Compare Fantasy Wars prices across 50+ stores and find the best deal. Developed by Ino-Co. Published by Fulqrum Publishing. Released on 8/6/2010. Available on PC. Genres: Strategy. Metacritic score: 67/100.

Hex-grid wargaming stripped to its tactical bones: three campaigns, persistent unit XP, and a difficulty curve that will punish complacency from mission four onward.

I have a soft spot for games that refuse to hold your hand past the tutorial, and Fantasy Wars earns that status the hard way. This is a hex-based turn-based tactics game from Ino-Co that draws a straight line back to the old Fantasy General school of wargaming: no base-building, no resource micromanagement, just unit positioning, terrain exploitation, and the slow dread of watching a veteran cavalry squad get ground down when you miscounted movement hexes. If you have ever colour-coded a campaign save file, this game was made for you. The structure across all three campaigns is clean and legible. You command one of four factions, humans, orcs, elves, or dwarves, across a series of hex maps with geography that actually matters. Forests slow movement but offer cover, rivers create chokepoints worth fighting over, and mountains can protect a flank or strand a siege engine depending on how carefully you read the layout before moving. Units range from peasants and militia through crossbowmen, halberdiers, knights, catapults, and mages, and each levels up with a branching perk system that is faction-specific rather than generic. Orc archers can unlock poison arrows, human militia can harden into brigandine-armoured line troops, heroes can spec into jousting or siege mastery. The roster is not enormous, but the per-unit customisation gives your army a hand-crafted quality that generic buff menus never achieve. The campaign design introduces the game's most interesting pressure mechanic: units and gold carry forward between missions. Lose experienced troops to a bad engagement and the next map opens with raw recruits who cannot fill the gap. Chase gold-medal turn limits aggressively and you risk leaving the map under-explored and short on coins needed to recruit back up. This persistent attrition loop is genuinely tense, though it is also where the game's most cited frustration lives. Difficulty ramps sharply by the fourth or fifth mission even on the easier settings, and the AI compensates for its tendency to hang back defensively by throwing numerical superiority at you. It is not clever AI; it is volume AI. Experienced TBS players will recognise the design language and adapt, but newcomers expecting a gentle learning slope should plan for repeated replays of individual maps. That said, the interface is one of the cleaner ones in the genre: movement ranges, likely combat outcomes, and unit stats are surfaced upfront, so deaths feel earned rather than obscured. What Fantasy Wars does not deliver is production ambition. The story across all three campaigns is functional world-building at best, thin justification for the next hex map at worst. Voice acting is flat, the cartoony visual style has aged into retro charm rather than genuine graphical quality, and there is no online matchmaking for the multiplayer side, which supports hotseat and LAN only. Replay value is limited once you have run the campaigns; skirmish maps exist but the pool is small. The sequel, Elven Legacy, reportedly tightened several of these rough edges if you find yourself wanting more after the credits. For the right player, specifically someone who wants pure tactical decision-making with persistent consequences and no city-builder padding, Fantasy Wars delivers a compact, unforgiving, and quietly satisfying experience. Approach it as a wargame, not an RPG with strategy dressing, and the 67 Metacritic score starts to look stingy. Approach it expecting narrative depth or a forgiving difficulty curve and you will bounce off it fast. Diego, Scout Team

Fantasy Wars
Strategy

Fantasy Wars

Aug 6, 2010Ino-CoFulqrum Publishing
GamerScout Says

Hex-grid wargaming stripped to its tactical bones: three campaigns, persistent unit XP, and a difficulty curve that will punish complacency from mission four onward.

