Compare Win That War! prices across 50+ stores and find the best deal. Developed by Insane Unity. Published by Bidaj. Released on 4/7/2017. Available on PC. Genres: Indie, Massively Multiplayer, Strategy, Early Access.

An MMORTS with a genuinely ambitious hook - thousands of players fighting faction wars across planets - that never found the player base it needed to make that promise real.

I went in expecting a dead-server ghost town and found something slightly more complicated than that. Win That War! pitches itself as the offspring of Supreme Commander and EVE Online - a persistent galactic RTS where three corporate factions (N.A.S.C.A., ATLAS Corp., and Jet Blum Consortium) grind over planetary territories in real time, with thousands of players allegedly shaping the outcome. That is a genuinely interesting concept. The execution is where it gets complicated. The base RTS loop is familiar to anyone who has touched the genre: harvest two resources called Sharp Crystal and Glowing Fluid, build a base, queue up tanks and engineers, push out. You manage squads that you deploy one per territory, and when you leave a zone, AI takes over the defense - which reviewers noted swings wildly between completely useless and absurdly overpowered. The tech tree gives you something to spend credits on, and you can field up to ten squads once you unlock them. The faction map layer, where your individual territory fights contribute to a server-wide planetary campaign, is the part that actually makes this different from a bog-standard skirmish RTS. On paper, that asymmetric tug-of-war between factions is compelling. In practice, it only works if enough people are logged in at the same time to make the map feel alive. That is the core problem, and it is not a small one. Multiple reviewers across different time periods reported searching for live matches and finding nothing. The netcode itself uses a peer-to-peer architecture, which the developers themselves acknowledged could introduce latency and micro-rollbacks when players enter territory range - not ideal even when you do find opponents. The pathfinding is unreliable. Tutorial bugs were present at launch. And critically, the original developer, Insane Unity, shut down shortly after release. A studio called Bidaj picked up the IP in late 2018, promising continued development, but Steam's own page now flags that the last developer update was over eight years ago. That is not a healthy signal. The retro sci-fi aesthetic is one of the few areas where the game earns something without caveat. The 1950s-pulp-fiction space opera visual style - colorful, cartoon-ish, deliberately low on gritty realism - is genuinely charming and stands apart from the grey-and-chrome defaults of the genre. The dynamic faction-specific music was praised early on too, even if opinions split on whether it fits the tone. Visually, the menus and campaign map look great. The actual battlefield maps are sparse and flat, which undercuts the charm fast once you zoom in. For anyone thinking about dropping money on this today: the multiplayer ecosystem this game was designed around does not functionally exist. Solo skirmish against AI is available, and it is not broken, but it is shallow - few unit types, limited buildings, nothing that competes with any modern RTS for solo replayability. The concept of an MMORTS where your territory battles feed a live faction war is one of those ideas that deserves a real shot, but Win That War! never got the population it needed to test whether the design actually holds up. What you're buying at this point is mostly nostalgia for an idea that never fully launched. Fred, Scout Team

Win That War!
IndieMassively MultiplayerStrategyEarly Access

Win That War!

Apr 7, 2017Insane UnityBidaj
GamerScout Says

An MMORTS with a genuinely ambitious hook - thousands of players fighting faction wars across planets - that never found the player base it needed to make that promise real.

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About Win That War!

I went in expecting a dead-server ghost town and found something slightly more complicated than that. Win That War! pitches itself as the offspring of Supreme Commander and EVE Online - a persistent galactic RTS where three corporate factions (N.A.S.C.A., ATLAS Corp., and Jet Blum Consortium) grind over planetary territories in real time, with thousands of players allegedly shaping the outcome. That is a genuinely interesting concept. The execution is where it gets complicated. The base RTS loop is familiar to anyone who has touched the genre: harvest two resources called Sharp Crystal and Glowing Fluid, build a base, queue up tanks and engineers, push out. You manage squads that you deploy one per territory, and when you leave a zone, AI takes over the defense - which reviewers noted swings wildly between completely useless and absurdly overpowered. The tech tree gives you something to spend credits on, and you can field up to ten squads once you unlock them. The faction map layer, where your individual territory fights contribute to a server-wide planetary campaign, is the part that actually makes this different from a bog-standard skirmish RTS. On paper, that asymmetric tug-of-war between factions is compelling. In practice, it only works if enough people are logged in at the same time to make the map feel alive. That is the core problem, and it is not a small one. Multiple reviewers across different time periods reported searching for live matches and finding nothing. The netcode itself uses a peer-to-peer architecture, which the developers themselves acknowledged could introduce latency and micro-rollbacks when players enter territory range - not ideal even when you do find opponents. The pathfinding is unreliable. Tutorial bugs were present at launch. And critically, the original developer, Insane Unity, shut down shortly after release. A studio called Bidaj picked up the IP in late 2018, promising continued development, but Steam's own page now flags that the last developer update was over eight years ago. That is not a healthy signal. The retro sci-fi aesthetic is one of the few areas where the game earns something without caveat. The 1950s-pulp-fiction space opera visual style - colorful, cartoon-ish, deliberately low on gritty realism - is genuinely charming and stands apart from the grey-and-chrome defaults of the genre. The dynamic faction-specific music was praised early on too, even if opinions split on whether it fits the tone. Visually, the menus and campaign map look great. The actual battlefield maps are sparse and flat, which undercuts the charm fast once you zoom in. For anyone thinking about dropping money on this today: the multiplayer ecosystem this game was designed around does not functionally exist. Solo skirmish against AI is available, and it is not broken, but it is shallow - few unit types, limited buildings, nothing that competes with any modern RTS for solo replayability. The concept of an MMORTS where your territory battles feed a live faction war is one of those ideas that deserves a real shot, but Win That War! never got the population it needed to test whether the design actually holds up. What you're buying at this point is mostly nostalgia for an idea that never fully launched. Fred, Scout Team

Tags

singleplayermultiplayermmopvponline-pvplocal-multiplayertier:aaaMMORTSFaction WarfarePersistent CampaignTerritory ControlRetro Sci-FiPeer-to-Peer NetcodeSquad ManagementAbandoned Early Access

System Requirements

Minimum

OS
Windows (64bits only) 7 / 8 / 8.1 / 10
Memory
4 GB RAM
DirectX
Version 10
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
DirectX 10 dedicated GPU
Processor
Core i3 5th generation / i5 3nd generation
Sound Card
5.1 support available
Additional Notes
UHD support available

Recommended

OS
Windows (64bits only) 7 / 8 / 8.1 / 10
Memory
8 GB RAM
DirectX
Version 10
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
NVidia GTX 660 / AMD R9 2xx
Processor
Core i5 4th generation
Sound Card
5.1 support available
Additional Notes
UHD support available

Reviews & Ratings

No ratings available

Game Info

Developer
Insane Unity
Publisher
Bidaj
Release Date
Apr 7, 2017

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