Compare Rover Wars prices across 50+ stores and find the best deal. Developed by Sakari Games. Published by Sakari Games. Released on 4/17/2020. Available on PC, Mac, Linux. Genres: Action, Casual, Indie, Strategy.

Got a couch full of friends and 20 minutes to spare? Rover Wars is the budget local-multiplayer RTS that actually delivers on its pick-up-and-play promise, no StarCraft resume required.

I usually need a ranked ladder and a functioning netcode before I care about a strategy title. Rover Wars has neither of those things in the traditional sense, and somehow I still found myself running match after match in battle mode with three people crammed around a keyboard. That tells you something. The loop is stripped to the bone. You pilot a rover across a top-down map, drop factories to spawn minion units, manage the resources flowing in, and push those units toward the enemy base until it explodes. Three unit types come out of your production buildings, and the real decision-making sits entirely in factory placement and timing rather than in any hero roster or counter-picking meta. Both sides are symmetric, so when you lose it is your fault, not a champion pool imbalance. Matches run five to twenty minutes depending on player count and AI difficulty, which is exactly the right window for a game this casual. The campaign, such as it is, runs about two hours solo and a bit longer in co-op, and it is more "graduated tutorial" than narrative experience. The story is essentially irrelevant. Nobody cares. The campaign exists to teach you the ropes before battle mode eats your evening. Battle mode is where Rover Wars actually lives. You pick from 17 maps spread across different environments, dial in base strength and AI intelligence, and fill up to eight slots with human players or bots in any combination across two teams. Steam Remote Play Together handles online sessions if you cannot get bodies in the same room, and reports suggest it works well enough for the game's pace. Keyboard controls are the one genuine complaint worth flagging: they are awkward and the game clearly wants a controller or mouse in your hand. If you are hosting a local session, make sure everyone has a gamepad sorted before you start. Generic controllers have also been flagged as hit-or-miss in the community, so test before your friends arrive. The ceiling here is real and visible. There are no distinct factions, no asymmetric unit sets, no ranked mode, no online matchmaking. Players looking for depth comparable to even a lite MOBA will bounce hard. What you do get is something closer to a tug-of-war that gradually develops into positional trench warfare as factories multiply and minion streams collide. There is a death-ray ability that lands with satisfying destruction, and the emergent pressure of fighting on multiple fronts at once gives the best matches a legitimate pulse. Steam user reception sits at roughly 79 percent positive across a small sample, which feels honest for what the game is aiming to be. This is firmly a couch game, a "one person owns it, host for everyone" game, a game you install for a games night and leave installed. It is not a game you grind solo. It is not a game with a competitive scene. If you go in expecting either of those things, the shallow end of the pool will surprise you. If you go in with the right group and the right expectations, it punches comfortably above its price bracket. Fred, Scout Team

Rover Wars
ActionCasualIndieStrategy

Rover Wars

Apr 17, 2020Sakari Games
GamerScout Says

Got a couch full of friends and 20 minutes to spare? Rover Wars is the budget local-multiplayer RTS that actually delivers on its pick-up-and-play promise, no StarCraft resume required.

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About Rover Wars

I usually need a ranked ladder and a functioning netcode before I care about a strategy title. Rover Wars has neither of those things in the traditional sense, and somehow I still found myself running match after match in battle mode with three people crammed around a keyboard. That tells you something. The loop is stripped to the bone. You pilot a rover across a top-down map, drop factories to spawn minion units, manage the resources flowing in, and push those units toward the enemy base until it explodes. Three unit types come out of your production buildings, and the real decision-making sits entirely in factory placement and timing rather than in any hero roster or counter-picking meta. Both sides are symmetric, so when you lose it is your fault, not a champion pool imbalance. Matches run five to twenty minutes depending on player count and AI difficulty, which is exactly the right window for a game this casual. The campaign, such as it is, runs about two hours solo and a bit longer in co-op, and it is more "graduated tutorial" than narrative experience. The story is essentially irrelevant. Nobody cares. The campaign exists to teach you the ropes before battle mode eats your evening. Battle mode is where Rover Wars actually lives. You pick from 17 maps spread across different environments, dial in base strength and AI intelligence, and fill up to eight slots with human players or bots in any combination across two teams. Steam Remote Play Together handles online sessions if you cannot get bodies in the same room, and reports suggest it works well enough for the game's pace. Keyboard controls are the one genuine complaint worth flagging: they are awkward and the game clearly wants a controller or mouse in your hand. If you are hosting a local session, make sure everyone has a gamepad sorted before you start. Generic controllers have also been flagged as hit-or-miss in the community, so test before your friends arrive. The ceiling here is real and visible. There are no distinct factions, no asymmetric unit sets, no ranked mode, no online matchmaking. Players looking for depth comparable to even a lite MOBA will bounce hard. What you do get is something closer to a tug-of-war that gradually develops into positional trench warfare as factories multiply and minion streams collide. There is a death-ray ability that lands with satisfying destruction, and the emergent pressure of fighting on multiple fronts at once gives the best matches a legitimate pulse. Steam user reception sits at roughly 79 percent positive across a small sample, which feels honest for what the game is aiming to be. This is firmly a couch game, a "one person owns it, host for everyone" game, a game you install for a games night and leave installed. It is not a game you grind solo. It is not a game with a competitive scene. If you go in expecting either of those things, the shallow end of the pool will surprise you. If you go in with the right group and the right expectations, it punches comfortably above its price bracket. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayercooplocal-coopachievementscontroller-supportcloud-savestier:sub-5Local 8-PlayerSymmetric FactionsFactory PlacementTug-of-War RTSRemote Play Ready5-20 Min MatchesController RecommendedCouch Co-op

System Requirements

Minimum

OS
Windows 10
Memory
2 GB RAM
DirectX
Version 10
Storage
1 GB available space
Graphics
GeForce GT 740 (2048 MB) or equivalent | Radeon HD 5770 (1024 MB)
Processor
Requires a 64-bit processor and operating system
Sound Card
DirectX Compatible Sound Card
Additional Notes
Gamepads Very Recommended

Recommended

OS
Windows 10
Memory
4 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
GeForce GTX 460 (1024 MB) or equivalent | Radeon HD 7770 (1024 MB)
Processor
Intel i3-6100T 3.2Ghz or similar
Sound Card
DirectX Compatible Sound Card
Additional Notes
Gamepads Very Recommended

Reviews & Ratings

No ratings available

Game Info

Developer
Sakari Games
Publisher
Sakari Games
Release Date
Apr 17, 2020

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