Compare Micro Wars prices across 50+ stores and find the best deal. Developed by Micro Wars. Published by Micro Wars. Released on 8/29/2024. Available on PC, Linux. Genres: Action, Indie, Strategy, Early Access.

A pint-sized RTS that strips classic base-building and unit micro down to brutal 5-minute online brawls. Promising skeleton in Early Access, thin community is the real opponent right now.

I came in expecting a mobile clone with a Steam launcher slapped on it. What I got was something more honest than that: a legitimately compact RTS that respects your time while still demanding you actually think. Micro Wars is built around keeping matches short and punchy, condensing the base-building, resource mining, and unit micro you know from classic RTS titles into sessions that can end before your coffee goes cold. If you've bounced off StarCraft 2 because the macro demands ate your entire evening, this is the format you've been waiting for. The commander system is the sharpest thing in the game right now. You pick one of 13 commanders going into each match, and they genuinely change your game plan. Elias the mechanic fast-tracks your research and can drop a healing beam mid-fight. Voltaire the tactician leans into hex terrain bonuses and can plant temporary bunkers anywhere on the map. Estelle the flying ace buffs aircraft payloads and calls in airstrikes that can swing a match in seconds. Picking your commander before you lock in your 9-unit army composition is the most interesting pre-game decision the game offers, and it has more depth than the sparse interface suggests. The rock-paper-scissors unit model, where flamethrowers shred infantry but barely scratch tank armour, keeps trades legible and honest. 30-plus units across infantry, vehicles, and air means the loadout space is real, even if balance is still being ironed out in Early Access. The hex grid is doing a lot of work here. Positioning and terrain bonuses matter more than raw production speed, which is the right call for a fast format where you can't outmacro your way to a win. Custom lobbies include a built-in map editor and Steam Workshop integration for sharing maps, and there are replays and observer slots that tell you this dev has competitive-minded players in mind. A ranked matchmaking ladder is present. That said, the early access player population is the biggest unknown. Queue times at anything outside peak hours could be a coin flip, and a ranked ladder is only as fun as the number of people climbing it. The campaign sits at one chapter, seven missions, which is enough to learn the ropes but nowhere near enough for solo players wanting a long evening of content. This is an Early Access game in the truest sense: the core loop is solid, the rough edges are visible, and the roadmap asks you to invest on faith. The dev team has flagged regular update cadence and active Discord presence, which matters more than it sounds for a small-studio multiplayer title. A mobile crossplay port is in the pipeline, which could either inject fresh blood into the playerbase or fracture the competitive pool with control-scheme gaps. Watch that space. If you are a lapsed RTS fan who wishes the genre would stop demanding six-hour sessions, Micro Wars earns a cautious look. If you need a thriving ladder and polished solo content today, park it on your wishlist and check back in six months. Fred, Scout Team

Micro Wars
ActionIndieStrategyEarly Access

Micro Wars

Aug 29, 2024Micro Wars
GamerScout Says

A pint-sized RTS that strips classic base-building and unit micro down to brutal 5-minute online brawls. Promising skeleton in Early Access, thin community is the real opponent right now.

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About Micro Wars

I came in expecting a mobile clone with a Steam launcher slapped on it. What I got was something more honest than that: a legitimately compact RTS that respects your time while still demanding you actually think. Micro Wars is built around keeping matches short and punchy, condensing the base-building, resource mining, and unit micro you know from classic RTS titles into sessions that can end before your coffee goes cold. If you've bounced off StarCraft 2 because the macro demands ate your entire evening, this is the format you've been waiting for. The commander system is the sharpest thing in the game right now. You pick one of 13 commanders going into each match, and they genuinely change your game plan. Elias the mechanic fast-tracks your research and can drop a healing beam mid-fight. Voltaire the tactician leans into hex terrain bonuses and can plant temporary bunkers anywhere on the map. Estelle the flying ace buffs aircraft payloads and calls in airstrikes that can swing a match in seconds. Picking your commander before you lock in your 9-unit army composition is the most interesting pre-game decision the game offers, and it has more depth than the sparse interface suggests. The rock-paper-scissors unit model, where flamethrowers shred infantry but barely scratch tank armour, keeps trades legible and honest. 30-plus units across infantry, vehicles, and air means the loadout space is real, even if balance is still being ironed out in Early Access. The hex grid is doing a lot of work here. Positioning and terrain bonuses matter more than raw production speed, which is the right call for a fast format where you can't outmacro your way to a win. Custom lobbies include a built-in map editor and Steam Workshop integration for sharing maps, and there are replays and observer slots that tell you this dev has competitive-minded players in mind. A ranked matchmaking ladder is present. That said, the early access player population is the biggest unknown. Queue times at anything outside peak hours could be a coin flip, and a ranked ladder is only as fun as the number of people climbing it. The campaign sits at one chapter, seven missions, which is enough to learn the ropes but nowhere near enough for solo players wanting a long evening of content. This is an Early Access game in the truest sense: the core loop is solid, the rough edges are visible, and the roadmap asks you to invest on faith. The dev team has flagged regular update cadence and active Discord presence, which matters more than it sounds for a small-studio multiplayer title. A mobile crossplay port is in the pipeline, which could either inject fresh blood into the playerbase or fracture the competitive pool with control-scheme gaps. Watch that space. If you are a lapsed RTS fan who wishes the genre would stop demanding six-hour sessions, Micro Wars earns a cautious look. If you need a thriving ladder and polished solo content today, park it on your wishlist and check back in six months. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopworkshoptier:sub-5Hex-Grid TacticsCommander Pick5-Minute MatchesRanked LadderUnit LoadoutMap EditorSteam Workshop IntegrationRock-Paper-Scissors Combat

System Requirements

Minimum

OS
Windows 10 and 11 (64 bit)
Memory
4 GB RAM
DirectX
Version 10
Network
Broadband Internet connection
Storage
4 GB available space
Graphics
GTX 460
Processor
Intel I5 or higher

Reviews & Ratings

No ratings available

Game Info

Developer
Micro Wars
Publisher
Micro Wars
Release Date
Aug 29, 2024

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