Compare Worms Revolution Season Pass prices across 50+ stores and find the best deal. Developed by Team17 Digital Ltd.. Published by Team17 Digital Ltd. Released on 10/10/2012. Available on PC. Genres: Strategy.

Four DLC packs bundled into one pass for a 2012 turn-based artillery game that added class systems and water physics to a franchise that rarely changes its formula.

My relationship with Worms has always been the same: I fire it up expecting the tight, low-variance artillery chess of Armageddon and end up in a compromise negotiation with a series that keeps adding features without fully committing to any of them. Worms Revolution was the entry that brought the most mechanical ambition to that negotiation in years, and this Season Pass is the DLC bundle that rounds out its content offering with four packs: Funfair, Mars, Medieval Tales, and the PC-exclusive Customization Pack. The base game's headline additions are worth understanding before you decide whether the DLC matters at all. Revolution introduced four worm classes: Soldier (the familiar baseline), Scout (fast, useful for repositioning and item collection), Heavy (high damage, punishing mobility), and Scientist (passive per-turn healing that forces opponents to deal heavy burst damage or lose the war of attrition). Class composition genuinely changes how you approach squad construction, even if critics noted the impact felt more subtle than transformative in practice. Layered on top is a physics object system where items like lighters, water bottles, and test tubes interact with weapons and the environment, and a dynamic water mechanic that lets you flood corridors, drown worms, or redirect pressure to wash enemies off ledges. On paper, these are meaningful layers of strategic depth. In execution, they are interesting-enough wrinkles, but the AI struggles to engage with them in a coherent way, relying instead on memorized weapon routines with occasional pinpoint accuracy that feels less like intelligence and more like a random difficulty spike. The DLC packs themselves are primarily cosmetic and light on content. Funfair and Mars each add a new theme, new puzzle missions, physics objects, hats, and soundbanks. Medieval Tales expands the campaign with additional single-player missions narrated in the same wildlife-documentary voice style featuring Matt Berry. The Customization Pack, PC-exclusive, brings the Junkyard theme plus five new physics objects including a Car Battery, Toxic Canister, and Hot Air Gun, alongside seven additional hats and trinkets. If you were going to buy any two of these individually, the bundle passes basic math. If you are only tangentially interested in one pack, the math gets murkier. There is no transformational weapon set or new multiplayer mode hiding in the season content; it is flavour, maps, and vanity unlocks built on top of an already complete game. For the strategy-minded player, the honest verdict is this: the base game's campaign and puzzle modes are decent solo diversions, but multiplayer is where the turn-based positioning, class synergies, and weapon selection actually matter. Locally, with friends who enjoy being dunked into water by a well-timed water bomb, Revolution holds up fine. Online, the community is thin at this point given the game's age, so you will largely be playing offline or with friends via the local co-op and pass-and-play modes. The DLC themes do give the environment some visual variety that the base game's early sewer levels badly needed, so there is genuine value in the Funfair and Medieval Tales packs if single-player puzzle missions interest you. The Customization Pack's physics objects at least add tactical wrinkles to custom multiplayer setups. If you already own Worms Revolution and enjoyed enough of it to want more puzzles, more visual variety, and a fleshed-out cosmetics library, the Season Pass is the efficient way to get all four packs. If you are still on the fence about the base game, resolve that question first: the DLC adds width to an existing experience, not depth to a shallow one. Diego, Scout Team

Worms Revolution Season Pass
Strategy

Worms Revolution Season Pass

Oct 10, 2012Team17 Digital Ltd.Team17 Digital Ltd
GamerScout Says

Four DLC packs bundled into one pass for a 2012 turn-based artillery game that added class systems and water physics to a franchise that rarely changes its formula.

