Wargroove on Steam - User reviews, Price & Information

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Take to the battlefield with Wargroove, a strategy game for up to 4 players! Choose your Commander and wage turn-based war on battling factions. Design and share maps, cut-scenes and campaigns with easy-to-use editors and in-depth customization tools!

Wargroove is a strategy, turn-based tactics and pixel graphics game developed and published by Chucklefish.
Released on February 01st 2019 is available only on Windows in 11 languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese and Korean.

It has received 5,121 reviews of which 4,255 were positive and 866 were negative resulting in a rating of 8.1 out of 10. 😎

The game is currently priced at 16.99€ on Steam, but you can find it for 0.90€ on Gamivo.


The Steam community has classified Wargroove into these genres:

Media & Screenshots

Get an in-depth look at Wargroove 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
  • OS *: Windows 7
  • Processor: Core i3 or equivalent
  • Memory: 2 GB RAM
  • Graphics: DirectX 11 and/or OpenGL 3.3 compatible video card
  • DirectX: Version 11
  • Storage: 1 GB available space

User reviews & Ratings

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

April 2025
This is a bit of a mixed review. If you're looking for a score right off the bat, I'd give it like a 6/10. Buy it in a sale. Now, let me start off by saying, I am not good at tactics games. I don't pretend to be. I play them for the animations, and it's satisfying to kill enemy units. Wargroove is a bit like Advance Wars - from what I hear, never played it - in that it's armies fighting each other, rather than individual characters. You still have individual character, but they're not really anything special. This is a good thing in one way for me, as I'm terrified of perma death. However, there's also the rather major downside that you're not really attached to any of your units. Swordsman McGee the First is no more of a character than the Knight you recruited five turns into the level. The commanders are no better, having a minimum of dialogue, and being the most bog standard boring character archetypes. The story is an excuse for the game to take place, nothing more. The soundtrack is entirely forgettable. Never obnoxious, but I won't find myself humming a single track. The art style is decently charming, and the animations were serviceable. Some of them added in a decent bit of character, but you'll be seeing so much of them that you'll quickly be bored. So, let's get on to the actual gameplay then, shall we? There, I have the problem that the design of the game kind of contradicts itself. Because everyone is just a nameless goon, you'd expect the game to encourage you to play aggressive and recklessly, but there are a number of mechanics that go against that. In most levels, you start with less villages (which provide you with the income you need to recruit troops) than your opponent. Not only that, often there is the baffling design in a lot of maps that none of your starting units will be able to capture a village on turn one, while the opponent can, leading to not just a higher starting income for them, but a snowballing effect as well. But the real issue comes from the combat. Some troop types deal more damage to other troop types. That makes sense. A pikemen unit should probably deal more damage to a cavalry unit than a swordsmen unit. However, it's to an almost insane degree. Particularly because of the following. The damage your units deal is proportional to their remaining HP. Which means that there is an absolutely massive first movers advantage. Your full health pikemen might deal something like 80% of a knight's HP if they attack first, but if the reverse is true, they might lose half their HP already, meaning that they'll only damage 40% of the knight's HP. On its own, that's not a problem. But since the enemy has a stronger economy than you, they'll send more units than you can counter. Especially because a lot of levels only give you access to one easy barracks, and by the time you've captured a second, the game is functionally over already. Units also don't heal by themselves, and the options for healing (villages or alchemists) cost money. More money than these units are usually worth. I think I can count the amount of times I used these heals (outside of no-build missions) on one hand. Which means that, once a unit is damaged enough, it becomes basically worthless, outside of blocking movement. The solution? Chokepoints and ranged units. Because they're the only ones who can reliably provide more value than their cost - at least until you unlock flying units (more on that later). I like that playstyle, and in some levels, it shines. But most of your units are way too slow to get to the reasonable chokepoints in time, and even if they do get there, they'll just die without doing anything anyway. Your commander should be the answer to this, being obscenely powerful, capable of soloing low tier units with ease, and being the only units to regenerate HP automatically, if I'm not mistaken. But you lose when they die, and the enemy has a lot more units than you can handle. How do you actually win then? Roll in the Wagon. A unit meant for transporting other land units with low movement, but it's actually quite broken. It has an insane movement range, being able to reach nearly any chokepoint in one turn, because most are on or next to roads. It's only 50 gold more expensive than a pikemen, and most surprisingly, it's actually tankier too. Especially because the AI loves to attack it with worthless units of their own, clogging up the actual valuable tiles. Combine the Wagon with the Trebuchet, a very expensive ranged unit, capable of lowering most units to such an HP where they are genuinely a detriment to the AI, just taking up space that could be inhabitated by other units. They have pretty good movement on roads. So not only are they faster than your other units, they also actually kill units, all while staying out of range of enemy counterattacks. Because they're so expensive, this lead to every game roughly playing out the same. A starting landgrab, into my first trebuchet, then wagons as necessary, until I could get more trebuchets, and slowly inch my way forward. This all worked rather well, until the introduction of flying units, which should be a counter to the Trebuchet, but you also get access to the Ballista, which is an anti-flying Trebuchet, so it doesn't matter. That changes when you can recruit flying units however, because they are absolutely broken. They don't get counterattacked by other units, with some exceptions. These counter units can usually kill your flying unit outright. So your just add in one or two of these units at the start to counter the enemy flying units, and then spam out as many flying units as you can. You just ignore villages, and eventually hunt down their commander - who also can't fight back. The AI is incapable of dealing with flying units effectively, because the counter units they do