Average Playtime: 13 hours

Steam Tactics

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Steam Tactics is an RPG about steampunk airships with tactical turn-based Fire Emblem-esque combat. Take on a role of a captain of a squad of airship pilots, acquire and upgrade new ships and weapons, level up your crew.

The king is gravely ill. The queen wishes to employ your services. You are one of the most renowned mercenary tacticians in the land. Will you answer the kingdom's call?Features
  • Simple yet deep tactical combat. You don't have to wade through obscure marginal mechanics, the gameplay revolves around clear core rules.
  • Vast space for creative decision making. It's up to you to decide how to equip your ships, how to level up your pilots and how to approach a particular battle.
  • Varied progression system. Gather materials to upgrade your ships and guns, combine duplicate equipment to create more powerful versions of it, level up your crew.
  • Little randomness. The victory depends on your tactical skill and wise management decisions. Small pinch of randomness just helps to keep encounters fresh.
  • Suitable challenge for different skill levels.
Platforms
Release date
Developer
Igor Rashkuev
Publisher
Igor Rashkuev
Age rating
Not rated

System requirements for PC

Minimum:
  • OS: Windows XP SP2+ or higher
  • Processor: Intel Core2 Duo, equivalent or better
  • Memory: 2 GB RAM
  • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
  • Storage: 100 MB available space
  • Sound Card: Any
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Last Modified: Aug 28, 2019

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Steam Tactics reviews and comments

Translated by
Microsoft from French
But what is it that takes me to evaluate negatively a (relatively small) game on which I spent 16h and had all the successes? Legitimate question, know that I took it during a promo to less than 2.50 euros, at this price it was OK but full fare, in my opinion it is not worth the cost. As the presentation says it is tactically simple. We have machines equipped with a maximum of 3 weapons each of which can pull on 4 squares arranged in cross relative to the diagonal or the axis of the machine, I say well 4 squares not direction. Our "airship" has more of the self-propelled howitzers platform which we would have forgotten the gears of setting deposits/elevation than of the idea that one is usually made of flying gears. The gears in question evolve on 8x6 grids of a single level with strangely handled obstacles, our gears can not fly over them but can pull through (Bell firing quite normal for a howitzer ^ ^). "airship", really? Forget all that is altitude and maneuvering in the way of Sid Meier's ACE patrol. The fight is purely of the placement to shoot at best avoiding a response too strong, the response is system if one puts on a box assailable by the opponent. It is the only tactical element and it is conditioned by what we embark as armament. Because in addition to the attacking boxes, armaments vary in class of damage (bullet, shells, fire, acid, Elec). So it comes down to choosing and modulating between the 2 extremes:-3 weapons of the same classes typing very strong in the same places with the risk of not being able to get into the firing position or falling on an opponent very resistant to this type of damage ,-3 different weapons in any point that will do less damage but usable practically at every turn. With an additional level of reflection related to the skills of the pilots that one can specialize or not on types of weapons. It's not so bad, personally I even found it rather seductive, in terms of evolution and equipment of the squad but it leads to the fights tactically very poor and very repetitive. This is all the more repetitive as the resources to evolve the material have quality levels. This forces when an airship arrives at a landing to do lower level missions to collect resources to bring the others to level. Same for all armaments. With 4 airshipsx3armes to synchronize it's super heavy. Likewise the idea of combining 2 identical equipments to improve them is done on numbers of stars and get combinable equipment is a wound, especially as the merchants do not serve anything in this game both the resources and rare equipment they are in limited quantity and there is no random loot. In fact the huge problem of this game is that there is no difference between a fight at level 1 and a fight at level 30, everything becomes stronger but no new tactics appear as the progression progresses. Level atmosphere, it is a Tablet app look, very cartoon, with some dialogues between missions that draft a story very chivalrous boat, almost Middle-ageeuse in the mind, it's cute with some nice effects but one is very far from the aerial combat and not so steampunk as that. Take the promo.
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