
Wargroove
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Wargroove
Command armies in Wargroove’s turn-based battles, choose from more than twelve commanders, and unleash their distinctive Groove abilities. The campaign follows Queen Mercia, while puzzle and arcade modes and editors for custom maps and campaigns add other ways to play. Steam players rate it 83%% positive across 4,036 reviews. Supported interface languages: Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Japanese, Portuguese-Brazil, Russian, and Korean. Released February 1, 2019.
Credits
Lowest recorded in 36 months
$2.342026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-11-05
02Before you buy
Modes and controls
The Steam PC version has full controller support and single-player, co-op, and multiplayer for up to four players locally or online.
Language
Interface languages: {supportedLanguages}. Full audio is listed for English; other supported languages include subtitles.
03Frequently asked questions
Can I create custom content?
Yes. Built-in editors let you make and share custom maps, campaigns, and cutscenes online.
What other modes are included?
Conquest offers roguelike runs, alongside Arcade and Puzzle modes.
Can I play with friends?
Yes. Steam PC supports local and online co-op and competitive multiplayer for up to four players.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Wargroove is a charming little game, but it is brought down my major flaws. Unfortunately. These flaws are primarily ‘under the hood’ and I did not notice them until after I had played almost 4 hours, so in addition to feeling disappointed, I feel cheated. The major flaw is a lack of gameplay variety. The steam page boasts four factions, but in truth the units of each faction are exactly the same stats & cost wise, with only the name and sprite to separate them. This lack of distinct faction units and playstyles sours what would otherwise be a fantastic game. Each faction has three commanders to choose from – but again, they are all the same stat wise. Same health, attack, and movement. This can lead to some absurd immersion-breaking moments where the druid leader – in a lore where druids exist as anti-air units – cannot attack air units, and nor can the leader who uses a crossbow, though crossbow units can. The only difference between commanders is their ‘groove’ a unique special move they have access to, though these special moves are hardly enough to build a unique strategy out off, and never feel powerful enough to take centre-stage. One of the commanders can, for example, summon a free weak infantry unit every now and then, while another heals units in an AOE. Once you have played one faction, there is no reason to play any of the others aside from just choosing the sprite set you like, or choosing witch situationally useful special move you will have access to. For me, this lack of faction variety kills the potential of the game – and it had great potential. But it’s difficult to get excited about a long story-based campaign or practically limitless community-made maps if I know the factions I will be playing them with are so dull. War groove does have its charm, and I enjoyed the two matches I played, but I don’t see myself enjoying many more, and that is why I cannot recommend this game. Especially not at the asking price (At the time of writing, 28.95 AUD), with only one faction (Across four sprite sets).Show moreShow less
11/10 Dogs don't die in combat, they just run away.Show moreShow less
Alright, wasted hours trying to understand this game. Here's my thought. If you buy it for multiplayer, it works pretty neat. (Matchmaking probably 1v1 only, that's what I've seen so far) But if you want to skirmish with bot or playing against it, then hold back. Having been following their blog for a long while. They have spent considerable amount of effort to implement Gallery, Cutscene maker, Unit Index, Campaign and those stuff. But it's very disheartening to see they haven't put any work into their AI. I'd say it's more like prototype AI at best, their crude algorithms leave much to be desired. Bot has no random factor (given same initial gold, they'll always buy same set of units), Bot focus on attacking only, building capture isn't prioritized (it should, providing the effort wasted attacking it, also building can generate income and defend themselves), Bot also rush through enemy line just to tackle enemy HQ, and neglect defending their own (controlled half the map, but lost because it doesn't give a damn about HQ), Bot can't play naval maps even though the base game provided them (they don't use transport) It's a turn-based game, and is a strategy game. AI doesn't has to be good, but it has to work, consistent, and without hidden advantages. Multiplayer won't last forever, Single-player must be fully functional if this game is here to stay. Note that I haven't tried Campaign yet. All hours spent are on online quickmatch, local multiplayer with bots, map editor. Regardless I'll keep playing it, if there's improvement, this review is subject to changes.Show moreShow less
