Compare War on Folvos prices across 50+ stores and find the best deal. Developed by Lonely Troops. Published by Lonely Troops. Released on 8/8/2014. Available on PC. Genres: Indie, Strategy.

A lean hex-grid wargame that respects your time: two full campaigns, 20 unit types, and enough tactical texture to embarrass titles three times its price.

I went in expecting a throwaway indie curiosity and came out genuinely surprised by how much tactical thinking War on Folvos quietly demands. This is a hex-grid, isometric, turn-based wargame built by a two-person Slovakian studio, and it carries that scrappy origin as a badge of honour rather than a warning label. The setup leans hard on a Dune-flavoured premise: the Vasgalan Empire has muscled onto the desert planet of Folvos for its rare resource deposits, and a local resistance has pushed back. You pick a side and fight through ten scenario missions per campaign, with the tutorial sitting sensibly at the front before it gets out of your way. The hex battlefield is the heart of everything here. Each of the 20 unit types, ranging from basic infantry squads through to tanks and aircraft, gets two actions per turn: move, shoot, or split those actions however the situation demands. No unit stacks on a single hex, so positioning is a genuine puzzle on every tile. Terrain modifiers add a layer of friction that matters more than the sparse UI implies: woodland cover pushes defensive values up sharply, while river crossings leave armour exposed. The AI reads these modifiers competently, which keeps mid-difficulty encounters from turning into lopsided marches. One consistent community note is that the two factions feel mechanically similar, and players who want asymmetric rosters will find that a real limitation. That criticism is fair. The units look the same colour-coded and the tactical playbook does not change much whether you fly the Empire or the rebel flag. What redeems the scenario design is the secondary objective system. Mid-mission plot beats drop in via text briefings, suddenly offering optional tasks with real payoffs: secure an airfield within four turns and two damaged fighter jets defect to your side; fail, and you fight the remainder without air cover. These moments transform what could be a bland advance-and-destroy loop into something resembling a small-scale operational thriller. The story itself is functional rather than memorable, but the atmosphere lands thanks to a soundtrack that reviewers have consistently called out as well above the budget level. For the crowd that typically plays grand strategy or deep wargames, War on Folvos is not going to fill a Saturday. The campaign is compact by design, completion runs several hours rather than dozens, and there is no persistent unit progression between missions, no recruitment, and no resource loop to manage between scenarios. The developer built this specifically for people who want a contained, low-friction entry into turn-based tactics, and on that goal it delivers cleanly. A reported crash bug during AI movement phases has surfaced in community threads, so saving frequently is the practical advice here. No modding ecosystem exists, and the low concurrent player count means community support is effectively just the developer and archived forum posts. For newcomers to the genre or returning players who want something that fits inside a lunch break without demanding a wiki, this is a quietly competent package. Experienced wargamers will find the ceiling earlier than they would like, but at its asking price, the ceiling is fairly placed. Diego, Scout Team

War on Folvos
IndieStrategy

War on Folvos

Aug 8, 2014Lonely Troops
GamerScout Says

A lean hex-grid wargame that respects your time: two full campaigns, 20 unit types, and enough tactical texture to embarrass titles three times its price.

PC
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About War on Folvos

I went in expecting a throwaway indie curiosity and came out genuinely surprised by how much tactical thinking War on Folvos quietly demands. This is a hex-grid, isometric, turn-based wargame built by a two-person Slovakian studio, and it carries that scrappy origin as a badge of honour rather than a warning label. The setup leans hard on a Dune-flavoured premise: the Vasgalan Empire has muscled onto the desert planet of Folvos for its rare resource deposits, and a local resistance has pushed back. You pick a side and fight through ten scenario missions per campaign, with the tutorial sitting sensibly at the front before it gets out of your way. The hex battlefield is the heart of everything here. Each of the 20 unit types, ranging from basic infantry squads through to tanks and aircraft, gets two actions per turn: move, shoot, or split those actions however the situation demands. No unit stacks on a single hex, so positioning is a genuine puzzle on every tile. Terrain modifiers add a layer of friction that matters more than the sparse UI implies: woodland cover pushes defensive values up sharply, while river crossings leave armour exposed. The AI reads these modifiers competently, which keeps mid-difficulty encounters from turning into lopsided marches. One consistent community note is that the two factions feel mechanically similar, and players who want asymmetric rosters will find that a real limitation. That criticism is fair. The units look the same colour-coded and the tactical playbook does not change much whether you fly the Empire or the rebel flag. What redeems the scenario design is the secondary objective system. Mid-mission plot beats drop in via text briefings, suddenly offering optional tasks with real payoffs: secure an airfield within four turns and two damaged fighter jets defect to your side; fail, and you fight the remainder without air cover. These moments transform what could be a bland advance-and-destroy loop into something resembling a small-scale operational thriller. The story itself is functional rather than memorable, but the atmosphere lands thanks to a soundtrack that reviewers have consistently called out as well above the budget level. For the crowd that typically plays grand strategy or deep wargames, War on Folvos is not going to fill a Saturday. The campaign is compact by design, completion runs several hours rather than dozens, and there is no persistent unit progression between missions, no recruitment, and no resource loop to manage between scenarios. The developer built this specifically for people who want a contained, low-friction entry into turn-based tactics, and on that goal it delivers cleanly. A reported crash bug during AI movement phases has surfaced in community threads, so saving frequently is the practical advice here. No modding ecosystem exists, and the low concurrent player count means community support is effectively just the developer and archived forum posts. For newcomers to the genre or returning players who want something that fits inside a lunch break without demanding a wiki, this is a quietly competent package. Experienced wargamers will find the ceiling earlier than they would like, but at its asking price, the ceiling is fairly placed. Diego, Scout Team

Tags

singleplayercloud-savestier:sub-5Hex-GridSecondary ObjectivesDual-CampaignBeginner-Friendly TacticsIsometric WargameDesert SettingSci-fi ConflictShort Campaign

System Requirements

Minimum

OS
Windows 10
Memory
1 GB RAM
DirectX
Version 9.0
Storage
80 MB available space
Graphics
DirectX 7.0 compatible
Processor
x86 compatible

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Game Info

Developer
Lonely Troops
Publisher
Lonely Troops
Release Date
Aug 8, 2014

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What platforms is War on Folvos available on?

War on Folvos is available on PC.

When was War on Folvos released?

War on Folvos was released on 8 August 2014.

Who developed War on Folvos?

War on Folvos was developed by Lonely Troops.