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About Worms Revolution Season Pass

My relationship with Worms has always been the same: I fire it up expecting the tight, low-variance artillery chess of Armageddon and end up in a compromise negotiation with a series that keeps adding features without fully committing to any of them. Worms Revolution was the entry that brought the most mechanical ambition to that negotiation in years, and this Season Pass is the DLC bundle that rounds out its content offering with four packs: Funfair, Mars, Medieval Tales, and the PC-exclusive Customization Pack. The base game's headline additions are worth understanding before you decide whether the DLC matters at all. Revolution introduced four worm classes: Soldier (the familiar baseline), Scout (fast, useful for repositioning and item collection), Heavy (high damage, punishing mobility), and Scientist (passive per-turn healing that forces opponents to deal heavy burst damage or lose the war of attrition). Class composition genuinely changes how you approach squad construction, even if critics noted the impact felt more subtle than transformative in practice. Layered on top is a physics object system where items like lighters, water bottles, and test tubes interact with weapons and the environment, and a dynamic water mechanic that lets you flood corridors, drown worms, or redirect pressure to wash enemies off ledges. On paper, these are meaningful layers of strategic depth. In execution, they are interesting-enough wrinkles, but the AI struggles to engage with them in a coherent way, relying instead on memorized weapon routines with occasional pinpoint accuracy that feels less like intelligence and more like a random difficulty spike. The DLC packs themselves are primarily cosmetic and light on content. Funfair and Mars each add a new theme, new puzzle missions, physics objects, hats, and soundbanks. Medieval Tales expands the campaign with additional single-player missions narrated in the same wildlife-documentary voice style featuring Matt Berry. The Customization Pack, PC-exclusive, brings the Junkyard theme plus five new physics objects including a Car Battery, Toxic Canister, and Hot Air Gun, alongside seven additional hats and trinkets. If you were going to buy any two of these individually, the bundle passes basic math. If you are only tangentially interested in one pack, the math gets murkier. There is no transformational weapon set or new multiplayer mode hiding in the season content; it is flavour, maps, and vanity unlocks built on top of an already complete game. For the strategy-minded player, the honest verdict is this: the base game's campaign and puzzle modes are decent solo diversions, but multiplayer is where the turn-based positioning, class synergies, and weapon selection actually matter. Locally, with friends who enjoy being dunked into water by a well-timed water bomb, Revolution holds up fine. Online, the community is thin at this point given the game's age, so you will largely be playing offline or with friends via the local co-op and pass-and-play modes. The DLC themes do give the environment some visual variety that the base game's early sewer levels badly needed, so there is genuine value in the Funfair and Medieval Tales packs if single-player puzzle missions interest you. The Customization Pack's physics objects at least add tactical wrinkles to custom multiplayer setups. If you already own Worms Revolution and enjoyed enough of it to want more puzzles, more visual variety, and a fleshed-out cosmetics library, the Season Pass is the efficient way to get all four packs. If you are still on the fence about the base game, resolve that question first: the DLC adds width to an existing experience, not depth to a shallow one. Diego, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementscloud-savestier:sub-5Artillery StrategyClass-Based CombatPhysics ObjectsPuzzle MissionsLocal Pass-and-PlayCosmetic DLCBundle Value

System Requirements

Minimum

OS
Windows XP
Memory
2 GB RAM
Graphics
NVIDIA GeForce 8600 GT (256 MB), Intel HD3000 or Radeon HD 3650 (512 MB)
Processor
Dual Core CPU
Other Requirements
Broadband Internet connection

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Game Info

Developer
Team17 Digital Ltd.
Publisher
Team17 Digital Ltd
Release Date
Oct 10, 2012

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Frequently asked questions about Worms Revolution Season Pass

How much does Worms Revolution Season Pass cost?

Worms Revolution Season Pass pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock key and store offers across 50+ verified shops, so you always see the current lowest price before you buy.

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What platforms is Worms Revolution Season Pass available on?

Worms Revolution Season Pass is available on PC.

When was Worms Revolution Season Pass released?

Worms Revolution Season Pass was released on 10 October 2012.

Who developed Worms Revolution Season Pass?

Worms Revolution Season Pass was developed by Team17 Digital Ltd. and published by Team17 Digital Ltd.