PC
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Screenshots & Media

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About Fantasy Wars

I have a soft spot for games that refuse to hold your hand past the tutorial, and Fantasy Wars earns that status the hard way. This is a hex-based turn-based tactics game from Ino-Co that draws a straight line back to the old Fantasy General school of wargaming: no base-building, no resource micromanagement, just unit positioning, terrain exploitation, and the slow dread of watching a veteran cavalry squad get ground down when you miscounted movement hexes. If you have ever colour-coded a campaign save file, this game was made for you. The structure across all three campaigns is clean and legible. You command one of four factions, humans, orcs, elves, or dwarves, across a series of hex maps with geography that actually matters. Forests slow movement but offer cover, rivers create chokepoints worth fighting over, and mountains can protect a flank or strand a siege engine depending on how carefully you read the layout before moving. Units range from peasants and militia through crossbowmen, halberdiers, knights, catapults, and mages, and each levels up with a branching perk system that is faction-specific rather than generic. Orc archers can unlock poison arrows, human militia can harden into brigandine-armoured line troops, heroes can spec into jousting or siege mastery. The roster is not enormous, but the per-unit customisation gives your army a hand-crafted quality that generic buff menus never achieve. The campaign design introduces the game's most interesting pressure mechanic: units and gold carry forward between missions. Lose experienced troops to a bad engagement and the next map opens with raw recruits who cannot fill the gap. Chase gold-medal turn limits aggressively and you risk leaving the map under-explored and short on coins needed to recruit back up. This persistent attrition loop is genuinely tense, though it is also where the game's most cited frustration lives. Difficulty ramps sharply by the fourth or fifth mission even on the easier settings, and the AI compensates for its tendency to hang back defensively by throwing numerical superiority at you. It is not clever AI; it is volume AI. Experienced TBS players will recognise the design language and adapt, but newcomers expecting a gentle learning slope should plan for repeated replays of individual maps. That said, the interface is one of the cleaner ones in the genre: movement ranges, likely combat outcomes, and unit stats are surfaced upfront, so deaths feel earned rather than obscured. What Fantasy Wars does not deliver is production ambition. The story across all three campaigns is functional world-building at best, thin justification for the next hex map at worst. Voice acting is flat, the cartoony visual style has aged into retro charm rather than genuine graphical quality, and there is no online matchmaking for the multiplayer side, which supports hotseat and LAN only. Replay value is limited once you have run the campaigns; skirmish maps exist but the pool is small. The sequel, Elven Legacy, reportedly tightened several of these rough edges if you find yourself wanting more after the credits. For the right player, specifically someone who wants pure tactical decision-making with persistent consequences and no city-builder padding, Fantasy Wars delivers a compact, unforgiving, and quietly satisfying experience. Approach it as a wargame, not an RPG with strategy dressing, and the 67 Metacritic score starts to look stingy. Approach it expecting narrative depth or a forgiving difficulty curve and you will bounce off it fast. Diego, Scout Team

Tags

singleplayermultiplayercloud-savestier:sub-5Hex-Grid TacticsPersistent UnitsPer-Unit Perk TreesWargameNo Base-BuildingCampaign Carry-OverHotseat MultiplayerHigh Difficulty

Steam Deck & Linux

ProtonDB Platinum

Runs flawlessly on Linux out of the box. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP SP3, Vista SP1, Windows 7, DirectX 9.0c
Memory
1GB XP, 2GB Vista / Windows 7
Processor
AMD Athlon 64 Processor 3800+ 2.4Ghz or better, Intel Pentium 4 530 3.0Ghz Processor or better
Video Card
NVIDIA (GeForce 8800/GeForce GT220) 256MB graphics card or better, ATI Radeon X1900 256MB graphics card or better ( must support pixel shader 3 )
Hard Disk Space
12GB

Recommended

OS
Windows XP SP3, Vista SP1, Windows 7, DirectX 9.0c
Memory
2GB XP, 3GB Vista / Windows 7
Processor
AMD Athlon 64 X2 5200+ Dual Core 2.60Ghz, Intel Core 2 Duo E6420 Dual Core 2.13Ghz
Video Card
NVIDIA (GeForce GTS 240) 256MB graphics card or better, ATI Radeon HD3870 256MB graphics card or better ( must support pixel shader 3 )
Hard Disk Space
12GB

Community Discussion

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Reviews & Ratings

Metacritic
67

Game Info

Developer
Ino-Co
Publisher
Fulqrum Publishing
Release Date
Aug 6, 2010

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What platforms is Fantasy Wars available on?

Fantasy Wars is available on PC.

When was Fantasy Wars released?

Fantasy Wars was released on 6 August 2010.

Who developed Fantasy Wars?

Fantasy Wars was developed by Ino-Co and published by Fulqrum Publishing.

Is Fantasy Wars worth buying?

Fantasy Wars holds a Metacritic score of 67/100, making it one of the standout Strategy titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.