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Combining Classic Warcraft/StarCraft RTS Gameplay With A Roguelike Structure

Wartorn blends classic real-time strategy (RTS) combat with roguelike progression in a fantasy adventure built around short battles and choices between encounters. Developed by Stray Kite, the game follows siblings Elani and Yara as they flee an attack on their home and try to reunite their family. Its smaller-scale encounters and ability to slow combat aim to make strategic play more manageable for both RTS fans and newcomers.

How Wartorn combines RTS combat and roguelike progression

Each run begins with Elani and Yara escaping through the Catacombs in a moving caravan. As the caravan travels, the road presents forks where players choose which direction to take. A route may lead to a merchant, a story event, or a combat encounter, making decisions along the way part of the challenge.

The journey connects the roguelike structure to the game’s longer-term progression. The siblings return to a hub between runs, which expands as the adventure continues. Reuniting with family members adds abilities, while heirlooms and spell-book pages provide further options. Players also build a small army, giving them more tools to consider on later journeys.

Practical tip: Treat route choices as strategic decisions, not just steps toward the next fight. The caravan may offer non-combat events as well as battles, so consider what kind of opportunity would best support your current run.

Focused battles inspired by classic strategy games

Wartorn draws on the feel of games such as StarCraft and Age of Empires, but its battles focus on managing a handful of squads rather than running a large base. There is no base building during combat. Technical director Shovaen Patel explained that separating management from battles is intended to help players concentrate on one activity at a time. The team also cited Myth: The Fallen Lords as an influence on this separation.

Combat can still be demanding, but players can press the spacebar to slow the action whenever they need more time to assess the situation. Creative director Paul Hellquist described the goal as creating more digestible encounters for players who find traditional RTS games overwhelming. The focused squad-based format also has some qualities associated with MOBAs, while retaining an RTS-inspired approach to battlefield decisions.

Practical tip: Use the slow-down option when several decisions need attention at once. It offers time to review the battlefield and plan without removing the need to manage your squads.

What to expect from Wartorn’s challenge and controls

The caravan’s branching journey also takes inspiration from Oregon Trail, particularly its emphasis on making choices while travelling. Wartorn is intended to provide a meaningful challenge: in the hands-off demonstration, the team did not get far before losing a combat encounter. That example suggests that planning and squad management will matter even in the game’s shorter battles.

Stray Kite has said that Steam Deck support is a priority and that it hopes to bring Wartorn to consoles for the eventual 1.0 release. Controller support is in development, though not every part of the game supports controllers yet. The team recommended mouse and keyboard, especially for navigating the overworld. Players considering the game should keep that distinction in mind when choosing how to play.

The studio was targeting a Spring Early Access release on Steam, but had not announced a timetable for version 1.0. Console plans and a possible Switch 2 release were not confirmed.

Is Wartorn worth following?

Wartorn brings together squad-focused RTS battles, roguelike route choices, and progression through a growing hub. Its pause-like slow-down feature and separation of combat from base management may make the strategy easier to approach, while its challenging encounters still call for careful decisions. For players interested in Wartorn, the key details to watch are its Early Access launch, controller support, and how the game’s run-based choices develop.

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