Compare Control Craft 2 prices across 50+ stores and find the best deal. Developed by Cristian Manolachi. Published by Conglomerate 5. Released on 2/15/2016. Available on PC, Mac. Genres: Action, Casual, Indie, Simulation, Strategy.

A pocket-sized base-capture RTS that works best as a five-minute stress toy, not a strategy deep-dive. Know that going in.

I've tracked down plenty of micro-RTS games over the years, and Control Craft 2 slots firmly into the "browser game that made it to Steam" bracket. That is both its charm and its ceiling. The core loop is stripped to the bone: you own nodes, those nodes generate troops passively, and you click to send those troops at adjacent enemy or neutral nodes. Capture everything, win the level. Repeat across 24 stages, each one a 2D side-view arena where the pressure comes from juggling multiple fronts at once rather than from any kind of complex build order. The unit roster gives you light, heavy, and flying troop types, which adds a thin layer of matchup thinking to the otherwise pure-aggression formula. Weapons can be upgraded as you progress, so there is a mild sense of accumulating power between levels. The non-linear level unlock structure means you are not totally locked out if one map is giving you grief. None of this is deep strategy in the grand Paradox sense. It is closer to Galcon or Eufloria than it is to an RTS with resource harvesting, tech trees, or asymmetric factions. Decision-making is real-time and reactive, not pre-planned. If you are expecting macro and micro in the StarCraft sense, adjust expectations sharply downward. Player sentiment on Steam sits at roughly 72 percent positive, which is an honest number for what this is. The praise centers on quick, twitchy sessions and the satisfying rhythm of watching your color flood across a map. The criticism is equally honest: at least some players flagged that the Steam version shipped without meaningful additions over the free browser original, and the graphics do not scale gracefully at different window sizes. There is no mod ecosystem to speak of, no multiplayer, no tutorial that will hold a newcomer's hand for more than thirty seconds. Who is this actually for? Casual strategy players who want something to fill dead ten-minute gaps, or completionists hunting achievements on a budget. The six achievements are low-friction, covering milestones like conquering 30 towers or pulling off a zero-loss win streak. If you own a gaming laptop and need something playable on a plane with no internet, this fits. Strategy veterans chasing depth, campaign storytelling, or a competitive ladder will burn through everything the game offers in a single sitting and feel the absence of a second layer. The honest read is that Control Craft 2 is a clean, competent rendition of a genre that peaked in browser-game era Flash portals. It does not overstay its welcome precisely because it does not have enough content to do so. Go in with calibrated expectations and it delivers its small promise. Go in expecting a Steam strategy release with post-launch support and a modding scene, and the disappointment will be proportional. Diego, Scout Team

Control Craft 2
ActionCasualIndieSimulationStrategy

Control Craft 2

Feb 15, 2016Cristian ManolachiConglomerate 5
GamerScout Says

A pocket-sized base-capture RTS that works best as a five-minute stress toy, not a strategy deep-dive. Know that going in.

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About Control Craft 2

I've tracked down plenty of micro-RTS games over the years, and Control Craft 2 slots firmly into the "browser game that made it to Steam" bracket. That is both its charm and its ceiling. The core loop is stripped to the bone: you own nodes, those nodes generate troops passively, and you click to send those troops at adjacent enemy or neutral nodes. Capture everything, win the level. Repeat across 24 stages, each one a 2D side-view arena where the pressure comes from juggling multiple fronts at once rather than from any kind of complex build order. The unit roster gives you light, heavy, and flying troop types, which adds a thin layer of matchup thinking to the otherwise pure-aggression formula. Weapons can be upgraded as you progress, so there is a mild sense of accumulating power between levels. The non-linear level unlock structure means you are not totally locked out if one map is giving you grief. None of this is deep strategy in the grand Paradox sense. It is closer to Galcon or Eufloria than it is to an RTS with resource harvesting, tech trees, or asymmetric factions. Decision-making is real-time and reactive, not pre-planned. If you are expecting macro and micro in the StarCraft sense, adjust expectations sharply downward. Player sentiment on Steam sits at roughly 72 percent positive, which is an honest number for what this is. The praise centers on quick, twitchy sessions and the satisfying rhythm of watching your color flood across a map. The criticism is equally honest: at least some players flagged that the Steam version shipped without meaningful additions over the free browser original, and the graphics do not scale gracefully at different window sizes. There is no mod ecosystem to speak of, no multiplayer, no tutorial that will hold a newcomer's hand for more than thirty seconds. Who is this actually for? Casual strategy players who want something to fill dead ten-minute gaps, or completionists hunting achievements on a budget. The six achievements are low-friction, covering milestones like conquering 30 towers or pulling off a zero-loss win streak. If you own a gaming laptop and need something playable on a plane with no internet, this fits. Strategy veterans chasing depth, campaign storytelling, or a competitive ladder will burn through everything the game offers in a single sitting and feel the absence of a second layer. The honest read is that Control Craft 2 is a clean, competent rendition of a genre that peaked in browser-game era Flash portals. It does not overstay its welcome precisely because it does not have enough content to do so. Go in with calibrated expectations and it delivers its small promise. Go in expecting a Steam strategy release with post-launch support and a modding scene, and the disappointment will be proportional. Diego, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Base CaptureNode ControlPassive Troop GenerationNon-Linear LevelsBrowser-to-SteamBite-Sized SessionsFlash-Era RTS

System Requirements

Minimum

OS
Windows XP
Memory
1 GB RAM
Storage
45 MB available space
Graphics
None
Processor
Pentium

Recommended

OS
Windows 10
Memory
1 GB RAM
Storage
45 MB available space
Graphics
Intel HD graphics
Processor
Dual Core 2ghz

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Game Info

Developer
Cristian Manolachi
Publisher
Conglomerate 5
Release Date
Feb 15, 2016

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How much does Control Craft 2 cost?

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What platforms is Control Craft 2 available on?

Control Craft 2 is available on PC, Mac.

When was Control Craft 2 released?

Control Craft 2 was released on 15 February 2016.

Who developed Control Craft 2?

Control Craft 2 was developed by Cristian Manolachi and published by Conglomerate 5.