Compare Relativity Wars - A Science Space RTS prices across 50+ stores and find the best deal. Developed by Fungameco Ltd. Published by Fungameco Ltd. Released on 4/10/2015. Available on PC. Genres: Adventure, Indie, RPG, Simulation, Strategy.

Clever physics hook, mobile-port baggage, and a 50/50 split in the Steam review room - Relativity Wars earns its curiosity but struggles to earn a full session at the PC desk.

I went into Relativity Wars expecting a hidden gem - a small-studio space RTS that actually bakes Einsteinian physics into its moment-to-moment decisions rather than just slapping the word 'relativity' on the box art. What I found was something more complicated: a genuinely interesting concept hobbled by the compromises of a mobile-to-PC port that never quite sheds its touchscreen origins. The core loop puts you in the role of a god-figure overseeing the Toodian civilisation as it colonises a procedurally rendered galaxy. You tap (or click, on PC) planets to queue up ships, research tech like lasers and terraforming, and then go toe-to-toe with the Squishians - the enemy faction - in real-time fleet engagements. The physics angle manifests in two genuinely interesting ways: a visible space-time grid that warps around planetary bodies according to gravitational strength, and ships that respond to those gravity wells in ways that Newtonian-physics RTS games simply do not model. Flying too close to a massive planet pulls your fleet in. Deploying weapons that distort space-time is a legitimate tactical option, not just a cutscene flourish. For a strategy fan, that premise is worth paying attention to. Where Relativity Wars loses the argument is in execution depth. The build queue runs on timers of 30 seconds to a couple of minutes per unit or research tier, which is tolerable in short bursts but reveals the game's mobile DNA immediately. Mission balance oscillates between trivially easy and frustratingly punishing with little middle ground - critics noted this on the original mobile release back in 2013, and the PC port did not fix it. The Steam community review score sits at a flat 50 percent from a very small sample, which is not a ringing endorsement but also not a condemnation. The more telling signal is the forum activity, or the lack of it: players asking basic 'what even is this' questions years after launch, with no community answers waiting. For PC strategy players used to the depth of a proper 4X or a polished indie RTS, the decision layer here is thin. There is no faction asymmetry to speak of, no branching tech tree that demands hard choices, and the AI companion voice-over that guides the tutorial is charming once but skippable later - assuming the tutorial lets you skip it, which user reports suggest it sometimes does not. The controls are functional on PC but carry the tell-tale fingerprints of a tap interface that was never redesigned for mouse input. None of this makes the game broken, but it does make it feel like a proof-of-concept that shipped before a second act was written. Who should look at this anyway? Casual space strategy players, physics teachers looking for a classroom curiosity, or anyone who wants a low-pressure, single-session RTS that does something genuinely unusual with gravity mechanics. If your benchmark for a space RTS is something with deep build orders and late-game escalation, this will feel underdressed. Go in with calibrated expectations and the physics gimmick will reward you for a few hours. Go in expecting a full-fat strategy campaign and the shallow mission structure will run out of ideas before you do. Diego, Scout Team

Relativity Wars - A Science Space RTS
AdventureIndieRPGSimulationStrategy

Relativity Wars - A Science Space RTS

Apr 10, 2015Fungameco Ltd
GamerScout Says

Clever physics hook, mobile-port baggage, and a 50/50 split in the Steam review room - Relativity Wars earns its curiosity but struggles to earn a full session at the PC desk.

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About Relativity Wars - A Science Space RTS

I went into Relativity Wars expecting a hidden gem - a small-studio space RTS that actually bakes Einsteinian physics into its moment-to-moment decisions rather than just slapping the word 'relativity' on the box art. What I found was something more complicated: a genuinely interesting concept hobbled by the compromises of a mobile-to-PC port that never quite sheds its touchscreen origins. The core loop puts you in the role of a god-figure overseeing the Toodian civilisation as it colonises a procedurally rendered galaxy. You tap (or click, on PC) planets to queue up ships, research tech like lasers and terraforming, and then go toe-to-toe with the Squishians - the enemy faction - in real-time fleet engagements. The physics angle manifests in two genuinely interesting ways: a visible space-time grid that warps around planetary bodies according to gravitational strength, and ships that respond to those gravity wells in ways that Newtonian-physics RTS games simply do not model. Flying too close to a massive planet pulls your fleet in. Deploying weapons that distort space-time is a legitimate tactical option, not just a cutscene flourish. For a strategy fan, that premise is worth paying attention to. Where Relativity Wars loses the argument is in execution depth. The build queue runs on timers of 30 seconds to a couple of minutes per unit or research tier, which is tolerable in short bursts but reveals the game's mobile DNA immediately. Mission balance oscillates between trivially easy and frustratingly punishing with little middle ground - critics noted this on the original mobile release back in 2013, and the PC port did not fix it. The Steam community review score sits at a flat 50 percent from a very small sample, which is not a ringing endorsement but also not a condemnation. The more telling signal is the forum activity, or the lack of it: players asking basic 'what even is this' questions years after launch, with no community answers waiting. For PC strategy players used to the depth of a proper 4X or a polished indie RTS, the decision layer here is thin. There is no faction asymmetry to speak of, no branching tech tree that demands hard choices, and the AI companion voice-over that guides the tutorial is charming once but skippable later - assuming the tutorial lets you skip it, which user reports suggest it sometimes does not. The controls are functional on PC but carry the tell-tale fingerprints of a tap interface that was never redesigned for mouse input. None of this makes the game broken, but it does make it feel like a proof-of-concept that shipped before a second act was written. Who should look at this anyway? Casual space strategy players, physics teachers looking for a classroom curiosity, or anyone who wants a low-pressure, single-session RTS that does something genuinely unusual with gravity mechanics. If your benchmark for a space RTS is something with deep build orders and late-game escalation, this will feel underdressed. Go in with calibrated expectations and the physics gimmick will reward you for a few hours. Go in expecting a full-fat strategy campaign and the shallow mission structure will run out of ideas before you do. Diego, Scout Team

Tags

singleplayertier:sub-5God-GamePhysics-Based CombatSpace ColonisationMobile PortCampaign RTSGravity MechanicsCasual StrategySolo CampaignScience Theme

System Requirements

Minimum

OS
Windows XP+
Memory
1 GB RAM
Storage
100 MB available space
Graphics
DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work
Processor
SSE2 instruction set support

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Game Info

Developer
Fungameco Ltd
Publisher
Fungameco Ltd
Release Date
Apr 10, 2015

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2026-06-100.87(lowest)

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Relativity Wars - A Science Space RTS is available on PC.

When was Relativity Wars - A Science Space RTS released?

Relativity Wars - A Science Space RTS was released on 10 April 2015.

Who developed Relativity Wars - A Science Space RTS?

Relativity Wars - A Science Space RTS was developed by Fungameco Ltd.