make can be easily manoeuvred around, since flying units have a lot more mobility than the vast majority of units, so you'll get tons of free kills. All these issues combined to make a lot of maps just feel incredibly samey, with no changes to my gameplan. Eventually I just turned down the difficulty modifiers to allow me through breeze through the maps. Which, graciously, the game does allow you to tune three things individually, those being income, damage taken, and groove charge (your commanders special ability). There was one particular map which I would say was the highlight of the game for me. You had a base and some villager units, and you had to defend them from waves of bandits. Not exactly a novel concept, but I think it made the game so much more fun to have a predetermined amount of enemies, with no enemy economy to speak of. It was by far the best experience I had with the game. My problems are likely based on my skill level and my style of play. I won't dispute that. But I'd probably have put it down two or so missions after I unlocked trebuchets if I was only thinking of how enjoyable the game was in the moment. That's all the story mode. I've played one game of multiplayer against my girlfriend, which wasn't particularly exciting, and one of the 'puzzle' missions, which was actually quite nice! The game also seems to have a rather robust level editor, if that's your kind of thing. In general, I wouldn't say that the game is lacking in content, rather, it's lacking in enough difference between that content. It's not a horrible experience by any means, but all the design decisions came together to make the game a slog to get through in a lot of levels. I wouldn't get it full price, but if it was €10 or less, sure, pick it up. Just don't be afraid to put it back down if it stops being fun. This is not a game that you absolutely need to finish to get the most out of it. In fact, I'd say it's best enjoyed by quitting halfway through. PS: Works well on Steam Deck.
Expand the review
Jan. 2025
Wargroove came out back when Nintendo hadn't released a new game in its Famicom Wars / Advance Wars series for nearly a decade, and was a fairly interesting new take on those games. The overall gameplay is very similar to its inspiration, with some twists and streamlining made to the Wars series gameplay. For example, the equivalent to Famicom Wars' tanks are now cavalry units, and bombers are now dragons. Each unit from the first Advance Wars game seems to have a direct counterpart in Wargroove, along with a few twists added (the anti-air equivalent is a mage that can also heal friendly units; the artillery equivalent is an archer that can move and shoot on the same turn, as well as counterattack from close range) and some extras thrown in (amphibious infantry and water properties!). There were also one or two brand new units added as DLC, though these don't seem to have too much impact on gameplay and aren't used in the main story campaign at all. The biggest new changes Wargroove made from the Famicom Wars' series gameplay are: - Each unit now has its own way of dealing critical hits in certain cases. - Properties have HP like units that heals gradually over time, and they can be attacked by any offensive unit, They also counterattack the unit that attacked them if not fully neutralized. - Healing units at properties must be done manually and siphons HP from the property. If the property has no HP left to give, you can't heal any more units there until it regains HP. (It still also costs money based on the amount of HP you heal.) - COs are now commander units that are essentially walking medium-ish tanks. They have special "Grooves" (like CO Powers from the Wars games) that have various effects, and defeating a commander unit instantly defeats that army, just like capturing the army's HQ or routing the army would. However, outside of the fairly solid core gameplay, Wargroove's campaign story seems ... forced, at best, and if you don't already have a basis for how the Famicom Wars series plays, you will likely struggle to get an understanding for how to play. A more detailed tutorial like Advance Wars' "Field Training" mode would have gone a long way towards helping players new to this style of game understand how things work without throwing them in the middle of a campaign and hoping they learn along the way. Also, the Starbound cameos were cute, at least. Could we maybe get an improved version of that game someday? Overall, it's worth trying if you have a need to scratch the Famicom Wars itch, but not really deep enough or different enough to surpass its inspiration.
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Dec. 2024
Excellent lightweight strategy game with different game modes for plenty of ways to enjoy. Lots of fun, and can be very challenging!
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Sept. 2024
As a single player game it felt very lacking, especially compared to "Advance Wars", but as a co-op game it is tons of fun. Be sure to also get the mod that allows you to play the campaign mode in co-op, as the official co-op campaign is quite short. What I prefer in "Wargroove" over "Advance Wars" is how you can check the exact stats of each unit.
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Aug. 2024
Fantasy Advance Wars. But its great on its own. Personally, for what this game is, I give it a solid 11/10. Every negative review I have read is literally crying because they can't beat the story. Yes, the story is tough, very tough, but not unbeatable. With some training (and a few losses) it's completely doable. Yes, you are supposed to have a disadvantage during the story, cause otherwise 90% of people would steamroll through it, me included. Now to rate the game for every aspect of it: Story: Plot: 7/10. It's corny, it's nothing new, or too new, it's fun to read between the hardcore missions. Story: Missions: 9/10. Even as a strategy veteran, I consider these to be hard. Perfect, but I can see why many people complain in their reviews. For new and casual strategy players, this will have them slamming their keyboard in rage. Multiplayer: GG EZ GAME. 8/10. Do not listen to the negative reviews. There is more than one winning strategy, as I've beaten the 'meta' players multiple times. Just play around and find out ;). It's fun. Unit diversity: 7/10. Not bad, not good. Better than many games with much better graphics. You will survive without your 40 units per faction. But yes we could do with more of it. Commanders: Valder my beloved. The Valder spam is amazing. 9/10. Commanders do not feel special to the casual player, yes. But they are. Their grooves (abilities, call them whatever) play very differently, and each commander has their counter commander of sorts. And yes, commanders are extremely useful and can change the flow of the battle. Wargroove 2 improves on this (will review that game once I clock more hours there as well. I won't rate puzzles and challenges, as they are personally not my thing. But fun to have. Overall. Worth it. Great game. I am addicted.
Expand the review

