Compare Warhammer 40,000: Space Wolf prices across 50+ stores and find the best deal. Developed by HeroCraft. Published by HeroCraft. Released on 9/22/2017. Available on PC. Genres: Action, Single Player, Multiplayer, Bird View, Strategy, RPG.

A mobile-born XCOM-meets-card-game hybrid where Space Wolves fight Word Bearers on a hostile planet. The PC version ditched the free-to-play model for a one-time purchase, but its mobile DNA shows at every loading screen.

Warhammer 40,000: Space Wolf is a turn-based tactics game glued together with a collectible card system. You command Valgard Twice-Slain, a Space Wolves squad commander who crash-lands on the planet Kanak and has to regroup survivors while fighting through waves of Chaos Space Marines from the Word Bearers legion. The premise is pure 40k, and the faction choice is genuinely exciting on paper. Space Wolves are one of the most lore-rich chapters in the entire setting, defined by Norse mythology, feral pride, and a very specific kind of stubborn ferocity. The game knows this. The aesthetic is faithful: Fenrisian runes on the armour, the correct unit archetypes, and a card art style that respects the source material. Unfortunately, that is roughly where the lore service ends. The actual writing is thin. There is no satisfying story structure here, no branching choices, no dialogue that rewards a second read. You pick up snippets about a traitor plot and some ominous Chaos ritual, and then you are dropped back into the next grid map. If you come to this as a narrative RPG looking for the kind of worldbuilding depth the franchise deserves, you will leave hungry. The campaign functions more as a series of increasingly difficult tactical puzzles dressed in lore clothing than as a story anyone will remember. The mechanical core is more interesting than it gets credit for. Each mission has you choosing a hero class - Power Armor, Scout, Terminator, or Sky Claw - each with its own dedicated 30-card deck. Movement, attacks, equipment, and abilities are all drawn from that deck at random, with a six-card hand limit. You play up to two actions per turn, and every card carries an Effort cost that determines your position in the initiative order: burn too many high-effort cards in a row and you hand multiple consecutive turns to your enemies. That Effort system is the smartest thing in the game. It forces real trade-offs between aggression and pacing. Melee weapons hit hard but require closing distance in a system where turning costs an action, so a Thunder Hammer or Chainsword fantasy can quickly become a tactical liability. Ranged options like Bolters, Plasma Guns, and Melta Guns reward positioning, and equippable Overwatch weapons add a layer of reactive pressure. Chain card effects reward specific positional play, such as hitting a target from four or more squares away to trigger bonus damage, which occasionally produces genuinely satisfying sequences. The problems accumulate fast, though. The enemy AI does not draw from decks. It always has exactly the cards it needs, including healing and area buffs, every single turn. Your squad, meanwhile, might desperately need a medkit and draw three movement cards in a row. That asymmetry is not a design quirk you learn to work around. It is a structural unfairness baked into the bones of a system clearly designed for monetised mobile play. The PC version removes direct IAP pressure, which is a genuine improvement over the original free-to-play release, but the content pacing and difficulty curve still bear the scars of that origin. The grind to level up companions, forge better cards, and unlock the Terminator and Scout classes is slow in a way that feels designed for daily-login loops rather than extended PC sessions. Visually, the low-polygon models and flat lighting reflect the game's 2014 mobile starting point and nothing has been done to close that gap meaningfully. For a seasoned RPG or tactics player, there is not enough narrative depth, build variety, or mechanical reward to justify a serious time investment past the first campaign chapter. The deck-building has potential, and the Effort system is a genuinely clever twist on the genre, but neither is developed far enough to carry the experience. This one is for committed 40k fans willing to forgive a lot for the novelty of playing as a Sons of Russ squad leader, or for tactics newcomers who want accessible entry-level grid combat with a licensed coat of paint. Monika, Scout Team

Warhammer 40,000: Space Wolf
ActionSingle PlayerMultiplayerBird ViewStrategyRPG

Warhammer 40,000: Space Wolf

Sep 22, 2017HeroCraft
GamerScout Says

A mobile-born XCOM-meets-card-game hybrid where Space Wolves fight Word Bearers on a hostile planet. The PC version ditched the free-to-play model for a one-time purchase, but its mobile DNA shows at every loading screen.

