Compare Root prices across 50+ stores and find the best deal. Developed by Dire Wolf. Published by Dire Wolf. Released on 9/24/2020. Available on PC, Mac. Genres: Indie, Simulation, Strategy.

Four factions, zero shared rulebooks, and a 30-point race that plays out differently every single time. If asymmetric area control is your thing, this digital port punches well above its entry price.

I have a soft spot for games where the ruleset fractures at the faction level, and Root does that better than almost anything else on PC right now. The Marquise de Cat builds an interconnected economy of sawmills and recruiters, scoring points per structure placed. The Eyrie Dynasties lock themselves into a Decree that compounds turn over turn until they snap under their own weight if you mismanage it. The Woodland Alliance starts with no pieces on the board, quietly spreading Sympathy tokens that punish anyone who dares walk through them, then erupts in revolts. The Vagabond skips the territory game entirely, harvesting items and playing political middleman between the other three. These are not reskins of the same mechanics. They are genuinely different games layered onto one board, and the tension that emerges when all four interact mid-session is exactly the kind of multi-variable chaos I keep spreadsheets to understand. Dire Wolf's port is technically clean, which matters more than people admit. Rules enforcement is accurate, combat resolution (dice-based, with ambush cards available to flip attacker advantage) is handled automatically, and the interface holds up across a 2-to-4 player session without noticeable bugs. The challenge mode deserves a specific mention: preset scenarios against escalating AI difficulties, dominance-card-only win conditions, and river-as-pathway variants give solo players a structured ladder beyond just booting up a standard skirmish. If you are new to Root and planning to learn through solo play, start there. The per-faction tutorials are thorough enough to get you to your first real game without reading a 40-page rulebook. The criticism worth taking seriously is about information density. The digital view automates a lot of the bookkeeping, which sounds like a benefit until you realize that tracking opponent faction boards in real time is where games are actually won and lost. Knowing how close the Eyrie is to filling their Decree, or exactly how many Sympathy tokens the Alliance needs to trigger a revolt, requires deliberate effort to monitor. Veterans of the tabletop version will notice what is being hidden; newcomers probably will not miss it early, but they will feel the blindspot the first time a faction they were not watching wins out of nowhere. The AI at the base difficulty levels is competent enough for learning and patchy enough at hard difficulty that experienced players will find it manageable rather than threatening. Cross-platform multiplayer with a reasonably healthy online pool is the real long-term engine here. Content-wise, the base game ships with the four core factions and the standard map. Multiple expansions have since released as paid DLC, adding factions like the Riverfolk Company, the Lizard Cult, the Underground Duchy, the Corvid Conspiracy, the Lord of the Hundreds, and the Keepers in Iron, plus the Clockwork Expansion that introduces fully automated bot factions and a co-op mode. The hireling system from the Marauder Expansion adds small neutral pieces that shift map dynamics regardless of player count, which is a genuine design improvement for two-player sessions specifically. The DLC pipeline is deep, so factor that into your total-cost thinking. Bottom line for a strategy player: the asymmetry here is not cosmetic. Each faction has a distinct win condition, a distinct economy, and a distinct relationship with the other players at the table. That design produces a game where mastering one faction actively teaches you how to beat that faction as your opponents. The tutorial respects your time, the port respects the source material, and the online community keeps it alive. Go in expecting to lose your first several games to the learning curve, and you will be fine. Diego, Scout Team

Root
IndieSimulationStrategy

Root

Sep 24, 2020Dire Wolf
GamerScout Says

Four factions, zero shared rulebooks, and a 30-point race that plays out differently every single time. If asymmetric area control is your thing, this digital port punches well above its entry price.

PCMac
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Screenshots & Media

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About Root

I have a soft spot for games where the ruleset fractures at the faction level, and Root does that better than almost anything else on PC right now. The Marquise de Cat builds an interconnected economy of sawmills and recruiters, scoring points per structure placed. The Eyrie Dynasties lock themselves into a Decree that compounds turn over turn until they snap under their own weight if you mismanage it. The Woodland Alliance starts with no pieces on the board, quietly spreading Sympathy tokens that punish anyone who dares walk through them, then erupts in revolts. The Vagabond skips the territory game entirely, harvesting items and playing political middleman between the other three. These are not reskins of the same mechanics. They are genuinely different games layered onto one board, and the tension that emerges when all four interact mid-session is exactly the kind of multi-variable chaos I keep spreadsheets to understand. Dire Wolf's port is technically clean, which matters more than people admit. Rules enforcement is accurate, combat resolution (dice-based, with ambush cards available to flip attacker advantage) is handled automatically, and the interface holds up across a 2-to-4 player session without noticeable bugs. The challenge mode deserves a specific mention: preset scenarios against escalating AI difficulties, dominance-card-only win conditions, and river-as-pathway variants give solo players a structured ladder beyond just booting up a standard skirmish. If you are new to Root and planning to learn through solo play, start there. The per-faction tutorials are thorough enough to get you to your first real game without reading a 40-page rulebook. The criticism worth taking seriously is about information density. The digital view automates a lot of the bookkeeping, which sounds like a benefit until you realize that tracking opponent faction boards in real time is where games are actually won and lost. Knowing how close the Eyrie is to filling their Decree, or exactly how many Sympathy tokens the Alliance needs to trigger a revolt, requires deliberate effort to monitor. Veterans of the tabletop version will notice what is being hidden; newcomers probably will not miss it early, but they will feel the blindspot the first time a faction they were not watching wins out of nowhere. The AI at the base difficulty levels is competent enough for learning and patchy enough at hard difficulty that experienced players will find it manageable rather than threatening. Cross-platform multiplayer with a reasonably healthy online pool is the real long-term engine here. Content-wise, the base game ships with the four core factions and the standard map. Multiple expansions have since released as paid DLC, adding factions like the Riverfolk Company, the Lizard Cult, the Underground Duchy, the Corvid Conspiracy, the Lord of the Hundreds, and the Keepers in Iron, plus the Clockwork Expansion that introduces fully automated bot factions and a co-op mode. The hireling system from the Marauder Expansion adds small neutral pieces that shift map dynamics regardless of player count, which is a genuine design improvement for two-player sessions specifically. The DLC pipeline is deep, so factor that into your total-cost thinking. Bottom line for a strategy player: the asymmetry here is not cosmetic. Each faction has a distinct win condition, a distinct economy, and a distinct relationship with the other players at the table. That design produces a game where mastering one faction actively teaches you how to beat that faction as your opponents. The tutorial respects your time, the port respects the source material, and the online community keeps it alive. Go in expecting to lose your first several games to the learning curve, and you will be fine. Diego, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopcross-platformachievementstier:sub-5Asymmetric FactionsArea ControlTurn-Based WargameClockwork Co-opPass-and-PlayBoard Game PortFaction MasteryResource EconomyChallenge ModeCross-Platform PvP

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 34 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7, Windows 8.1, Windows 10 (64bit version only)
Memory
2 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
Graphics card with DX11 or OpenGL 3.x capabilities
Processor
Intel Pentium D or AMD Athlon 64 X2

Recommended

OS
Windows 10 (64bit version only)
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
Graphics card with DX11 or OpenGL 3.x capabilities
Processor
Intel Core 2 Duo E6600 or AMD Athlon 64 X2 5000+ or better

Community Discussion

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Game Info

Developer
Dire Wolf
Publisher
Dire Wolf
Release Date
Sep 24, 2020

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Price History

2026-06-101.66(lowest)

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What platforms is Root available on?

Root is available on PC, Mac.

When was Root released?

Root was released on 24 September 2020.

Who developed Root?

Root was developed by Dire Wolf.