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Frequently Asked Questions

Wargroove is currently priced at 16.99€ on Steam.

Wargroove is currently not on sale. You can purchase it for 16.99€ on Steam.

Wargroove received 4,255 positive votes out of a total of 5,121 achieving a rating of 8.06.
😎

Wargroove was developed and published by Chucklefish.

Wargroove is playable and fully supported on Windows.

Wargroove is not playable on MacOS.

Wargroove is not playable on Linux.

Wargroove offers both single-player and multi-player modes.

Wargroove offers both Co-op and PvP modes.

There are 3 DLCs available for Wargroove. Explore additional content available for Wargroove on Steam.

Wargroove does not support mods via Steam Workshop.

Wargroove supports Remote Play on TV and Remote Play Together. Discover more about Steam Remote Play.

Wargroove 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 Wargroove.

Data sources

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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 05 June 2025 03:03
SteamSpy data 09 June 2025 15:47
Steam price 15 June 2025 04:42
Steam reviews 12 June 2025 19:56

If you'd like to dive deeper into the details about Wargroove, 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 Wargroove
  • SteamCharts - Analysis of Wargroove concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Wargroove compatibility
Wargroove PEGI 7
8.1
4,255
866
Game modes
Multiplayer
Features
Online players
21
Developer
Chucklefish
Publisher
Chucklefish
Release 01 Feb 2019
Platforms
Remote Play
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