9-Bit Armies: A Bit Too Far on Steam - User reviews, Price & Information

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Unleash voxel warfare in 9-Bit Armies: A Bit Too Far. Lead a modern military, build bases, unlock units, and attack in all-out war. Engage on land, sea and air in over two dozen missions, online skirmishes, or co-op. Easy to learn, a challenge to master.

9-Bit Armies: A Bit Too Far is a action rts, rts and wargame game developed and published by Petroglyph.
Released on August 26th 2024 is available only on Windows in 11 languages: English, French, Italian, German, Spanish - Spain, Simplified Chinese, Dutch, Norwegian, Polish, Russian and Swedish.

It has received 878 reviews of which 723 were positive and 155 were negative resulting in a rating of 7.8 out of 10. 😊

The game is currently priced at 19.50€ on Steam.


The Steam community has classified 9-Bit Armies: A Bit Too Far into these genres:

Media & Screenshots

Get an in-depth look at 9-Bit Armies: A Bit Too Far through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: 2.6 GHz Dual Core Processor
  • Memory: 4 GB RAM
  • Graphics: Nvidia Geforce GTX 560 or ATI Radeon RX 550
  • DirectX: Version 9.0
  • Storage: 3 GB available space
  • Sound Card: Any Windows-compatible Device

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2025
I'm not finished with this game, but I just had to leave a review. If you loved 8-bit Armies, then is an obvious and easy purchase. Everything is upgraded, from the visuals to game enhancements. For newcomers, this is a really fun RTS with deep unit variety and diverse missions. The game even supports different modes to keep it engaging. I love the Rogue mode, which was a free upgrade. 10 out of 10!
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Oct. 2025
9-Bit Armies is a simple yet fantastically fun RTS, especially when enjoyed in co-op with a friend. Despite the simplicity, there's plenty of strategy to be found here, and lots of replayability in the form of daily challenges, bonus mission objectives, and a roguelite mode. It's also a massive quality of life and polish upgrade over 8-Bit Armies, which is already a good game on its own merits. Highly recommended to anyone who is looking for a less hardcore RTS experience.
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July 2025
It is like CnC1/RA1 if the developers had 30+ years of RTS game design to learn from. The PROS: The control scheme of this particular video game is unironically the best I have ever seen in this genre. Not only are they intuitive, INCREDIBLY so, but you get a tooltip on the side telling you exactly how to do every action you can perform. You do not have to look at the controls menu to find out how to attack move, it tells you. You don't need to know how to select one unit type, you just click on it in the bottom left corner and voila. It's clear that at least some of the team are at least relatively experienced with RTS games and know how to make one that presents everything you need. The music is written by frank klepaki, who, for those who do not know, has been the composer for most of the (good) mainline CnC games. His work here is amazing, it sets the tone and tempo of your actions nicely. Many of the CnC pitfalls have been avoided. For example, the Generals meta of shoving RPG infantry into transports has been mostly done away with, one of the factions can still do it but it seems much more toned down. They kind of use the CnC RA2 formula for super weapons where both factions get a "support" and a "weapon" superweapon, like how the RA2 allies got the chronosphere and the weather machine. The difference is that the support weapons have been nerfed and had their costs massively reduced. This allows them to play a much more active role in the game rather than being simply these massively expensive end game finishing tools like many of the superweapons were in the earlier CnC games. THE CONS: The game has a crisp sheen of consumate unprofessionalism. RTS games have never been at the cutting edge graphically by necessity, but gyat dayum some of these visuals are rough. Men and machine alike move with no respect to where they're currently facing. Even the origininal CnC understood that vehicles should move like vehicles, but here they move like those ball tired cars from mr. robot that can move in any direction. Look at any gameplay and you will see what I mean. The infantry do it too but at least there it's a little more excusable. This makes for unit controls that, while very snappy, make everything feel "fake", for a lack of a better word. Also, the unit scaling is totally out of whack. The infantry are bigger than the tanks they're meant to be protecting. It's purely a visual thing, but dear god it's an atrocious visual thing. Finally, aircraft are not nearly as unique here as they are in the OG CnC. There they were unique in that you had to build airports and helipads to maintain and rearm them, here they're like regular units that can fly over terrain. In fact, the aspect of CnC1 where you had to build your own airstrikes, build your own minimap, etc, are pretty much all gone. Overall, it's not bad. I bought it on sale but I'm satisfied. It's as I've said previously, like CnC1 if they had 30+ years of RTS games to learn from.
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June 2025
Firstly, I want to make sure it's clear that I like this game, I enjoy this game, and I do recommend it. It is a very apparent callback to the command and conquer days, they did their own thing, (and there's nothing wrong with that) but it definitely lacks the charisma and feel of command and conquer, generally just having the mechanical or utilitarian likeness of it. It could use a little more depth. If you are looking for a more modernized command and conquer experience with some quality of life improvements, definitely recommend. Those points being said, we need to chat about a few things: It might be my rig, but there seem to be really weird performance issues on larger maps with all the slots filled. All the units suddenly seem to start moving in slow motion, but there are discrepancies in the user interface that is hard to tell if it's graphical or not, like timers speeding up and slowing down, units in the same group moving at different speeds, clicks registering on the right thing and then switching without you clicking again like trying to place a building and somehow selecting a unit without re-clicking after seeing that you selected the building, really weird stuff. The AI is still....AI. I long and dream of a time when actual strategy and tactics can be used by AI, but generally it's just cheap mechanics such as production speed and free resources. It seems to have a moderate level of adaptability, and it is extremely good at sniping anything undefended that you have, if you have a single thing undefended on the map, regardless of if they have radar or not, they will find it and they will attack it shortly. (Hard AI at least) But mostly it's just either unimpressive waves, Zerg rushes, And Chinese water torture. What is Chinese water torture? It's when an AI just sends a trickle of units every 10 to 30 seconds. That have no hope of actually accomplishing anything, but are really annoying and continuously force you to either click the repair button or take you out of whatever you're doing to focus on it. For the love of God, can we get an AI that actually builds up for legitimate coordinated attacks, and doesn't waste resources by sending that drip drip drip drip freaking psychological torture? (Dumb things annoy me) And it would be nice, especially on hardjust to see