What is this?

The Warstage platform is:

  • a real-time tactical game, simulating large-scale battles with a high degree of detail – available for web and mobile
  • a network and server infrastructure for online play – making it possible to play these battles with friends
  • a community – players using the game and infrastructure together with the forum, discord and other channels to arrange tournaments, campaigns, and other activities

Samurai Wars, previously available as a stand-alone app featuring the warfare of the Sengoku jidai period of medieval Japan, is now a Warstage module. More modules covering other time periods are in the works.

How do I play?

Web: https://warstage.net
Forum: https://forum.warstage.net
Discord: https://discord.gg/g5nU5P8

Mobile versions are coming soon. Meanwhile you can download Samurai Wars for iOS or Android.

Do I need to pay to play?

No, it's free to play single-player sandbox battles and to join online matches hosted by other players. If you want to host custom battles yourself, you need to get a Warlord Pass by supporting this game (see below).

Why should I donate?

Your support keeps the server infrastructure running and makes it possible to for us to continue developing the Warstage platform. You also get a Warlord Pass, valid 30 days for every $3 donated, and will be able to host custom battles.

Who's behind this?

The project is headed by Felix Ungman. He got the inspiration from tactical simulation games like Myth II: Soulblighter and the original Shogun: Total War, and especially the engagement of the online player communities that grew around them. Another example is Combat Mission: Beyond Overload, with its detailed simulation of WWII warfare (and somewhat cumbersome PBEM system). Although these games were pioneering the online multi-player mode, all of them still focused on the single-player mode as the primary one.

Frustrated by the missed opportunities with the multi-player potential of those early games he set out to design and build a platform according to the vision he had, with the following design goals:

  • playing with and against other people is more fun
  • the players are the experts – let them decide how to play
  • casual and hardcore – combining intuitive visualization and gestures and high accessibility on web and mobile with complex mechanics and deep game play

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