To be completely forward and honest, I may be biased because I was a beta tester for Wargroove and I am a big fan of games like Advance Wars and Battle for Wesnoth. However, this is my honest opinion on the game. This is the game I’ve been waiting for and has exceeded my expectations. Now at first glance this game looks very similar to Advance Wars, and you’d be right. However, this is much more than “just an Advance Wars” clone and greatly improves the Advance Wars formula and adds its own elements to it, making it much less of a slow-paced meatgrinder and much more aggressive and focused on good positioning. Games go by quickly and are very skill-based with minimal luck. Let’s start with one of the strongest points of the game; the core gameplay. In a standard match of Wargroove you start with a Commander, a Stronghold, a Soldier or two, and a few other structures. The objective of the game is to defeat your opponent’s Commander or their Stronghold. If either of them fall, the player loses. However, there is a sub-objective. Across the map are structures that can be captured. Villages provide income, barracks let you produce land units, towers let you produce air units, and ports let you produce sea units. All units have 100 health, but they deal different damage to different units in a sort of rock-paper-scissors fashion. Each unit has a unique way of dealing bonus damage, called a Critical Hit. There is no luck involved in critical hits. Critical hits occur when certain criteria are met. For example, Archers are a ranged unit that can move and attack at the same time. However, they deal 35% more damage if they stand still and attack, giving you the choice of moving or staying in place for a big boost in damage. The strongest unit in your arsenal by far is your Commander, however. They’re comparable to the strongest ground unit in terms of durability and damage, except they heal per turn and can charge up an ability called a Groove, which can range from summoning a skeleton warrior to dashing through an entire army, dealing massive damage. While it is important to keep your Commander alive, you need to use them because they are such a valuable asset in your army. The only difference between Commanders are their Grooves and the only difference between the factions are how the units visually look. It’s very balanced and various playstyles are viable in multiplayer. Now, fans of Advance Wars may be wary of naval units, but sea is actually useful and healthy for the gameplay. I would argue that the most fun maps are ones that seamlessly combine ground, air, and sea together because they work so well together and gives you so many options. The reason why sea units aren’t worthless or annoying like they are in Advance Wars is because all of the sea units can interact with the ground and air units except for Turtles, which are the kings of the sea but are countered by Harpoon Ships, which also act as anti-air. There are Amphibian infantry units who can capture villages out at sea or on land and all of the units are relatively cheap for their power. For context, the strongest sea unit is 900 gold while the strongest air unit is 1250 gold and the strongest ground unit is 1200. Now, on top of this solid foundation, there are a myriad of singleplayer and multiplayer modes. For singleplayer here’s the 30+ mission campaign that will last you many hours, oldschool-style unlocks, an arcade mode similar to fighting games, and a puzzle mode. For local multiplayer, there are skirmishes where you can either play against the AI or play with someone else on the same machine as you. For online multiplayer, there’s quick play where you get automatically matched up with a random player and play on a random map with a time limit. If you want a slower-paced game, want to play with a friend, or you want to have a specific map or rule set then you can host a lobby and invite people via a code system. On top of these game modes there’s also extremely powerful map and campaign creation tools. The developers used the campaign and map editor to create the official campaign themselves. It lets you create large maps, small maps, and lets you place structures, units, terrain, and even allows you to script your own scenarios or puzzles. It’s comparable to Starcraft’s editor and can allow for some really interesting custom rules and maps. You can play these maps online with other players as well, which is very exciting for everyone and gives the game practically infinite replayability. While I am not a big fan of the campaign, the puzzle mode was fun for a quick dose of Wargroove and the arcade can be a fun challenge. However, I’ve spent many hours creating my own maps and scenarios and playing online with other people is extremely fun and I hope