Compare Sacraboar prices across 50+ stores and find the best deal. Developed by Makivision Games. Published by Makivision Games. Released on 11/6/2009. Available on PC. Genres: Action, Strategy, Indie.

Capture-the-flag RTS stripped to the bone, for better and worse. Deep enough to punish sloppy micro, shallow enough to bore anyone expecting a full strategy experience.

I went into Sacraboar expecting a quirky indie RTS with a genuine hook, and what I got was a game that tells you almost everything in its unit roster: six to seven troops, a builder that converts into towers, sixteen spells, and one single objective mode. That's the whole decision space, and whether it's enough for you depends almost entirely on how much you enjoy squeezing value out of a narrow rule set. The core loop is capture-the-flag applied to a symmetrical map with RTS controls. Each base has a castle for spawning troops, a power station that accelerates production, and the titular pig trophy sitting on a stand. You win by having a fast unit, specifically the tribal hunter type, grab the enemy trophy and carry it home, but only while your own trophy is still on its stand. That simultaneous possession rule turns every match into a two-front puzzle: you're always splitting attention between an offensive escort push and a defensive scramble. That tension is real, and for a small indie released in 2009 it's a legitimately interesting constraint. Armored infantry tank the front line, archer types create suppressing fire, EMP-equipped ultro-tanks counter the heavier walkers, bats hover and spit at ground units but fold instantly to hatchet infantry. The counter chain is tight and legible. Tower placement matters too, with five tower variants trading off between spell access and resource throughput, and sixteen available spells adding a tactical panic button layer on top of basic unit-ordering. Here's where my spreadsheet instincts hit a wall, though. The roster depth ends almost exactly where it begins. Once you've memorized the counter triangle, the AI in skirmish mode across its eighteen difficulty tiers mostly rewards patience and rote execution rather than adaptive thinking. The 89 missions in league and cup mode sound substantial, but they're all the same objective repeated on slightly varied maps. Reviewers at the time, and the Steam user base that settled on a mostly negative verdict, converged on the same diagnosis: the game has a functional skeleton but not enough muscle on it to sustain engagement. The art direction compounds this, landing in a visual middle ground that feels neither deliberately stylized nor technically accomplished. As an RTS for newcomers, Sacraboar actually does something right that bigger titles don't bother with. There are six dedicated tutorial missions, no base-building sprawl to overwhelm beginners, and the resource system is genuinely stripped of the friction that makes titles like StarCraft or early Age of Empires feel hostile to new players. If someone asked me how to introduce a friend to the RTS micro loop without the macro overhead, this would be a defensible answer. LAN and internet multiplayer are present, and a replay system lets you review your own games, which is more infrastructure than most indie RTSs of this era offered. The league and cup structure with bronze through all-star difficulty tiers even gives a progression ladder of sorts. The honest read from the data, though, is that median playtime is extremely low, the steam review pool sits under 30% positive, and critical coverage from launch hovered in mixed territory. This is a game that had a focused concept and didn't fully execute on the depth needed to make that focus feel rewarding long-term. Worth a curiosity purchase at the right price if you have a LAN partner who'll actually commit to it with you. Solo, it exhausts its decision space faster than it should. Diego, Scout Team

Sacraboar
ActionStrategyIndie

Sacraboar

Nov 6, 2009Makivision Games
GamerScout Says

Capture-the-flag RTS stripped to the bone, for better and worse. Deep enough to punish sloppy micro, shallow enough to bore anyone expecting a full strategy experience.

PC
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Historical low: $0.49

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Screenshots & Media

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About Sacraboar

I went into Sacraboar expecting a quirky indie RTS with a genuine hook, and what I got was a game that tells you almost everything in its unit roster: six to seven troops, a builder that converts into towers, sixteen spells, and one single objective mode. That's the whole decision space, and whether it's enough for you depends almost entirely on how much you enjoy squeezing value out of a narrow rule set. The core loop is capture-the-flag applied to a symmetrical map with RTS controls. Each base has a castle for spawning troops, a power station that accelerates production, and the titular pig trophy sitting on a stand. You win by having a fast unit, specifically the tribal hunter type, grab the enemy trophy and carry it home, but only while your own trophy is still on its stand. That simultaneous possession rule turns every match into a two-front puzzle: you're always splitting attention between an offensive escort push and a defensive scramble. That tension is real, and for a small indie released in 2009 it's a legitimately interesting constraint. Armored infantry tank the front line, archer types create suppressing fire, EMP-equipped ultro-tanks counter the heavier walkers, bats hover and spit at ground units but fold instantly to hatchet infantry. The counter chain is tight and legible. Tower placement matters too, with five tower variants trading off between spell access and resource throughput, and sixteen available spells adding a tactical panic button layer on top of basic unit-ordering. Here's where my spreadsheet instincts hit a wall, though. The roster depth ends almost exactly where it begins. Once you've memorized the counter triangle, the AI in skirmish mode across its eighteen difficulty tiers mostly rewards patience and rote execution rather than adaptive thinking. The 89 missions in league and cup mode sound substantial, but they're all the same objective repeated on slightly varied maps. Reviewers at the time, and the Steam user base that settled on a mostly negative verdict, converged on the same diagnosis: the game has a functional skeleton but not enough muscle on it to sustain engagement. The art direction compounds this, landing in a visual middle ground that feels neither deliberately stylized nor technically accomplished. As an RTS for newcomers, Sacraboar actually does something right that bigger titles don't bother with. There are six dedicated tutorial missions, no base-building sprawl to overwhelm beginners, and the resource system is genuinely stripped of the friction that makes titles like StarCraft or early Age of Empires feel hostile to new players. If someone asked me how to introduce a friend to the RTS micro loop without the macro overhead, this would be a defensible answer. LAN and internet multiplayer are present, and a replay system lets you review your own games, which is more infrastructure than most indie RTSs of this era offered. The league and cup structure with bronze through all-star difficulty tiers even gives a progression ladder of sorts. The honest read from the data, though, is that median playtime is extremely low, the steam review pool sits under 30% positive, and critical coverage from launch hovered in mixed territory. This is a game that had a focused concept and didn't fully execute on the depth needed to make that focus feel rewarding long-term. Worth a curiosity purchase at the right price if you have a LAN partner who'll actually commit to it with you. Solo, it exhausts its decision space faster than it should. Diego, Scout Team

Tags

singleplayermultiplayerachievementscloud-savestier:sub-5Capture-the-FlagTower PlacementUnit CountersMicro-FocusedSpell ManagementLAN MultiplayerSymmetrical MapsLow Barrier to EntrySkirmish Mode

Steam Deck & Linux

ProtonDB Borked

Doesn't currently run on Linux. Based on 4 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP/Vista/7
Sound
100% DirectX™ 9 compatible sound card
Memory
1 GB
Graphics
256 MB DirectX™ 9 compatible graphics card (NVidia 7600, ATI X1600) or better
DirectX®
9.0
Processor
2.2 GHz CPU (Intel Pentium 4 or Athlon 64 XP) or better
Hard Drive
350 MB

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Game Info

Developer
Makivision Games
Publisher
Makivision Games
Release Date
Nov 6, 2009

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Price History

2026-06-100.49(lowest)

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What platforms is Sacraboar available on?

Sacraboar is available on PC.

When was Sacraboar released?

Sacraboar was released on 6 November 2009.

Who developed Sacraboar?

Sacraboar was developed by Makivision Games.