a little more innovation, and survivability , it just seems to try the same things over and over and expecting different results, even under worse circumstances. If I can predict the timing and the makeup of an attack 10 in a row, those are not good tactics the AI is using. The anti-building range of the rocket drone needs to be tweaked, because the ai's rocket drones can somehow consistently outrange mine, (which will of course just sit there and take it) And outrage defensive turrets that mine do not seem to be able to, so whatever is going on The AI might be inadvertently exploiting it. Can we get unit formations please? I appreciate the interface in the lower left lets you select units, but actually being able to have a formation when you get large numbers and maybe a little bit of self-organization, heavy units to the front, weaker units to the back, for the love of God can we please get that? A little bit more intelligence with the units, rather than sit there and be shot, you should either retaliate, or if incapable of retaliating, retreat to the nearest defense turret. A diplomatic mode might be interesting as well... Those are my current thoughts, still recommend it as a fun little game, could be a decent multiplayer, I really like that there are two factions now, would love to see more factions.
Expand the review
April 2025
Fun and worth the purchase. As someone who enjoyed and played too much Command&Conquer (and Star craft) from back in the 1990s, 9-Bit Armies is a great addition to the genre of build'em smash'em RTS. The only thing that's missing are those cheesy cut scenes. The game is simple and not overly complicated. There's some strategy, but you'll want to be clicking a lot and often. As far as strategy, it's nothing as complicated or consequential as Total War or some of the other strategy games on Steam. For what it's worth, I wasn't expecting that from this game nor necessarily wanting that. Playing this as Western forces now and I will update this when I play the Eastern campaign. ***UNIT SCALING*** The art style, as the name suggests, is retro. It's different from the semi realistic look of Command and Conquer. Some of the infantry appear much larger than heavy units like tanks. This can be an eyesore for some. Personally, I don't mind it as much. ***FACTIONS*** You can play as two different factions in the game. One is a westernized army, featuring an eagle as their logo. One to one they have bigger and better machinery. However, the Eastern faction can make up for that in numbers. (ie. Western has manned helicopters, Eastern has access to unmanned attack drones) Each side has their own unique armaments and abilities. I will say there is a satisfying amount of differing infantry units and vehicles. ALIENS Then as a backdrop, there's a third unplayable faction. These are alien creatures that come out of these portals. The portals can show up on land as well as the water. Most of their units can traverse land and sea. They have one big unit that, so far, I've only witnessed fighting on land. It adds a bit of mystery and intrigue to the environment, as well as a strategic dynamic to the game. Sometimes you can let the aliens and your human enemy battle it out, giving you a little bit more time to build up your forces. ***STRUCTURES*** Structure layout is similar to the early C&C titles, meaning the structures are set at a 45' angle and cannot be rotated. Among the diverse set of land structures you can build, you can also build a naval yard. You will have to have your HQ or a forward HQ positioned close enough to water in order to build one. Additionally, there's two buildings allowing for air capability. One is the airport, which allows you to build air vehicles. Then the other is an airdrop cannon. You can load up to 5 units (tanks or infantry) and fire them anywhere on the map. There's a brief recharge time associated with this. MEGA-STRUCTURES Some structures can be upgraded to mega-structures, such as the power plant, radar, missile battery and machine gun. You will have to build 4 of these structures all together, in a nice square, in order to upgrade them to mega structures. It's worth building a mega-radar as it allows you to see a broad swath of the map and shows enemy locations. There are also bunkers that can be useful, allowing you to place up to 8 infantry in at a time. ***INFANTRY*** Basic infantry units like the machine gunner and rocket solders can produced in 5 seconds. You can get a company of 100 of these guys formed up in 3 and a half minutes. Together they are a powerful force due to sheer numbers. But beware! Infantry is subject to being smashed by vehicles easily. If you're using them for a main attack, you will have to keep your eyes on them and use the scatter-key to ensure they down line up or pile up altogether for an enemy to wipe them all out in a few seconds. ENGINEERS Older commanders may remember that engineers could capture buildings in the C&C titles. Not so in 9-bit armies. Engineers can heal vehicles. I always like to send a team of engineers with the main attack force to heal vehicles. Additionally, I keep a couple engineers around the HQ or the war factory to simplify the process of repairing vehicles. Engineers take a little longer to produce and are quite effective against infantry. MEDIC! There are no medics and therefore no way to heal infantry. Very unfortunate. WESTERN COMMANDOs These guys are special forces. They're strong against vehicles, strong against infantry, and strong against structures. They're the everything-unit. As with any other infantry unit, they're subject to being smashed. Use the skatter key to ensure they won't be wasted. They cost the most and take the most time to spawn. Use wisely. The commandos are a great addition to an assault. Tactically, I use a main assault force to attack the enemy head one and then paradrop commanders in the middle of the enemy base to pinch enemy forces. EASTERN INFILTRATOR Infiltrators can sabotage buildings. They're typically invisible and pesky enemies if you're facing them. They can also attack from the water, like SEALs. ***RESOURCES*** There is a structure tree. Typically you start out with an HQ and a power plant. You have to build a resource refinery to unlock other structures such as barracks. The resources are basically oil wells that you'd find on C&C Generals. They have a limited credit amount, which displays above them. So as the game progresses, these resource points will deplete. (A good strategy is to have a mobile HQ follow your main attack force. Keep setting up new forward bases with resource refineries to keep cashflow) Mystery boxes are strewn about on the maps and you can sometimes get a cash bonus out of these, in addition to vehicles. On a rare occasion an enemy will pop out of one of them, so approach with sufficient firepower. ***ENVIRONMENT*** SHARKS Infantry can swim in the water. But beware of the sharks! BRIDGES Bridges in the game can be destroyed, which can be of strategic importance. They respawn every two minutes. To destroy them, select your units and hit the alt key to fire on the bridge. During one mission, I set a battleship in front of a bridge to bomb the target continuously in order to keep the enemy on the far side of the map. Set and forget it. CIVILIAN STRUCTURES Most vehicles can plow right through the buildings. Unfortunately, infantry cannot occupy buildings, as they could in C&C Generals. ***SOUNDTRACK*** Soundtrack is actually good. It doesn't have quite the bangers that the C&C titles had, but still respectable and enjoyable.
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Frequently Asked Questions