that a competitive scene grows, because I would love to watch and participate in it. For options and other quality of life features, you can have animations only play during certain situations or even flat-out remove the animations. Holding down right-click speeds up unit movement and you can cut animations short by holding down right-click if you like to have animations only occasionally or if you like to have animations play for a very short time. You can turn on the grid and you have various audio sliders, with an option for using headphone and speakers. If you choose speakers, it makes the stereo audio a lot more dramatic while headphones it’s more subtle. The game can be played with gamepad or mouse and keyboard, but sadly you cannot change the keybinds. There are also various colorblind modes that change the army colors to make it easier to see and there is an option to have your gamepad vibrate when it’s your turn if you’re using a gamepad. I recommend this game for anyone who is even remotely interested and I’d definitely recommend anyone who is a fan of Advance Wars or any other turn-based strategy games. The sheer amount of content alone is enough to justify the price and the gameplay is so well-executed it would be difficult to ever go back to Advance Wars. This game is a masterpiece.Show moreShow less
I really, really keep trying to like this game. But I can't do it. It has such a good basis to build on, but wow there's so much stupid stuff that just completely blocks you from enjoying it. I wanted to write up a list of all my complaints, but Steam reviews restrict characters. So the main thing I'll focus on is the "difficulty" of the game. It's bad. It's really, really, really bad. First of all, all the missions in the game are pre-generated. There’s no randomness to the challenges you’ll face. They’re all predetermined, and that’s fine. That’s how Advance Wars was, too. Except most of the maps in Advance Wars felt semi-fair from the start. This is where the game starts to move away from Advance Wars and into “what the hell is this” territory. The game didn't invest in a strong AI, so the way it offsets this problem is by throwing 10 enemies for every 1 that you have. That's not an exaggeration; that's an accurate ratio. The problem with this is now your enemy doesn’t really have to play by a strategic rule set. They can just throw enemies at you nonstop with no worries about consequences. So it’s not really like playing against a chess opponent as much as it is fighting off a horde of zombies. But this gets even worse. The enemy isn’t just starting out with more units on the map, they’re starting out with more cities and barracks as well. So now they start the game producing 2-4 times as many units as you are. This problem is now huge. If you don't start the game by making ultra-precise moves, you'll immediately be swarmed by a never-ending horde of enemies and you'll have no hope of ever recovering. So you end up making 5 moves, seeing if it’s viable, and then restarting until you find the “correct” solution. The problem becomes so unbearable that Wargroove stops feeling like a strategy game and more like a puzzle solving game. So you’ll start to wonder if there’s a way to fix this problem so maybe you can enjoy the strategy aspects of the game. Well, let’s review our options. The first way to get out of this problem is to just not play the story. Just play against online opponents, for example. Well even after completing 6 missions in the story, I still only had one character I could play as. So that’s super lame. But it doesn’t matter, because I couldn’t find anybody to play with online. The second way is going to be custom modes. But I couldn’t find any custom modes in the game. My assumption is that they’re all locked behind the story mode content. Okay fine, so we’re back on the story. Is there a difficulty setting? The answer is yes! Unfortunately, it’s also the nail in the freaking coffin for this game. The way it creates difficulty settings in the game is by scaling how much damage you take, how much income you make, and how quickly your character's ultimate ability charges. So let’s recap. The game on its default settings doesn’t really feel like a strategy game with the freedom to choose how I approach problems. It feels like a puzzle game with very forced paths to victory. The way to offset this problem is by changing the rules of the game entirely to benefit me. That’s like if you started playing chess, but found it was too hard for a beginner. So to solve this problem, you disabled your enemy’s ability to capture your pieces. It’s the dumbest idea ever. You’re not even playing chess anymore. I don’t know what you’re playing, but it’s probably not fun for anybody. That’s what Wargroove did. The only way to offset the difficulty of the broken pre-generated missions is to literally break the game rules. The resulting game is not a strategy game. It is