
Super World War
If Advance Wars had a personality transplant and stopped taking itself seriously, you'd get something close to this. Solid hex-grid tactics with enough multiplayer maps to keep a group session going for months.
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About Super World War
I'll be straight with you: I came to Super World War expecting a budget Advance Wars clone with a coat of cartoon paint, and I walked away with more hours logged than I planned. The bones here are genuinely sound. You're moving units across a hex grid, capturing towns to fund your army, producing tanks and infantry, and directing them into engagements against opposing forces. Anyone who's spent time with Wargroove or the original Advance Wars games will find the loop familiar inside of ten minutes. The hexagonal grid is a nice departure from the square-tile norm and it opens up flanking angles that feel a bit more considered than you'd expect from an indie this size. The six playable generals are where the game earns its personality. Each one carries a unique super weapon that charges during battle and can flip a map when deployed at the right moment. The cast leans hard into absurdity: think cowardly monarchs and pope-themed warriors with motivations ranging from parental approval to pure boredom. It commits to the joke, and more often than not the writing actually lands rather than just gesturing at humor. The combat animations lean into the carnage too, with over-the-top blood and dismemberment that sits somewhere between Monty Python and a Saturday morning cartoon. The dynamic weather system adds genuine tactical texture. Fog rolls in and cuts your sightlines, rivers freeze and open up crossing routes you weren't counting on. It's not a gimmick: adapting to a mid-battle weather shift actually forces you to rethink positioning in real time, and experienced players will start planning around the forecast rather than reacting to it. The combo and ambush mechanics layer on top of the standard unit interactions without overwhelming newcomers, keeping the learning curve reasonable for anyone who hasn't touched this subgenre before. That said, there are friction points worth flagging. The battle animations, while fun the first few times, can drag during longer campaign sessions. The combat resolution plays out as a watch-and-wait affair once you've committed to an attack. You're not making micro-decisions mid-fight; the outcome calculates and you observe. Some players will find that relaxing, others will find it passive. Early community feedback also flagged save functionality issues during the tutorial, which is a rough first impression for anyone short on time. The campaign's 40 missions are generous for the price point, and the 80-plus multiplayer maps mean a regular group can go weeks before hitting repeats. Cross-platform support and asynchronous multiplayer are both present, which matters if your strategy crew is split across hardware. For a shooter guy like me, turn-based isn't my native language, but the multiplayer is where Super World War makes its case. Four players, mix of local and online, free-for-all or teams, decent map variety. It's the kind of thing you load up during a LAN night when the battle royale queue is dead and you want something with actual decision-making. The small but fully positive early Steam review pool suggests the people who found it are happy they did. The game needs a bigger audience. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10+
- DirectX
- Version 11
- Storage
- 14 GB available space
- Graphics
- GTX 1060
- Processor
- i5 5500k or more
Reviews & Ratings
No ratings available
Game Info
- Developer
- Zero Games Studios
- Publisher
- Zero Games Studios
- Release Date
- Aug 25, 2025