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About Warhammer 40,000: Space Wolf

Warhammer 40,000: Space Wolf is a turn-based tactics game glued together with a collectible card system. You command Valgard Twice-Slain, a Space Wolves squad commander who crash-lands on the planet Kanak and has to regroup survivors while fighting through waves of Chaos Space Marines from the Word Bearers legion. The premise is pure 40k, and the faction choice is genuinely exciting on paper. Space Wolves are one of the most lore-rich chapters in the entire setting, defined by Norse mythology, feral pride, and a very specific kind of stubborn ferocity. The game knows this. The aesthetic is faithful: Fenrisian runes on the armour, the correct unit archetypes, and a card art style that respects the source material. Unfortunately, that is roughly where the lore service ends. The actual writing is thin. There is no satisfying story structure here, no branching choices, no dialogue that rewards a second read. You pick up snippets about a traitor plot and some ominous Chaos ritual, and then you are dropped back into the next grid map. If you come to this as a narrative RPG looking for the kind of worldbuilding depth the franchise deserves, you will leave hungry. The campaign functions more as a series of increasingly difficult tactical puzzles dressed in lore clothing than as a story anyone will remember. The mechanical core is more interesting than it gets credit for. Each mission has you choosing a hero class - Power Armor, Scout, Terminator, or Sky Claw - each with its own dedicated 30-card deck. Movement, attacks, equipment, and abilities are all drawn from that deck at random, with a six-card hand limit. You play up to two actions per turn, and every card carries an Effort cost that determines your position in the initiative order: burn too many high-effort cards in a row and you hand multiple consecutive turns to your enemies. That Effort system is the smartest thing in the game. It forces real trade-offs between aggression and pacing. Melee weapons hit hard but require closing distance in a system where turning costs an action, so a Thunder Hammer or Chainsword fantasy can quickly become a tactical liability. Ranged options like Bolters, Plasma Guns, and Melta Guns reward positioning, and equippable Overwatch weapons add a layer of reactive pressure. Chain card effects reward specific positional play, such as hitting a target from four or more squares away to trigger bonus damage, which occasionally produces genuinely satisfying sequences. The problems accumulate fast, though. The enemy AI does not draw from decks. It always has exactly the cards it needs, including healing and area buffs, every single turn. Your squad, meanwhile, might desperately need a medkit and draw three movement cards in a row. That asymmetry is not a design quirk you learn to work around. It is a structural unfairness baked into the bones of a system clearly designed for monetised mobile play. The PC version removes direct IAP pressure, which is a genuine improvement over the original free-to-play release, but the content pacing and difficulty curve still bear the scars of that origin. The grind to level up companions, forge better cards, and unlock the Terminator and Scout classes is slow in a way that feels designed for daily-login loops rather than extended PC sessions. Visually, the low-polygon models and flat lighting reflect the game's 2014 mobile starting point and nothing has been done to close that gap meaningfully. For a seasoned RPG or tactics player, there is not enough narrative depth, build variety, or mechanical reward to justify a serious time investment past the first campaign chapter. The deck-building has potential, and the Effort system is a genuinely clever twist on the genre, but neither is developed far enough to carry the experience. This one is for committed 40k fans willing to forgive a lot for the novelty of playing as a Sons of Russ squad leader, or for tactics newcomers who want accessible entry-level grid combat with a licensed coat of paint. Monika, Scout Team

Tags

steamCard-Based CombatDeck BuildingTurn-Based TacticsGrid CombatEffort SystemClass SelectionWarhammer 40KMobile PortSurvival ModeOnline Multiplayer

System Requirements

Minimum

Memory
2 GB RAM
Storage
3 GB
Processor
2.4 GHz Dual Core
System requirements
Windows 7

Recommended

Memory
4 GB
Storage
5 GB
Graphics
1 GB
Processor
2.4 GHz Dual Core
System requirements
Windows 7

Reviews & Ratings

No ratings available

Game Info

Developer
HeroCraft
Publisher
HeroCraft
Release Date
Sep 22, 2017

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