EITHER a puzzle game or a sandbox game. I found neither of these to be fun. It’s such a shame, because Advance Wars clearly inspired this. Advance Wars was an absolute blast to play. I beat every single Advance Wars 2 mission on both the normal and hard campaigns with an S-Rank. Even when the game gave your opponent a significant advantage, it felt like there were several ways to approach the challenge. For a moment, I thought it might actually just be a difficult strategy game, but when I’m retrying the game after my first five moves over and over and over again, I just don’t feel like I’m playing a strategy game. It feels like the game is just waiting for me to play the moves that it planned for me to play. And I just can’t enjoy that.Show moreShow less
One of the protagonists is a dog.Show moreShow less
Good strategy system, with unfortunately limited replay due to a defective AI. +nice graphics. +Hotseat multiplayer, up to 4 person. +quick play for multiplayer +innovative system for capturing cities. +Interesting commander powers, commander is a high defense unit that cause game loss on death. +devs do seem to be continuing working on the game, unit balance and ai is slighlty improving. +game is very similar to Famicon Wars or the first Advance Wars -no online ranking system or way to play with people of similar abilities -no multiplayer lobby showing all open games. -no random map -repairing units is rarely worth while -Different commanders are identical units, just with a different ability. (As expecting abilities don't have much balance) -Turtle shows a vulnerability to frogmen, not accurate. -AI can't use transports, I've seen it move them once, but normally it does nothing. -AI doesn't focus on capturing factories, 22 turns into a map they still hadn't captured a factory on their side that was not far from them. On another map I captured 6/8ths of the neutral factories on a 10 factory map. AI doesn't seem to care about capturing factories any more than an ordinary city. AI has never captured a factory from me in 9 hours of gameplay. -AI is slow to capture cities, doesn't focus well. -AI almost never captures cities or factories in the ocean, even very close ones. -AI uses expensive units to target cheap and injured units that are effectively useless -Hard mode doesn't make the AI better, it just give the AI 400 more income per turn. -unit vulnerabilities can be unclear due to a small bad unit picture. -AI doesn't attempt to repair units -AI doesn't use unit powers (they do use commander powers) -Map creation allows for 8 players, but a max of only 4 humans and 4 AI, it should allow for a max of 8 humans and a max of 7-8 AI. I like the game mostly. If you want to play it specifically for the campaign or multiplayer it's worth it. If you like to play against AI, it's not worth it. Side note for improvement I think units should have some kind of experience/lvl. Without it there is very little reason to repair units, especially cheap units. Cheap units use the same city population to repair as expensive units. The way it is it's frequently better to just use injured units to block the opponents movement, kind of a lame strategy.Show moreShow less
Medieval Advanced Wars with dogs.. If you like Turn Based Strategy Games, you will love this game.Show moreShow less
TLDR: good game that unfortunately is a bit too lacking in depth and complexity to really recommend. A lot of recommendations for Wargroove hinges on how it fills a void left by the absence of the Advance Wars franchise, sadly I feel Wargroove falls short. To me Wargroove is nearly perfect except for one issue, and it is a particularly big issue. Each army and each commander is identical in all but two aspects: the sprites and the groove (or character ultimate in general terms). Gone are the strengths and weaknesses that made finding a particular strategy for each CO so interesting, gone is having to adjust your strategy to counter a bad matchup resulting in an interesting up hill battle. When I played AW all those years back I was excited to try different COs switching between Andy/Max/Sami significantly effected my play style and I was hanging on and excited to see what new COs I will face next and what abilities they would bring to the table. I play Wargroove and the differences between commanders are so small that frankly speaking I'm not interested in trying our Greenfinger, Emeric or Ragna let alone trying out arcade or multiplayer mode at all. At the end of the day when I asked myself if I would still recommend Wargroove my decision came down to this. At the time of writing I am just over 5 hours in and although the art, characters and music are excellent, I'm not interested in playing this game anymore. Sorry Chucklefish but here's to hoping for Wargroove 2 and any improvements that might come with it.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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