Compare Total War: Shogun 2 - Fall of the Samurai prices across trusted key stores and find the best deal. Developed by Creative Assembly. Published by SEGA. Released on 3/23/2013. Available on PC. Genres: Single Player, Multiplayer, Co-op, Bird View, Strategy.

Rifles meet katanas in Meiji-era Japan. Fall of the Samurai is a standalone Total War expansion that outgrows its parent in almost every way that matters.

Fall of the Samurai drops you into 1864-1869 Japan, right at the hinge point where feudal tradition and Western industrialisation are colliding at full speed. You pick a clan, align yourself with either the Imperial cause or the Tokugawa Shogunate, and then spend the next several hours watching your spreadsheet of rice income, samurai recruitment costs, and railroad construction slowly transform into a very loud gunfight. This is not a reskin of base Shogun 2. The addition of firearms units, naval bombardment, and a rail network that actually changes army deployment speed gives the campaign a fundamentally different strategic texture. Gatling guns and Armstrong cannon batteries can anchor a defensive line in ways that spear ashigaru simply cannot, and learning when to retire your traditional samurai units in favour of modern rifle infantry is one of the campaign's most satisfying decision trees. For newcomers to Total War, this is a surprisingly workable entry point, and I will defend that claim with numbers. The map is smaller and more focused than something like Warhammer III or Three Kingdoms, which means the diplomatic graph stays readable for longer. There are six starting clans, each with nudged stat bonuses rather than wildly asymmetric mechanics, so you can experiment without committing to a 60-hour learning curve before you understand what went wrong. The tutorial covers the core loop adequately, even if it does not explain naval bombardment as clearly as it should. My advice: play the Satsuma Domain first, lean into modern firearms early, and let the mission objectives teach you the economic pacing. The battle layer is where Creative Assembly earned the price of admission here. Combining rifle volleys, artillery suppression, and traditional melee units in the same engagement produces genuinely interesting tactical problems. Do you hold the treeline with rifle-armed infantry and bait the enemy samurai charge, or push aggressively and use your cavalry to collapse a flank before the enemy artillery repositions? The AI handles mid-sized engagements competently, though it still struggles with multi-vector attacks in siege battles, a long-standing Total War limitation you should calibrate expectations around. Land battles above roughly 3,000 unit caps can also produce framerate hitches on older hardware, worth noting before you crank unit sizes to ultra. The multiplayer suite includes both the standard head-to-head battle mode and a co-operative campaign where two players share the map, which remains one of the more underused features in the Total War catalogue. The co-op campaign in particular rewards players who actually communicate about supply lines and clan borders, rather than just racing to the same provinces. It is not perfectly balanced for co-op since the AI does not seem to account for a combined human economy scaling faster than expected, but the framework is solid enough that a pair of organised players will find it worth multiple sessions. On the mod front, the Steam Workshop support means you are never far from unit reskins, historical accuracy overhauls, and balance patches that address some of the mid-campaign economic snowballing the base game allows. The community has been at it for years, and quality mods are genuinely plentiful. If the stock campaign starts feeling thin around the 80-hour mark, a major mod installation usually buys another 40. Fall of the Samurai is not a flawless simulation of the Boshin War, and it was not trying to be. What it is: a deeply replayable grand-strategy-meets-real-time-tactics game with a faction list wide enough to stay fresh across multiple campaigns, set in one of the most cinematically compelling periods in Japanese history. Diego, Scout Team

Total War: Shogun 2 - Fall of the Samurai
Single PlayerMultiplayerCo-opBird ViewStrategy

Total War: Shogun 2 - Fall of the Samurai

Mar 23, 2013Creative AssemblySEGA
GamerScout Says

Rifles meet katanas in Meiji-era Japan. Fall of the Samurai is a standalone Total War expansion that outgrows its parent in almost every way that matters.

PC
Best Price Available
€0.00
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Historical low: €4.85

GamerScout Verdict

Best for Total War veterans and curious newcomers who want a focused, historically charged campaign with genuine tactical variety on both land and sea.

