Compare Necromunda: Underhive Wars - Van Saar Gang prices across trusted key stores and find the best deal. Developed by Rogue Factor. Published by Focus Entertainment. Released on 9/7/2020. Available on PC. Genres: Action, Strategy.

Six hours of bad camera and buried menus before the tactics click, but the gang-management layer underneath runs deeper than that Mixed rating suggests. Patience is the entry fee.

The first six hours ask for more patience than I usually hand a tactics game. The camera fights you on the vertical maps, the menus bury the numbers I actually want, and every animation takes a beat longer than it should. I keep notes on this genre the way other people keep receipts, and my early pages were mostly complaints. Then somewhere around the third proper gang war the action point economy clicked, I stopped wrestling the interface, and I started reading the map. That is the honest shape of Necromunda: Underhive Wars. There is a genuinely interesting tactical core in here wrapped in a presentation layer that loses a lot of people before they ever reach it. Whether that trade is worth making depends entirely on how much friction you will eat in exchange for a squad-builder with real long-term consequences. Plenty of players decided it was not worth it. The 56 percent Steam score is not an accident. Mechanically, movement and shooting draw from the same pool, so every step up a gantry is a shot you did not take. Maps are built vertically rather than horizontally: ladders, catwalks, ziplines, gaps you can drop through if you accept the fall damage. That verticality is the best idea in the game. Sightlines run in three dimensions, so holding a high walkway with an overwatch cone genuinely locks down a lane, and a smart flank means climbing rather than circling. Overwatch is the pivot of most firefights, and committing a fighter to a reaction stance instead of a shot is the decision you make over and over. The AI at least understands it should not stroll into one. What it does not do well is coordinate. Enemy gangs reposition competently as individuals and rarely as a unit, which caps the ceiling on the harder fights. The layer I stayed for is the roster. Fighters are persistent people, not units. They level through skill trees, carry the loot you bolt onto them, and collect injuries that follow them into the next mission and occasionally into permanent retirement. Losing a specialist you fed twenty levels of investment stings in a way XCOM veterans will recognise instantly, and it changes how you play: you start pulling wounded fighters out early instead of squeezing one more shot. The Van Saar sit at the tech end of the gang options, leaning on las weaponry and engineered kit rather than raw muscle, which rewards a patient sightline-first approach far more than a brawling one. Building around them means thinking two or three missions ahead about which skill branches you are feeding and which bodies you can afford to expose. The complaints are real and they are not cosmetic. Loading is slow, the UI hides information a tactics game should be shoving in your face, and the campaign missions largely function as a delivery system for tutorials that never explain the systems properly. Newcomers get taught which buttons to press and not why one option beats another, which for a game this systems-heavy is a straight failure of design. Patches after launch cleaned up stability and trimmed some of the waiting, but nobody rebuilt the camera. Multiplayer exists in both competitive and co-op forms, and the population is thin enough that you should treat it as a bonus rather than a reason to buy. There is no meaningful mod scene either, which is usually what rescues a game in this exact shape. So who is this for. If you want a clean, responsive, snappy tactics game, look elsewhere, because this one will annoy you before it impresses you. If you have already put a hundred hours into the obvious genre leaders and what you specifically want is the campaign-management half of that formula, with lasting injuries, deep skill trees and a gang you get genuinely attached to, this rewards persistence better than its aggregate score implies. Go in expecting to spend the first evening fighting the controls and the rest of the week planning progression. Set your camera sensitivity before mission one, accept that turns take longer than they should, and judge it on the tenth fight rather than the first. Diego, Scout Team

Necromunda: Underhive Wars - Van Saar Gang

Necromunda: Underhive Wars - Van Saar Gang

Sep 7, 2020Rogue FactorFocus Entertainment
GamerScout Says

Six hours of bad camera and buried menus before the tactics click, but the gang-management layer underneath runs deeper than that Mixed rating suggests. Patience is the entry fee.

PC
Best Price Available
€2.06-59%
at YuPlay
Track this price

GamerScout Verdict

For squad-builder obsessives who want lasting injuries and deep skill trees, and will forgive a camera nobody ever fixed.

Compare Prices(3 stores)

YuPlayBest price
StandardGlobalSteam KeyKey
€2.06-59%
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€2.49-50%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€4.49-10%
Priced in EUR by the store
Buy

