Compare Storm over the Pacific prices across 50+ stores and find the best deal. Developed by Wastelands Interactive. Published by Conglomerate 5. Released on 6/13/2014. Available on PC. Genres: Simulation, Strategy.

A turn-based Pacific War grand strategy that plays more like a digital board game than a Paradox title - approachable enough for newcomers, but rough edges will test your patience.

My spreadsheet instincts kicked in almost immediately with Storm over the Pacific: production points to allocate, supply lines to trace across thousands of miles of ocean, and a research tree covering infantry, armor, naval, airpower, submarine, and nuclear doctrines. For a budget-tier title, the strategic scaffolding is surprisingly coherent. What you get is a turn-based grand strategy built on the same engine as Wastelands Interactive's WW2: Time of Wrath, ported into the Pacific theater covering 1937 to 1948. Think less Hearts of Iron and more a robust digital board game, stylistically closer to Panzer General or a computerized Risk than anything Paradox has shipped in the last decade. The content slate is respectable on paper. Four major campaigns anchor the experience: Pacific 1941, Australia 1942, and the two China campaigns starting in 1937 and 1941. Smaller scenarios cover flashpoints like Guadalcanal, Iwo Jima, and Okinawa, with turn counts ranging from a compact 10 turns up to 123. You can pick from around 26 to 30 countries, control just one nation or bundle several into an alliance and manage the whole bloc yourself. The timescale flexes between one day per turn and one week per turn depending on the scenario, which gives shorter battles a tactically granular feel and the big campaigns a genuine sense of grinding attrition. The production point economy is the real strategic engine: cities, factories, and mines feed PP into your war machine, and you spend it on new units, replacements, upgrades, and research. Reach far enough down the tech tree and you can race toward atomic weapons, which is a legitimately satisfying late-game pivot. Where the wheels wobble is in the naval layer, which is the exact wrong department to shortchange in a Pacific War game. Combat at sea amounts to positioning your fleet groups and selecting targets - there is no interception depth, no carrier micro, no convoy raiding tension beyond assigning priority and letting the auto-system handle it. Reviewers have flagged this consistently since launch, and it has not meaningfully changed. The land and air components hold up better: air units support tactical and strategic bombing distinctly, with the former degrading enemy combat efficiency and the latter chipping production points, which is a clean and readable system. Supply traces back through Main Supply Sources via land routes, and island holdings depend entirely on automatic convoy scheduling - elegant in concept but frustrating when you realize you have almost no levers to pull on the logistical side. The AI on higher difficulty settings does apply real pressure, which is something, but victory conditions requiring capture of every VP city within a country's borders feel punishingly rigid rather than historically satisfying. For newcomers to the genre, the Australia 1942 campaign functions as a de facto tutorial - you start with overwhelming force and have to figure out mobilization, supply, and encirclement before the stakes escalate. That is genuinely good onboarding design, even if no one labeled it that way. The interface is configurable, letting you rearrange info panels freely on the main map, and all unit orders are issued directly from that map without bouncing between screens. Hot Seat and PBEM multiplayer round out the package for anyone who wants to stress-test their Pacific strategy against a human opponent rather than an AI. The mod support is present, though the community around this specific title never grew large enough to generate a rich ecosystem of scenarios the way Time of Wrath did. The honest bottom line: Storm over the Pacific is a competent, low-frills grand strategy that respects the theater's complexity on land and in the air, then largely fumbles the naval dimension that defines the Pacific War. The Steam user score sits at a mixed 47%, and that tracks with the experience - it is not broken, but it is not polished enough to compete with contemporaries at full price. At a steep discount, history-focused strategy players who can tolerate dated production values and a passive naval model will find a genuinely replayable decision-making sandbox here. Anyone expecting fleet battles with depth should look elsewhere. Diego, Scout Team

Storm over the Pacific
SimulationStrategy

Storm over the Pacific

Jun 13, 2014Wastelands InteractiveConglomerate 5
GamerScout Says

A turn-based Pacific War grand strategy that plays more like a digital board game than a Paradox title - approachable enough for newcomers, but rough edges will test your patience.

