those upgrades compound into something you actually care about protecting. Resource depots feed factories, factories produce reinforcements, and the whole logistical chain rewards players who think three turns ahead. Now the friction. Missions are long, and individually commanding every unit in a twenty-piece army turn after turn produces real cognitive fatigue. There is no bulk-select, no move-all-idle command, so patience is a prerequisite rather than a suggestion. The AI is competent at the unit-to-unit level, punishing sloppy positioning, but at the campaign scale it leans on scripted reinforcement waves to generate difficulty rather than smarter decision-making. Experienced players will start to read its patterns quickly. The tutorial front-loads a somewhat patronizing message about difficulty rather than actually teaching positioning theory, and the UI needs a few hours of acclimation before it stops getting in the way. Steam's mixed review score (around 66 percent positive from 250 reviews) reflects exactly this split: players who clicked with the formula gave it strong marks, players expecting a more fluid or forgiving experience bounced. For newcomers to hex-strategy, the learning curve is real but manageable. The underlying mechanics are not complicated. Move, attack, position for cover and flanking, manage your supply line. What takes time is internalizing the correct threat assessment for each unit type and reading the map before committing pieces forward. Treat the first campaign as an extended tutorial, accept that early missions will kill you for poor positioning, and the system opens up into something genuinely satisfying. The two campaigns together with the Trains DLC promise north of fifty hours, and asynchronous cross-platform multiplayer means you can run a slow-burn online match against a friend without coordinating schedules. Hot-seat local multiplayer is also present for anyone who wants head-to-head on the same machine. The story involving rival houses vying for an imperial throne every 200 years is serviceable backdrop, not a narrative draw. Music is orchestral and grand when it shows up, though reviewers note it drops out during long stretches of unopposed movement. Visuals have a slightly dated quality that suits the retro DNA more than it hurts it. Mac players should note the game is not compatible with macOS 10.15 Catalina or later, which is a meaningful platform caveat in 2025.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayermultiplayercross-platformachievementstrading-cardstier:aaaHex GridDeterministic CombatAsynchronous MultiplayerUnit UpgradesHot-SeatWargameMission-BasedKickstarter

System Requirements

Minimum

OS
Windows Vista, 7 or 8
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
3 GB available space
Graphics
DirectX 9c compatible with 256 MB RAM, Pixelshader 2.0
Processor
2.0 Ghz Dual-Core
Sound Card
Integrated audio interface

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Reviews & Ratings

Metacritic
71

Game Info

Developer
KING Art
Publisher
KING Art
Release Date
Nov 4, 2013

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Frequently asked questions about Battle Worlds: Kronos

How much does Battle Worlds: Kronos cost?

As of 7 September 2026, the cheapest in-stock offer for Battle Worlds: Kronos is €1.65 at Gamivo, out of 12 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Battle Worlds: Kronos cheapest?

The lowest in-stock price we track for Battle Worlds: Kronos is €1.65 at Gamivo (7 September 2026). We compare 12 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Battle Worlds: Kronos available on?

Battle Worlds: Kronos is available on PC, Mac, Linux, Xbox.

When was Battle Worlds: Kronos released?

Battle Worlds: Kronos was released on 4 November 2013.

Who developed Battle Worlds: Kronos?

Battle Worlds: Kronos was developed by KING Art.

Is Battle Worlds: Kronos worth buying?

Battle Worlds: Kronos holds a Metacritic score of 71/100, making it one of the standout Strategy titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.