Compare RIOT: Civil Unrest prices across 50+ stores and find the best deal. Developed by Leonard Menchiari. Published by Merge Games. Released on 2/12/2019. Available on PC, Xbox. Genres: Indie, Simulation, Strategy.

A real-time crowd-control sim where you command either riot police or protesters across real-world conflict scenarios. Brutal, slow-burn, and deliberately uncomfortable.

RIOT: Civil Unrest is a real-time strategy sim built around something most games avoid entirely: the ugly, chaotic arithmetic of crowd violence. Developer Leonard Menchiari drew from real civil unrest events, and the result is a game that puts you in command of either a police line or a mass of protesters across scenarios inspired by places like Egypt, Italy, Greece, and Spain. Each side plays differently in feel and logic, which is where most of the genuine design interest lives. On the tactical layer, the game is about resource pressure and escalation control. As the police, you deploy units in formation, issue orders to advance or hold, and manage crowd density before flashpoints trigger. Tear gas, shields, batons, and water cannons are your toolkit, but overuse any of them and the crowd hardens, the media score tanks, and suddenly a manageable standoff becomes a full-scale riot. The protester side flips this: you are deliberately outnumbered and underequipped, winning through attrition, positioning, and making the police overreact. The asymmetry is the whole game. When it clicks, the decision-making feels genuinely tense. The frustration is real and it is not all intentional design. Unit pathing is unreliable enough that formations break in ways that feel like bugs rather than chaos simulation. The AI on both sides makes decisions that are difficult to read, and not in the interesting fog-of-war sense. The tutorial does explain mechanics at a surface level but leaves you to reverse-engineer the scoring and morale systems mostly on your own, which will put off newcomers who need clearer feedback loops. That said, for the strategy-minded player who likes forensic post-match analysis, the underlying system has enough levers to reward replays. Scenario design is tight enough that most maps have at least two or three viable approaches. The pixel-art presentation is detailed and atmospheric without being gratuitous. Crowds surge and scatter with reasonable believability, and sound design carries a lot of the emotional weight. There is a real sense that the developer cared about the subject matter, which gives the game an uncomfortable, thought-provoking edge that most pure strategy titles skip entirely. That tonal commitment is the game's clearest strength, and also the reason casual audiences will bounce off it fast. At its current review score, RIOT: Civil Unrest sits in mixed territory for good reason. The concept and core asymmetric logic are strong. The execution has rough edges that a larger development team would have sanded down. If you enjoy niche strategy sims where the premise does half the work of keeping you engaged, and you are comfortable tolerating interface friction to extract the good stuff underneath, there is a genuinely uncommon experience here. If you need clean UI, reliable pathing, and a generous onboarding ramp, look elsewhere. Diego, Scout Team

RIOT: Civil Unrest
IndieSimulationStrategy

RIOT: Civil Unrest

Feb 12, 2019Leonard MenchiariMerge Games
GamerScout Says

A real-time crowd-control sim where you command either riot police or protesters across real-world conflict scenarios. Brutal, slow-burn, and deliberately uncomfortable.

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About RIOT: Civil Unrest

RIOT: Civil Unrest is a real-time strategy sim built around something most games avoid entirely: the ugly, chaotic arithmetic of crowd violence. Developer Leonard Menchiari drew from real civil unrest events, and the result is a game that puts you in command of either a police line or a mass of protesters across scenarios inspired by places like Egypt, Italy, Greece, and Spain. Each side plays differently in feel and logic, which is where most of the genuine design interest lives. On the tactical layer, the game is about resource pressure and escalation control. As the police, you deploy units in formation, issue orders to advance or hold, and manage crowd density before flashpoints trigger. Tear gas, shields, batons, and water cannons are your toolkit, but overuse any of them and the crowd hardens, the media score tanks, and suddenly a manageable standoff becomes a full-scale riot. The protester side flips this: you are deliberately outnumbered and underequipped, winning through attrition, positioning, and making the police overreact. The asymmetry is the whole game. When it clicks, the decision-making feels genuinely tense. The frustration is real and it is not all intentional design. Unit pathing is unreliable enough that formations break in ways that feel like bugs rather than chaos simulation. The AI on both sides makes decisions that are difficult to read, and not in the interesting fog-of-war sense. The tutorial does explain mechanics at a surface level but leaves you to reverse-engineer the scoring and morale systems mostly on your own, which will put off newcomers who need clearer feedback loops. That said, for the strategy-minded player who likes forensic post-match analysis, the underlying system has enough levers to reward replays. Scenario design is tight enough that most maps have at least two or three viable approaches. The pixel-art presentation is detailed and atmospheric without being gratuitous. Crowds surge and scatter with reasonable believability, and sound design carries a lot of the emotional weight. There is a real sense that the developer cared about the subject matter, which gives the game an uncomfortable, thought-provoking edge that most pure strategy titles skip entirely. That tonal commitment is the game's clearest strength, and also the reason casual audiences will bounce off it fast. At its current review score, RIOT: Civil Unrest sits in mixed territory for good reason. The concept and core asymmetric logic are strong. The execution has rough edges that a larger development team would have sanded down. If you enjoy niche strategy sims where the premise does half the work of keeping you engaged, and you are comfortable tolerating interface friction to extract the good stuff underneath, there is a genuinely uncommon experience here. If you need clean UI, reliable pathing, and a generous onboarding ramp, look elsewhere. Diego, Scout Team

Tags

steamAsymmetric GameplayCrowd SimulationReal-World ScenariosMorality-DrivenFormation TacticsEscalation ManagementPolitical SimPixel Art Strategy

System Requirements

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Reviews & Ratings

Steam
68%(1,908)

Game Info

Developer
Leonard Menchiari
Publisher
Merge Games
Release Date
Feb 12, 2019

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