Compare Omerta - City of Gangsters prices across 50+ stores and find the best deal. Developed by Haemimont Games. Published by Kalypso Media Digital. Released on 1/31/2013. Available on PC. Genres: Simulation, Strategy.

Build a 1920s criminal empire by day, fight turn-based tactical battles by night. Omerta blends mob management with XCOM-lite combat in Atlantic City.

Omerta - City of Gangsters sits at an awkward crossroads between two genres it never fully commits to. On one side you have a mob-management sim where you place speakeasies, laundries, and brothels across a district map of Atlantic City, siphoning income, bribing officials, and nudging rival factions out of your territory. On the other side, whenever diplomacy fails, the game drops you into turn-based tactical combat that shares some DNA with classic squad-based strategy titles. The problem is that neither half is deep enough to carry the game on its own, and together they feel like two projects stapled at the spine. The management layer is the more interesting of the two. You start as a fresh immigrant with nothing but ambition and a handful of loyal enforcers, and you gradually absorb Atlantic City's underworld one neighbourhood at a time. Placing businesses, managing supply chains for illegal booze, and keeping the heat from local law enforcement low enough to operate are all genuinely engaging in the early hours. The period setting - suits, speakeasies, jazz-era Atlantic City - is executed with visual charm, and the district-by-district progression gives you a concrete sense of territorial control. If you enjoy incremental empire-building with light resource management, the sim layer will keep you entertained through the campaign's opening acts. The tactical combat is where enthusiasm starts to drain. Squads are small, cover mechanics are present but shallow, and the action point economy is functional rather than nuanced. There is no deep build variety in your crew, no meaningful equipment crafting loop, and the enemy AI makes decisions that rarely pressure you to think more than one turn ahead. Veteran fans of Jagged Alliance or the modern XCOM entries will find the combat underwhelming. That said, newcomers or casual strategy players may find it approachable precisely because it does not demand mastery. If you go in treating the fights as punctuation between management decisions rather than the main event, frustration stays manageable. From a depth-of-decision standpoint, the mid-to-late campaign is the weakest stretch. The tech tree for your criminal operations is short, rival factions stop feeling threatening once your income outpaces theirs, and the AI bosses running other gangs rarely mount coordinated pressure. A seasoned strategy player will hit the ceiling on meaningful choices well before the credits roll. The mod ecosystem on Steam is thin, which matters because replayability depends heavily on community content when the base design runs dry. Multiplayer exists but the player pool is essentially empty at this point, so treat it as a solo-only purchase. Who is this actually for? Players who want an atmospheric, low-stakes introduction to either mob sims or turn-based tactics will get a reasonably enjoyable twelve-to-fifteen hour campaign. The 1920s aesthetic carries real weight, the voice acting fits the pulpy tone, and the basic loop of expand-defend-consolidate is satisfying in small doses. Just do not come in expecting the strategic complexity of a Paradox title or the combat tension of a proper tactics game. Omerta is a genre sampler with good style and limited depth. It earns its mixed review average honestly. Diego, Scout Team

Omerta - City of Gangsters
SimulationStrategy

Omerta - City of Gangsters

Jan 31, 2013Haemimont GamesKalypso Media Digital
GamerScout Says

Build a 1920s criminal empire by day, fight turn-based tactical battles by night. Omerta blends mob management with XCOM-lite combat in Atlantic City.

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About Omerta - City of Gangsters

Omerta - City of Gangsters sits at an awkward crossroads between two genres it never fully commits to. On one side you have a mob-management sim where you place speakeasies, laundries, and brothels across a district map of Atlantic City, siphoning income, bribing officials, and nudging rival factions out of your territory. On the other side, whenever diplomacy fails, the game drops you into turn-based tactical combat that shares some DNA with classic squad-based strategy titles. The problem is that neither half is deep enough to carry the game on its own, and together they feel like two projects stapled at the spine. The management layer is the more interesting of the two. You start as a fresh immigrant with nothing but ambition and a handful of loyal enforcers, and you gradually absorb Atlantic City's underworld one neighbourhood at a time. Placing businesses, managing supply chains for illegal booze, and keeping the heat from local law enforcement low enough to operate are all genuinely engaging in the early hours. The period setting - suits, speakeasies, jazz-era Atlantic City - is executed with visual charm, and the district-by-district progression gives you a concrete sense of territorial control. If you enjoy incremental empire-building with light resource management, the sim layer will keep you entertained through the campaign's opening acts. The tactical combat is where enthusiasm starts to drain. Squads are small, cover mechanics are present but shallow, and the action point economy is functional rather than nuanced. There is no deep build variety in your crew, no meaningful equipment crafting loop, and the enemy AI makes decisions that rarely pressure you to think more than one turn ahead. Veteran fans of Jagged Alliance or the modern XCOM entries will find the combat underwhelming. That said, newcomers or casual strategy players may find it approachable precisely because it does not demand mastery. If you go in treating the fights as punctuation between management decisions rather than the main event, frustration stays manageable. From a depth-of-decision standpoint, the mid-to-late campaign is the weakest stretch. The tech tree for your criminal operations is short, rival factions stop feeling threatening once your income outpaces theirs, and the AI bosses running other gangs rarely mount coordinated pressure. A seasoned strategy player will hit the ceiling on meaningful choices well before the credits roll. The mod ecosystem on Steam is thin, which matters because replayability depends heavily on community content when the base design runs dry. Multiplayer exists but the player pool is essentially empty at this point, so treat it as a solo-only purchase. Who is this actually for? Players who want an atmospheric, low-stakes introduction to either mob sims or turn-based tactics will get a reasonably enjoyable twelve-to-fifteen hour campaign. The 1920s aesthetic carries real weight, the voice acting fits the pulpy tone, and the basic loop of expand-defend-consolidate is satisfying in small doses. Just do not come in expecting the strategic complexity of a Paradox title or the combat tension of a proper tactics game. Omerta is a genre sampler with good style and limited depth. It earns its mixed review average honestly. Diego, Scout Team

Tags

steamTurn-Based TacticsMob Management1920s SettingEmpire BuildingSquad CombatResource ManagementCampaign FocusSolo ExperienceProhibition EraHistorical SettingSingle-Player CampaignHybrid Strategy

System Requirements

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Reviews & Ratings

Steam
67%(2,388)

Game Info

Developer
Haemimont Games
Publisher
Kalypso Media Digital
Release Date
Jan 31, 2013

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