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About Storm over the Pacific

My spreadsheet instincts kicked in almost immediately with Storm over the Pacific: production points to allocate, supply lines to trace across thousands of miles of ocean, and a research tree covering infantry, armor, naval, airpower, submarine, and nuclear doctrines. For a budget-tier title, the strategic scaffolding is surprisingly coherent. What you get is a turn-based grand strategy built on the same engine as Wastelands Interactive's WW2: Time of Wrath, ported into the Pacific theater covering 1937 to 1948. Think less Hearts of Iron and more a robust digital board game, stylistically closer to Panzer General or a computerized Risk than anything Paradox has shipped in the last decade. The content slate is respectable on paper. Four major campaigns anchor the experience: Pacific 1941, Australia 1942, and the two China campaigns starting in 1937 and 1941. Smaller scenarios cover flashpoints like Guadalcanal, Iwo Jima, and Okinawa, with turn counts ranging from a compact 10 turns up to 123. You can pick from around 26 to 30 countries, control just one nation or bundle several into an alliance and manage the whole bloc yourself. The timescale flexes between one day per turn and one week per turn depending on the scenario, which gives shorter battles a tactically granular feel and the big campaigns a genuine sense of grinding attrition. The production point economy is the real strategic engine: cities, factories, and mines feed PP into your war machine, and you spend it on new units, replacements, upgrades, and research. Reach far enough down the tech tree and you can race toward atomic weapons, which is a legitimately satisfying late-game pivot. Where the wheels wobble is in the naval layer, which is the exact wrong department to shortchange in a Pacific War game. Combat at sea amounts to positioning your fleet groups and selecting targets - there is no interception depth, no carrier micro, no convoy raiding tension beyond assigning priority and letting the auto-system handle it. Reviewers have flagged this consistently since launch, and it has not meaningfully changed. The land and air components hold up better: air units support tactical and strategic bombing distinctly, with the former degrading enemy combat efficiency and the latter chipping production points, which is a clean and readable system. Supply traces back through Main Supply Sources via land routes, and island holdings depend entirely on automatic convoy scheduling - elegant in concept but frustrating when you realize you have almost no levers to pull on the logistical side. The AI on higher difficulty settings does apply real pressure, which is something, but victory conditions requiring capture of every VP city within a country's borders feel punishingly rigid rather than historically satisfying. For newcomers to the genre, the Australia 1942 campaign functions as a de facto tutorial - you start with overwhelming force and have to figure out mobilization, supply, and encirclement before the stakes escalate. That is genuinely good onboarding design, even if no one labeled it that way. The interface is configurable, letting you rearrange info panels freely on the main map, and all unit orders are issued directly from that map without bouncing between screens. Hot Seat and PBEM multiplayer round out the package for anyone who wants to stress-test their Pacific strategy against a human opponent rather than an AI. The mod support is present, though the community around this specific title never grew large enough to generate a rich ecosystem of scenarios the way Time of Wrath did. The honest bottom line: Storm over the Pacific is a competent, low-frills grand strategy that respects the theater's complexity on land and in the air, then largely fumbles the naval dimension that defines the Pacific War. The Steam user score sits at a mixed 47%, and that tracks with the experience - it is not broken, but it is not polished enough to compete with contemporaries at full price. At a steep discount, history-focused strategy players who can tolerate dated production values and a passive naval model will find a genuinely replayable decision-making sandbox here. Anyone expecting fleet battles with depth should look elsewhere. Diego, Scout Team

Tags

singleplayermultiplayercooplocal-cooptrading-cardstier:sub-5Turn-Based Grand StrategyPBEM MultiplayerHot Seat Co-opPacific TheaterProduction Point EconomyTech Tree ResearchHistorical ScenariosAtomic Bomb RaceBoard Game Feel

Steam Deck & Linux

Steam Deck Unsupported

Valve rates this game Steam Deck Unsupported.

System Requirements

Minimum

OS
Windows XP
Memory
1024 MB RAM
DirectX
Version 9.0c
Storage
500 MB available space
Graphics
256 MB
Processor
1.2

Recommended

OS
Windows 8
Memory
2048 MB RAM
DirectX
Version 9.0c
Storage
800 MB available space
Graphics
512 MB
Processor
1.8 Dual Core

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Game Info

Developer
Wastelands Interactive
Publisher
Conglomerate 5
Release Date
Jun 13, 2014

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Storm over the Pacific is available on PC.

When was Storm over the Pacific released?

Storm over the Pacific was released on 13 June 2014.

Who developed Storm over the Pacific?

Storm over the Pacific was developed by Wastelands Interactive and published by Conglomerate 5.