9-Bit Armies: A Bit Too Far is currently priced at 19.50€ on Steam.

9-Bit Armies: A Bit Too Far is currently not on sale. You can purchase it for 19.50€ on Steam.

9-Bit Armies: A Bit Too Far received 723 positive votes out of a total of 878 achieving a rating of 7.81.
😊

9-Bit Armies: A Bit Too Far was developed and published by Petroglyph.

9-Bit Armies: A Bit Too Far is playable and fully supported on Windows.

9-Bit Armies: A Bit Too Far is not playable on MacOS.

9-Bit Armies: A Bit Too Far is not playable on Linux.

9-Bit Armies: A Bit Too Far offers both single-player and multi-player modes.

9-Bit Armies: A Bit Too Far offers both Co-op and PvP modes.

There are 2 DLCs available for 9-Bit Armies: A Bit Too Far. Explore additional content available for 9-Bit Armies: A Bit Too Far on Steam.

9-Bit Armies: A Bit Too Far is fully integrated with Steam Workshop. Visit Steam Workshop.

9-Bit Armies: A Bit Too Far does not support Steam Remote Play.

9-Bit Armies: A Bit Too Far is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for 9-Bit Armies: A Bit Too Far.

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Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 27 January 2026 16:14
SteamSpy data 24 January 2026 18:47
Steam price 28 January 2026 20:50
Steam reviews 28 January 2026 12:06

If you'd like to dive deeper into the details about 9-Bit Armies: A Bit Too Far, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about 9-Bit Armies: A Bit Too Far
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  • ProtonDB - Crowdsourced reports on Linux and Steam Deck 9-Bit Armies: A Bit Too Far compatibility
9-Bit Armies: A Bit Too Far
Rating
7.8
723
155
Game modes
Multiplayer
Features
Online players
11
Developer
Petroglyph
Publisher
Petroglyph
Release 26 Aug 2024
Platforms