Compare Warlords Battlecry III prices across 50+ stores and find the best deal. Developed by Infinite Interactive. Published by Retroism. Released on 1/22/2016. Available on PC. Genres: Strategy. Metacritic score: 73/100.

Sixteen races, twenty-eight hero classes, and a persistent RPG layer bolted onto a base-building RTS: WBC3 is the build-diversity rabbit hole that Warcraft III never quite became.

I've spent enough time with grand-strategy and RTS hybrids to know that most games promising "RPG depth" deliver a hero who levels up attack damage and little else. Warlords Battlecry III is a different animal. The hero creation matrix alone - sixteen races crossed against twenty-eight classes, each pairing producing a distinct skill synergy set - generates a combinatorial space that genuinely rivals light CRPGs. A Minotaur Warrior who heals by killing critters plays nothing like a Dark Elf Assassin farming XP drain strikes, and both feel mechanically justified rather than cosmetically different. The RTS layer underneath is classic and a little creaky. Resources - Gold, Metal, Crystal, and Stone - sit as neutral buildings on the map, captured by your hero or general units rather than collected by worker trips. Base-building runs through five upgrade tiers, and reaching the upper tech levels takes real time. That deliberate pacing is either the game's greatest strength or its worst flaw depending on your tolerance for build-order patience. Campaigns unfold across an overhead strategic map of Etheria, with city-node locations housing missions, shops, academies, and mercenaries for hire. The diplomacy system means completing missions in different orders shifts your standing with all sixteen factions, and allied races become playable, adding a second layer of strategic choice that most contemporaries simply didn't bother with. The hero progression is where the game earns its cult status. Heroes carry over between missions, accumulate items, level past 50 with no cap, and build a retinue of up to eight named followers - retinue slots unlocked by investing in Charisma, which means skimping on that stat has real campaign consequences. Spells span thirteen magic spheres, from Pyromancy to Necromancy to Alchemy, and race-class synergies determine which schools open at which levels. A high-level mage who has stacked the right racial bonuses can solo entire armies, but getting there requires planning from character creation, not mid-campaign patching. The Steam community, sitting at 84% positive on nearly a thousand reviews, has produced detailed build guides specifically because there are enough wrong-direction hero choices to strand you at the mid-campaign difficulty spike. Honest criticisms: the 2D graphics engine, even when this hit Steam in 2016, looks like a game two console generations behind. No zoom option means chaotic pixel-mashing during large engagements, and the sheer number of similar-looking unit blobs makes reading a crowded battlefield genuinely hard. The AI is competent enough to punish passive play and force you out to contest resource buildings, but it does not adapt or bluff - late-game veterans will outpace it comfortably. Race balance has acknowledged gaps, a few factions feeling noticeably underdeveloped relative to the stronger picks, though most are viable enough for campaign completion. For newcomers, the tutorial gives you the bones but the real learning comes from community guides, of which there is a healthy supply on Steam Workshop and the Etheria wiki. For anyone who has ever wished that an RTS would let them sink forty hours into a single persistent hero build the way an ARPG does, this is that game. It is old, it is rough around the edges, and it asks for patience during the base-building phase. But the decision density in hero creation and the cross-faction diplomacy system deliver replay value that cleaner, shinier competitors rarely match. Diego, Scout Team

Warlords Battlecry III
Strategy

Warlords Battlecry III

Jan 22, 2016Infinite InteractiveRetroism
GamerScout Says

Sixteen races, twenty-eight hero classes, and a persistent RPG layer bolted onto a base-building RTS: WBC3 is the build-diversity rabbit hole that Warcraft III never quite became.

