Compare Warbanners prices across 50+ stores and find the best deal. Developed by Crasleen Games. Published by Crasleen Games. Released on 10/18/2017. Available on PC, Linux. Genres: Indie, RPG, Strategy.

Crunchy hex-based tactics with genuine environmental depth, wrapped in a budget presentation that will test your patience before it rewards your positioning instincts.

I went into Warbanners expecting something close to Battle Brothers lite. That comparison, which the developer leaned into at launch, is genuinely misleading and set the community up for disappointment. Strip it away and what you actually have is a linear, scenario-driven tactical wargame with a thin RPG skin, commanding a mercenary company called the Silver Griffins across 42 campaign missions. No sandbox, no procedural contracts, no open world. Think closer to a hex-board wargame with progression layers than a mercenary sim. The combat system is where the budget restraint stops mattering. The hex grid rewards serious positional thinking: height differentials shift hit chances, flanking and rear attacks deal increased damage, and the lighting model is the star of the show. Most enemy types gain bonuses in darkness, which means night missions become a resource-management puzzle around flame potions, lit terrain, and knowing when to burn down a tree line to buy your front line a few more hit-chance percentage points. You can also freeze rivers, dig trenches, build barricades, and construct fords. Siege scenarios in particular use these tools well, and the environmental interplay feels earned rather than cosmetic. Between missions, squad management is straightforward: hire swordsmen, archers, knights, mages, or priestesses, equip them with items, spend gold on non-combat assistants who provide battlefield perks like catapult access, enemy poisoning, or morale bonuses before the fight begins. Leveling is randomized, presenting three stat picks per unit per level, which introduces a light build-variety angle without getting deep enough to scratch a true optimization itch. The problems are real and worth naming up front. Hit-chance math is the biggest offender. Positioning and light conditions affect accuracy but the ceiling rarely climbs above roughly 70%, and at low levels your units will miss chain after chain. A full turn of whiffs on both sides is a documented and recurring reality, and it makes some mid-campaign missions drag badly. The story is boilerplate: ancient evil awakens, fantasy races war on humans, Roderick and the Silver Griffins take the dirty jobs. Karma choices exist and can lock or unlock certain units and path options, but the narrative never earns serious investment. Presentation is utilitarian at best and actively confusing at worst. Low-light missions make enemy identification a genuine chore, some unit sprites blend into terrain, and the music loops hard enough that veteran players suggest running a custom playlist by the six-hour mark. The leveling system also carries one irritating permanent mechanic: resurrecting a fallen unit inflicts lasting stat drain, which punishes the kind of calculated risk-taking the combat otherwise encourages. For the right player, none of that is a dealbreaker. This game sits in the same mental space as old Heroes of Might and Magic skirmish scenarios: visually humble, mechanically specific, and oddly addictive once the positioning logic clicks. Steam users sitting at around 70% positive after 561 reviews tell a consistent story: players who accepted what it is, not what it was compared to, came away satisfied. Completionists report around 29 hours for the base game plus DLC, which adds an orc-faction mini-campaign with its own missions. There is no mod ecosystem to speak of and no multiplayer. Replayability is thin once the campaign is done. But as a focused, single-playthrough tactical experience with real environmental decision-making, it holds up as a competent entry in a crowded sub-genre. Diego, Scout Team

Warbanners
IndieRPGStrategy

Warbanners

Oct 18, 2017Crasleen Games
GamerScout Says

Crunchy hex-based tactics with genuine environmental depth, wrapped in a budget presentation that will test your patience before it rewards your positioning instincts.

PCLinux
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About Warbanners

I went into Warbanners expecting something close to Battle Brothers lite. That comparison, which the developer leaned into at launch, is genuinely misleading and set the community up for disappointment. Strip it away and what you actually have is a linear, scenario-driven tactical wargame with a thin RPG skin, commanding a mercenary company called the Silver Griffins across 42 campaign missions. No sandbox, no procedural contracts, no open world. Think closer to a hex-board wargame with progression layers than a mercenary sim. The combat system is where the budget restraint stops mattering. The hex grid rewards serious positional thinking: height differentials shift hit chances, flanking and rear attacks deal increased damage, and the lighting model is the star of the show. Most enemy types gain bonuses in darkness, which means night missions become a resource-management puzzle around flame potions, lit terrain, and knowing when to burn down a tree line to buy your front line a few more hit-chance percentage points. You can also freeze rivers, dig trenches, build barricades, and construct fords. Siege scenarios in particular use these tools well, and the environmental interplay feels earned rather than cosmetic. Between missions, squad management is straightforward: hire swordsmen, archers, knights, mages, or priestesses, equip them with items, spend gold on non-combat assistants who provide battlefield perks like catapult access, enemy poisoning, or morale bonuses before the fight begins. Leveling is randomized, presenting three stat picks per unit per level, which introduces a light build-variety angle without getting deep enough to scratch a true optimization itch. The problems are real and worth naming up front. Hit-chance math is the biggest offender. Positioning and light conditions affect accuracy but the ceiling rarely climbs above roughly 70%, and at low levels your units will miss chain after chain. A full turn of whiffs on both sides is a documented and recurring reality, and it makes some mid-campaign missions drag badly. The story is boilerplate: ancient evil awakens, fantasy races war on humans, Roderick and the Silver Griffins take the dirty jobs. Karma choices exist and can lock or unlock certain units and path options, but the narrative never earns serious investment. Presentation is utilitarian at best and actively confusing at worst. Low-light missions make enemy identification a genuine chore, some unit sprites blend into terrain, and the music loops hard enough that veteran players suggest running a custom playlist by the six-hour mark. The leveling system also carries one irritating permanent mechanic: resurrecting a fallen unit inflicts lasting stat drain, which punishes the kind of calculated risk-taking the combat otherwise encourages. For the right player, none of that is a dealbreaker. This game sits in the same mental space as old Heroes of Might and Magic skirmish scenarios: visually humble, mechanically specific, and oddly addictive once the positioning logic clicks. Steam users sitting at around 70% positive after 561 reviews tell a consistent story: players who accepted what it is, not what it was compared to, came away satisfied. Completionists report around 29 hours for the base game plus DLC, which adds an orc-faction mini-campaign with its own missions. There is no mod ecosystem to speak of and no multiplayer. Replayability is thin once the campaign is done. But as a focused, single-playthrough tactical experience with real environmental decision-making, it holds up as a competent entry in a crowded sub-genre. Diego, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:aaaHex-Grid CombatEnvironmental TacticsMercenary ManagementKarma SystemScenario-Driven CampaignLight and Darkness MechanicAttrition CombatAssistant Hiring System

Steam Deck & Linux

Steam Deck Unsupported

Valve rates this game Steam Deck Unsupported.

System Requirements

Minimum

OS
Windows XP or newer
Memory
512 MB RAM
Storage
250 MB available space
Graphics
512 Mb
Processor
2GHz

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Game Info

Developer
Crasleen Games
Publisher
Crasleen Games
Release Date
Oct 18, 2017

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What platforms is Warbanners available on?

Warbanners is available on PC, Linux.

When was Warbanners released?

Warbanners was released on 18 October 2017.

Who developed Warbanners?

Warbanners was developed by Crasleen Games.