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Price History

Historical low
€4.8513 Jun 2026
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€4.73€5.15€5.58€6.005 Jun14 Jun22 Jun1 Jul9 Jul
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About Total War: Shogun 2 - Fall of the Samurai

Fall of the Samurai drops you into 1864-1869 Japan, right at the hinge point where feudal tradition and Western industrialisation are colliding at full speed. You pick a clan, align yourself with either the Imperial cause or the Tokugawa Shogunate, and then spend the next several hours watching your spreadsheet of rice income, samurai recruitment costs, and railroad construction slowly transform into a very loud gunfight. This is not a reskin of base Shogun 2. The addition of firearms units, naval bombardment, and a rail network that actually changes army deployment speed gives the campaign a fundamentally different strategic texture. Gatling guns and Armstrong cannon batteries can anchor a defensive line in ways that spear ashigaru simply cannot, and learning when to retire your traditional samurai units in favour of modern rifle infantry is one of the campaign's most satisfying decision trees. For newcomers to Total War, this is a surprisingly workable entry point, and I will defend that claim with numbers. The map is smaller and more focused than something like Warhammer III or Three Kingdoms, which means the diplomatic graph stays readable for longer. There are six starting clans, each with nudged stat bonuses rather than wildly asymmetric mechanics, so you can experiment without committing to a 60-hour learning curve before you understand what went wrong. The tutorial covers the core loop adequately, even if it does not explain naval bombardment as clearly as it should. My advice: play the Satsuma Domain first, lean into modern firearms early, and let the mission objectives teach you the economic pacing. The battle layer is where Creative Assembly earned the price of admission here. Combining rifle volleys, artillery suppression, and traditional melee units in the same engagement produces genuinely interesting tactical problems. Do you hold the treeline with rifle-armed infantry and bait the enemy samurai charge, or push aggressively and use your cavalry to collapse a flank before the enemy artillery repositions? The AI handles mid-sized engagements competently, though it still struggles with multi-vector attacks in siege battles, a long-standing Total War limitation you should calibrate expectations around. Land battles above roughly 3,000 unit caps can also produce framerate hitches on older hardware, worth noting before you crank unit sizes to ultra. The multiplayer suite includes both the standard head-to-head battle mode and a co-operative campaign where two players share the map, which remains one of the more underused features in the Total War catalogue. The co-op campaign in particular rewards players who actually communicate about supply lines and clan borders, rather than just racing to the same provinces. It is not perfectly balanced for co-op since the AI does not seem to account for a combined human economy scaling faster than expected, but the framework is solid enough that a pair of organised players will find it worth multiple sessions. On the mod front, the Steam Workshop support means you are never far from unit reskins, historical accuracy overhauls, and balance patches that address some of the mid-campaign economic snowballing the base game allows. The community has been at it for years, and quality mods are genuinely plentiful. If the stock campaign starts feeling thin around the 80-hour mark, a major mod installation usually buys another 40. Fall of the Samurai is not a flawless simulation of the Boshin War, and it was not trying to be. What it is: a deeply replayable grand-strategy-meets-real-time-tactics game with a faction list wide enough to stay fresh across multiple campaigns, set in one of the most cinematically compelling periods in Japanese history.

Diego
Diego · Scout Team

Strategy & simulation

Tags

steamStandalone ExpansionHistorical StrategyCo-op CampaignGunpowder EraRail Network MechanicsBoshin WarAsymmetric FactionsReal-Time TacticsWorkshop Mods

System Requirements

Minimum

Memory
2 GB RAM
Storage
32 GB
Graphics
256 MB VRAM - GeForce 6800
Processor
Pentium IV 2.6 GHz
System requirements
Windows XP/Vista/7

Recommended

Memory
2GB RAM (XP), 4GB RAM (Vista / Windows7)
Storage
32GB
Graphics
AMD Radeon HD 5000 6000 DirectX 11
Processor
2nd Generation Intel Core i5, or AMD
System requirements
Windows 7 / Vista / XP

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Game Info

Developer
Creative Assembly
Publisher
SEGA
Release Date
Mar 23, 2013

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Total War: Shogun 2 - Fall of the Samurai is available on PC.

When was Total War: Shogun 2 - Fall of the Samurai released?

Total War: Shogun 2 - Fall of the Samurai was released on 23 March 2013.

Who developed Total War: Shogun 2 - Fall of the Samurai?

Total War: Shogun 2 - Fall of the Samurai was developed by Creative Assembly and published by SEGA.