
Sumerian Six
If Shadow Tactics and Desperados III left a hole in your tactics rotation after Mimimi closed, this Devolver-published heir steps up with six ability-rich scientists, occult-Nazi sandboxes, and one of the fastest quick-load systems you will ever use.
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About Sumerian Six
I have a soft spot for the Mimimi lineage, so when that studio shut down in 2023 I started cataloguing what was left. Sumerian Six showed up on my radar almost immediately, and after spending serious time with its 10-mission campaign I can tell you the genre did not die with its forefather. Polish developer Artificer took the Commandos-style isometric real-time tactics formula, wrapped it in an alternate-history WW2 setting spiked with Sumerian mythology and Lovecraftian energy, and produced something that earns comparison to Shadow Tactics and Shadow Gambit without just being a reskin of either. The tactical core is built around your six-person Enigma Squad, each member carrying a distinct, creative toolkit. Sid Sterling can hitchhike inside enemy bodies undetected, Isabella can swap positions with guards or turn invisible, Rosa deploys acid traps, Wojtek literally transforms into a werebear for brute clearing, and Siegfried brings esoteric psychic tools. What keeps the moment-to-moment interesting is not any single ability but the way they chain: body-swap Izzy into a guard, flag that guard for Sid to possess, then whistle a third guard into Wojtek's waiting arms, all in a single coordinated push. The game has a shift mechanic that pauses time and lets you queue orders for the whole squad, so elaborate multi-character takedowns stay accessible even when patrol patterns get dense. Levels add teleporting Geist enemies and overlapping vision cones that force you to be precise, and the mission variety - snow-covered castles, underground Nazi facilities, ancient Sumerian ruins - keeps the puzzle feel from going stale. Progression runs on an XP system tied to kills, secondary objectives, and hidden crates scattered in optional, higher-difficulty areas. The level-ups themselves are modest, expanding ability ranges or shaving off cooldowns rather than rewriting your strategy wholesale. Some reviewers find this light-touch progression unsatisfying; I think it is the right call for a genre where resource scarcity is the real difficulty dial. Secondary objectives push you toward a speedrun timer on each map (roughly 25-35 minutes per mission) and toward ghost-style clean runs, giving completionists a second pass at every level with real mechanical incentive. The quick-save autosaves every 30 seconds and the quick-load is nearly instant, which matters a lot in a genre that asks you to restart partial encounters constantly. Getting soft-locked by your own abilities is a real risk if you ignore the save system, but the game practically begs you to use it. Weaknesses are present and worth naming. The story is functional but predictable, the characters are built around their mechanical roles more than genuine arcs, and the static-frame cutscenes undercut the pulpy comic-book aesthetic the rest of the game commits to. AI enemies are not exactly brilliant, resuming patrol patterns suspiciously fast after squad wipes, and a few late-level difficulty spikes feel tuned around brute attrition rather than clever design. There were also scattered reports of audio drop-outs and rare crashes at launch, though the autosave cadence limits the damage. The campaign runs around 10-20 hours depending on how deep you chase optional objectives, which is on the shorter end for the genre but dense enough that mission fatigue is more likely than running out of content. For anyone new to the stealth-tactics genre: yes, this is a reasonable entry point. The learn-as-you-go tutorial introduces mechanics at a sensible pace, and the generous quick-load removes the brutal punishment that kept older Commandos games locked to a hardcore audience. The depth of the ability synergies rewards study, but the floor is low enough that you will be clearing patrols and feeling clever within the first hour. Artificer have the fundamentals correct. The ceiling is not quite at Mimimi's best, but it is close enough that the gap rarely bothers you mid-mission. Diego, Scout Team
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Steam Deck & Linux
Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 9 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 10 x64 Bit
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 20 GB available space
- Graphics
- GeForce GTX 780 / Radeon RX 560X
- Processor
- Intel Core i5-4670K / AMD FX-8350
- Additional Notes
- Low Quality setting, in 720p, producing 30 FPS
Recommended
- OS
- Windows 11 x64 Bit
- Memory
- 8 GB RAM
- DirectX
- Version 12
- Storage
- 20 GB available space
- Graphics
- GeForce GTX 1080 / Radeon RX 5700 XT
- Processor
- Intel Core i7-6950X / AMD Ryzen 5 1500X
- Additional Notes
- High Quality setting, in 1080p, producing 40 FPS
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Reviews & Ratings
Game Info
- Developer
- Artificer
- Publisher
- Devolver Digital
- Release Date
- Sep 2, 2024