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About Warlords Battlecry III

I've spent enough time with grand-strategy and RTS hybrids to know that most games promising "RPG depth" deliver a hero who levels up attack damage and little else. Warlords Battlecry III is a different animal. The hero creation matrix alone - sixteen races crossed against twenty-eight classes, each pairing producing a distinct skill synergy set - generates a combinatorial space that genuinely rivals light CRPGs. A Minotaur Warrior who heals by killing critters plays nothing like a Dark Elf Assassin farming XP drain strikes, and both feel mechanically justified rather than cosmetically different. The RTS layer underneath is classic and a little creaky. Resources - Gold, Metal, Crystal, and Stone - sit as neutral buildings on the map, captured by your hero or general units rather than collected by worker trips. Base-building runs through five upgrade tiers, and reaching the upper tech levels takes real time. That deliberate pacing is either the game's greatest strength or its worst flaw depending on your tolerance for build-order patience. Campaigns unfold across an overhead strategic map of Etheria, with city-node locations housing missions, shops, academies, and mercenaries for hire. The diplomacy system means completing missions in different orders shifts your standing with all sixteen factions, and allied races become playable, adding a second layer of strategic choice that most contemporaries simply didn't bother with. The hero progression is where the game earns its cult status. Heroes carry over between missions, accumulate items, level past 50 with no cap, and build a retinue of up to eight named followers - retinue slots unlocked by investing in Charisma, which means skimping on that stat has real campaign consequences. Spells span thirteen magic spheres, from Pyromancy to Necromancy to Alchemy, and race-class synergies determine which schools open at which levels. A high-level mage who has stacked the right racial bonuses can solo entire armies, but getting there requires planning from character creation, not mid-campaign patching. The Steam community, sitting at 84% positive on nearly a thousand reviews, has produced detailed build guides specifically because there are enough wrong-direction hero choices to strand you at the mid-campaign difficulty spike. Honest criticisms: the 2D graphics engine, even when this hit Steam in 2016, looks like a game two console generations behind. No zoom option means chaotic pixel-mashing during large engagements, and the sheer number of similar-looking unit blobs makes reading a crowded battlefield genuinely hard. The AI is competent enough to punish passive play and force you out to contest resource buildings, but it does not adapt or bluff - late-game veterans will outpace it comfortably. Race balance has acknowledged gaps, a few factions feeling noticeably underdeveloped relative to the stronger picks, though most are viable enough for campaign completion. For newcomers, the tutorial gives you the bones but the real learning comes from community guides, of which there is a healthy supply on Steam Workshop and the Etheria wiki. For anyone who has ever wished that an RTS would let them sink forty hours into a single persistent hero build the way an ARPG does, this is that game. It is old, it is rough around the edges, and it asks for patience during the base-building phase. But the decision density in hero creation and the cross-faction diplomacy system deliver replay value that cleaner, shinier competitors rarely match. Diego, Scout Team

Tags

singleplayertrading-cardstier:aaaRTS-RPG HybridPersistent HeroFaction DiplomacyBuild VarietyHero RetinueMulti-Sphere MagicSkirmish ModeCampaign Branching

Steam Deck & Linux

Steam Deck UnsupportedProtonDB Gold

Valve rates this game Steam Deck Unsupported. Runs great on Linux after minor tweaks. Based on 6 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 98 / ME / 2000 / XP / Vista / 7
Memory
128 MB RAM
Storage
1 GB available space
Graphics
100% DirectX compatible graphics
Processor
1.0 GHz Processor
Sound Card
100% DirectX compatible card or onboard sound

Recommended

OS
Windows 98 / ME / 2000 / XP / Vista / 7
Memory
256 MB RAM
Storage
1 GB available space
Graphics
100% DirectX compatible graphics
Processor
1.5 GHz Processor
Sound Card
100% DirectX compatible card or onboard sound

Community Discussion

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Reviews & Ratings

Metacritic
73

Game Info

Developer
Infinite Interactive
Publisher
Retroism
Release Date
Jan 22, 2016

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Where can I buy Warlords Battlecry III cheapest?

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What platforms is Warlords Battlecry III available on?

Warlords Battlecry III is available on PC.

When was Warlords Battlecry III released?

Warlords Battlecry III was released on 22 January 2016.

Who developed Warlords Battlecry III?

Warlords Battlecry III was developed by Infinite Interactive and published by Retroism.

Is Warlords Battlecry III worth buying?

Warlords Battlecry III holds a Metacritic score of 73/100, making it one of the standout Strategy titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.