Compare Dustwind prices across 50+ stores and find the best deal. Developed by Dustwind Studios. Published by Z-Software GmbH. Released on 8/15/2018. Available on PC. Genres: Action, Indie, RPG, Strategy.

Fallout Tactics never got a real successor. Dustwind makes a credible attempt, but the thin multiplayer population means you'll be leaning on the campaign and Workshop maps harder than the devs intended.

I came into Dustwind looking for the thing the post-apocalyptic tactics genre has been missing since Fallout Tactics went dark: a game that handles real-time squad combat with enough mechanical weight to actually reward good play. What I found is something rougher and narrower than that pitch suggests, but not without a genuine hook if you meet it halfway. At its core this is an isometric real-time tactics game with a pause function. You build characters before missions, choosing between specialists and generalists: snipers who crouch behind cover and exploit hit-chance bonuses from kneeling, heavy gunners stacked with armor and machine guns, or fast melee builds trading protection for speed. That customization layer has real teeth. The trade-offs feel meaningful, and building a four-person squad where each role actually covers the gaps in the others produces the kind of satisfying pre-mission planning that tactics fans want. Friendly fire is on by default, which means a poorly aimed rocket launcher deletes your teamwork fast. Pay attention to positioning and splash radius. The multiplayer modes include team deathmatch, free-for-all, capture-the-gas, and co-op attacks on AI-held maps. PvP plays fast and punishing, while co-op skirmishes slow things down into something genuinely tense. The problem is population. This is a niche indie title with a small but loyal community concentrated around scheduled nightly sessions and a Discord server. If you can plug into that, the game earns its price. If you want to solo-queue at random hours and get a full lobby, manage your expectations sharply. The Steam Workshop helps here: user-created maps extend the content well beyond the base installation, and the built-in editor is robust enough that dedicated players have been producing scenarios years after launch. The single-player campaign, added after the initial release, runs around 16 missions and roughly 10 hours. It tells a revenge story through the wastelands and introduces base defense sequences that add a light tower-defense angle on top of the core tactics loop. It is functional but unexceptional. Visuals are serviceable Unity-engine isometric work that calls back to the 2D Fallout titles in style without matching their atmosphere, and sound design gets repetitive. What works is the tactical pause system, which lets you stack orders and buy thinking time without converting the whole game into turns. It hits a reasonable middle ground between XCOM-style deliberation and real-time chaos, though the camera distance during hectic fights can make precise targeting feel muddy. Dustwind is a PC-native experience. The keyboard and mouse setup handles the menu depth and squad commands at a speed that feels right. Anyone considering this title should stay on PC where the controls click into place rather than fight a controller port. The community also lives here. Bottom line: if you are a tactics player who grew up wanting Fallout Tactics to have an online mode, and you are willing to coordinate through Discord to find opponents, Dustwind gives you that specific thing with enough build variety and Workshop content to stretch it. If you need a polished solo campaign with production values, look elsewhere. Fred, Scout Team

Dustwind
ActionIndieRPGStrategy

Dustwind

Aug 15, 2018Dustwind StudiosZ-Software GmbH
GamerScout Says

Fallout Tactics never got a real successor. Dustwind makes a credible attempt, but the thin multiplayer population means you'll be leaning on the campaign and Workshop maps harder than the devs intended.

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About Dustwind

I came into Dustwind looking for the thing the post-apocalyptic tactics genre has been missing since Fallout Tactics went dark: a game that handles real-time squad combat with enough mechanical weight to actually reward good play. What I found is something rougher and narrower than that pitch suggests, but not without a genuine hook if you meet it halfway. At its core this is an isometric real-time tactics game with a pause function. You build characters before missions, choosing between specialists and generalists: snipers who crouch behind cover and exploit hit-chance bonuses from kneeling, heavy gunners stacked with armor and machine guns, or fast melee builds trading protection for speed. That customization layer has real teeth. The trade-offs feel meaningful, and building a four-person squad where each role actually covers the gaps in the others produces the kind of satisfying pre-mission planning that tactics fans want. Friendly fire is on by default, which means a poorly aimed rocket launcher deletes your teamwork fast. Pay attention to positioning and splash radius. The multiplayer modes include team deathmatch, free-for-all, capture-the-gas, and co-op attacks on AI-held maps. PvP plays fast and punishing, while co-op skirmishes slow things down into something genuinely tense. The problem is population. This is a niche indie title with a small but loyal community concentrated around scheduled nightly sessions and a Discord server. If you can plug into that, the game earns its price. If you want to solo-queue at random hours and get a full lobby, manage your expectations sharply. The Steam Workshop helps here: user-created maps extend the content well beyond the base installation, and the built-in editor is robust enough that dedicated players have been producing scenarios years after launch. The single-player campaign, added after the initial release, runs around 16 missions and roughly 10 hours. It tells a revenge story through the wastelands and introduces base defense sequences that add a light tower-defense angle on top of the core tactics loop. It is functional but unexceptional. Visuals are serviceable Unity-engine isometric work that calls back to the 2D Fallout titles in style without matching their atmosphere, and sound design gets repetitive. What works is the tactical pause system, which lets you stack orders and buy thinking time without converting the whole game into turns. It hits a reasonable middle ground between XCOM-style deliberation and real-time chaos, though the camera distance during hectic fights can make precise targeting feel muddy. Dustwind is a PC-native experience. The keyboard and mouse setup handles the menu depth and squad commands at a speed that feels right. Anyone considering this title should stay on PC where the controls click into place rather than fight a controller port. The community also lives here. Bottom line: if you are a tactics player who grew up wanting Fallout Tactics to have an online mode, and you are willing to coordinate through Discord to find opponents, Dustwind gives you that specific thing with enough build variety and Workshop content to stretch it. If you need a polished solo campaign with production values, look elsewhere. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopachievementstrading-cardsworkshopcloud-savestier:indieReal-Time with PauseFriendly FireBody-Part TargetingSquad BuilderWorkshop ContentNightly Scheduled PvPPost-Apoc TacticsSmall Community

System Requirements

Minimum

OS
Windows 7
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
6 GB available space
Graphics
nVidia 750
Processor
Intel Core i5 2.8Ghz
Sound Card
Compatible with DirectX 8

Recommended

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
6 GB available space
Graphics
nVidia 950M
Processor
Intel Core i7 2.4Ghz
Sound Card
Compatible with DirectX 11

Reviews & Ratings

No ratings available

Game Info

Developer
Dustwind Studios
Publisher
Z-Software GmbH
Release Date
Aug 15, 2018

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