Compare ICBM prices across 50+ stores and find the best deal. Developed by SoftWarWare. Published by Slitherine Ltd.. Released on 11/17/2020. Available on PC. Genres: Strategy.

ICBM is a stripped-down nuclear RTS where you race rival superpowers to glass cities before they glass yours. Pure cold-war tension, no base-building fluff.

ICBM is a real-time strategy game about one thing: the terrifying arithmetic of mutually assured destruction. You manage a regional superpower, stockpile nuclear warheads, coordinate naval fleets, bomber wings, and ICBM silos, then try to kill more of the other side's population than they kill of yours. There is no resource harvesting, no unit production queue in the traditional sense. The loop is research, positioning, timing, and the nerve-wracking decision of when to launch first. If you have ever wanted a playable version of the WarGames movie, this is reasonably close. The strategic layer rewards players who think about saturation. A single ICBM will get intercepted. Forty launched in coordinated waves from submarines, land silos, and bombers simultaneously will punch through any defense. The research tree pushes you toward MIRV warheads (multiple independently targetable reentry vehicles), cruise missiles, and anti-ballistic missile systems, and each unlock genuinely changes your threat calculus. Late-game matches turn into a chess problem where you model the opponent's reload times and coverage gaps. That is the kind of depth I look for, and ICBM delivers it inside a 90-minute session rather than a 200-hour campaign, which is either a feature or a limitation depending on your appetite. For newcomers worried about complexity: the tutorial is functional and direct. There are not many moving parts compared to a grand-strategy title, so the ramp is short. You will understand the core loop inside two matches. The AI is competent on standard settings and provides enough pressure to punish passive play without feeling scripted. Where it does fall short is on the highest difficulty tiers, where experienced players will eventually find exploitable patterns in the opponent's launch timing. Multiplayer, either through the built-in system or via Slitherine's PBEM framework, solves this immediately because human opponents are unpredictable in the ways that matter. The presentation is minimal by design. The world map, the arc traces of incoming missiles, the city casualty counters ticking upward - everything is functional and readable rather than cinematic. Some players will find this clinical and dull. I find it appropriately bleak given the subject matter. The audio design does solid work with the low rumble of launch events and the flat, bureaucratic font used for population death tolls. SoftWarWare clearly made aesthetic choices here rather than cutting corners, though the line between the two is thin. The mod ecosystem is modest compared to Paradox titles but the game's focused scope means there is less need for community overhauls. Where ICBM stumbles is replayability at scale. The mechanical variety comes from your opponent's strategy and the randomness of targeting, not from wildly different faction abilities or map types. Once you have mastered launch saturation and ABM placement, the skill ceiling is mostly about execution speed and opponent prediction. That is enough for a certain type of player, specifically the one who wants a tense 90-minute war game with friends on a Friday night rather than a campaign they can sink a semester into. Treat it as the latter and you will be disappointed. Treat it as a focused competitive wargame with a tight ruleset, and the 92 percent positive review rating makes complete sense. Diego, Scout Team

ICBM
Strategy

ICBM

Nov 17, 2020SoftWarWareSlitherine Ltd.
GamerScout Says

ICBM is a stripped-down nuclear RTS where you race rival superpowers to glass cities before they glass yours. Pure cold-war tension, no base-building fluff.

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About ICBM

ICBM is a real-time strategy game about one thing: the terrifying arithmetic of mutually assured destruction. You manage a regional superpower, stockpile nuclear warheads, coordinate naval fleets, bomber wings, and ICBM silos, then try to kill more of the other side's population than they kill of yours. There is no resource harvesting, no unit production queue in the traditional sense. The loop is research, positioning, timing, and the nerve-wracking decision of when to launch first. If you have ever wanted a playable version of the WarGames movie, this is reasonably close. The strategic layer rewards players who think about saturation. A single ICBM will get intercepted. Forty launched in coordinated waves from submarines, land silos, and bombers simultaneously will punch through any defense. The research tree pushes you toward MIRV warheads (multiple independently targetable reentry vehicles), cruise missiles, and anti-ballistic missile systems, and each unlock genuinely changes your threat calculus. Late-game matches turn into a chess problem where you model the opponent's reload times and coverage gaps. That is the kind of depth I look for, and ICBM delivers it inside a 90-minute session rather than a 200-hour campaign, which is either a feature or a limitation depending on your appetite. For newcomers worried about complexity: the tutorial is functional and direct. There are not many moving parts compared to a grand-strategy title, so the ramp is short. You will understand the core loop inside two matches. The AI is competent on standard settings and provides enough pressure to punish passive play without feeling scripted. Where it does fall short is on the highest difficulty tiers, where experienced players will eventually find exploitable patterns in the opponent's launch timing. Multiplayer, either through the built-in system or via Slitherine's PBEM framework, solves this immediately because human opponents are unpredictable in the ways that matter. The presentation is minimal by design. The world map, the arc traces of incoming missiles, the city casualty counters ticking upward - everything is functional and readable rather than cinematic. Some players will find this clinical and dull. I find it appropriately bleak given the subject matter. The audio design does solid work with the low rumble of launch events and the flat, bureaucratic font used for population death tolls. SoftWarWare clearly made aesthetic choices here rather than cutting corners, though the line between the two is thin. The mod ecosystem is modest compared to Paradox titles but the game's focused scope means there is less need for community overhauls. Where ICBM stumbles is replayability at scale. The mechanical variety comes from your opponent's strategy and the randomness of targeting, not from wildly different faction abilities or map types. Once you have mastered launch saturation and ABM placement, the skill ceiling is mostly about execution speed and opponent prediction. That is enough for a certain type of player, specifically the one who wants a tense 90-minute war game with friends on a Friday night rather than a campaign they can sink a semester into. Treat it as the latter and you will be disappointed. Treat it as a focused competitive wargame with a tight ruleset, and the 92 percent positive review rating makes complete sense. Diego, Scout Team

Tags

steamNuclear StrategyCold WarMIRV MechanicsShort-Session RTSPBEM MultiplayerWargameSaturation AttackAnti-Ballistic Missile

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Reviews & Ratings

Steam
92%(1,913)

Game Info

Developer
SoftWarWare
Publisher
Slitherine Ltd.
Release Date
Nov 17, 2020

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