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Screenshots & Media

About Necromunda: Underhive Wars - Van Saar Gang

The first six hours ask for more patience than I usually hand a tactics game. The camera fights you on the vertical maps, the menus bury the numbers I actually want, and every animation takes a beat longer than it should. I keep notes on this genre the way other people keep receipts, and my early pages were mostly complaints. Then somewhere around the third proper gang war the action point economy clicked, I stopped wrestling the interface, and I started reading the map. That is the honest shape of Necromunda: Underhive Wars. There is a genuinely interesting tactical core in here wrapped in a presentation layer that loses a lot of people before they ever reach it. Whether that trade is worth making depends entirely on how much friction you will eat in exchange for a squad-builder with real long-term consequences. Plenty of players decided it was not worth it. The 56 percent Steam score is not an accident. Mechanically, movement and shooting draw from the same pool, so every step up a gantry is a shot you did not take. Maps are built vertically rather than horizontally: ladders, catwalks, ziplines, gaps you can drop through if you accept the fall damage. That verticality is the best idea in the game. Sightlines run in three dimensions, so holding a high walkway with an overwatch cone genuinely locks down a lane, and a smart flank means climbing rather than circling. Overwatch is the pivot of most firefights, and committing a fighter to a reaction stance instead of a shot is the decision you make over and over. The AI at least understands it should not stroll into one. What it does not do well is coordinate. Enemy gangs reposition competently as individuals and rarely as a unit, which caps the ceiling on the harder fights. The layer I stayed for is the roster. Fighters are persistent people, not units. They level through skill trees, carry the loot you bolt onto them, and collect injuries that follow them into the next mission and occasionally into permanent retirement. Losing a specialist you fed twenty levels of investment stings in a way XCOM veterans will recognise instantly, and it changes how you play: you start pulling wounded fighters out early instead of squeezing one more shot. The Van Saar sit at the tech end of the gang options, leaning on las weaponry and engineered kit rather than raw muscle, which rewards a patient sightline-first approach far more than a brawling one. Building around them means thinking two or three missions ahead about which skill branches you are feeding and which bodies you can afford to expose. The complaints are real and they are not cosmetic. Loading is slow, the UI hides information a tactics game should be shoving in your face, and the campaign missions largely function as a delivery system for tutorials that never explain the systems properly. Newcomers get taught which buttons to press and not why one option beats another, which for a game this systems-heavy is a straight failure of design. Patches after launch cleaned up stability and trimmed some of the waiting, but nobody rebuilt the camera. Multiplayer exists in both competitive and co-op forms, and the population is thin enough that you should treat it as a bonus rather than a reason to buy. There is no meaningful mod scene either, which is usually what rescues a game in this exact shape. So who is this for. If you want a clean, responsive, snappy tactics game, look elsewhere, because this one will annoy you before it impresses you. If you have already put a hundred hours into the obvious genre leaders and what you specifically want is the campaign-management half of that formula, with lasting injuries, deep skill trees and a gang you get genuinely attached to, this rewards persistence better than its aggregate score implies. Go in expecting to spend the first evening fighting the controls and the rest of the week planning progression. Set your camera sensitivity before mission one, accept that turns take longer than they should, and judge it on the tenth fight rather than the first.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admittedTurn-Based TacticsSquad ManagementVertical Level DesignWarhammer 40KPersistent InjuriesSkill TreesGang ProgressionLoot CustomizationOverwatch CombatAction Point EconomyTactical RPGPermadeath RiskSteep Learning CurveGrimdark SettingRoster InvestmentRough PresentationHigh Ground Tactics

System Requirements

Minimum

OS
Windows 10 (64-bit)
Processor
Intel Core i5-3450 / AMD FX-6300
Memory
8 GB RAM
Graphics
2 GB VRAM, GeForce GTX 660 / Radeon R9 270
Storage
40 GB available space

Recommended

OS
Windows 10 (64-bit)
Processor
Intel Core i5-6600 / AMD Ryzen 3 1200
Memory
16 GB RAM
Graphics
4 GB VRAM, GeForce GTX 970 / Radeon RX 580
Storage
40 GB available space

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Reviews & Ratings

Steam
56%(2,983)

Game Info

Developer
Rogue Factor
Publisher
Focus Entertainment
Release Date
Sep 7, 2020

Features

Single-playerMultiplayerPvPOnline PvPCo-opOnline Co OpSteam AchievementsFull controller support+4 more

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Frequently asked questions about Necromunda: Underhive Wars - Van Saar Gang

How much does Necromunda: Underhive Wars - Van Saar Gang cost?

As of 7 September 2026, the cheapest in-stock offer for Necromunda: Underhive Wars - Van Saar Gang is €2.06 at YuPlay, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Necromunda: Underhive Wars - Van Saar Gang cheapest?

The lowest in-stock price we track for Necromunda: Underhive Wars - Van Saar Gang is €2.06 at YuPlay (7 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Necromunda: Underhive Wars - Van Saar Gang available on?

Necromunda: Underhive Wars - Van Saar Gang is available on PC.

When was Necromunda: Underhive Wars - Van Saar Gang released?

Necromunda: Underhive Wars - Van Saar Gang was released on 7 September 2020.

Who developed Necromunda: Underhive Wars - Van Saar Gang?

Necromunda: Underhive Wars - Van Saar Gang was developed by Rogue Factor and published by Focus Entertainment.