A downloadable game for Windows and Linux

Funded on Kickstarter!

Thank you for your support <3

- v0.8.1.2 Update fixing Linux launch crash


This isn't their war

Get these young soldiers into safety and in one piece.

Share your thoughts

UW is still in an early stage of dev and we'd really like to get as many harsh critiques as possible. (Bug reports, too!)

Tell us what you like and don't!


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Updated 12 days ago
StatusIn development
PlatformsWindows, Linux
Rated 4.5 out of 5 stars
(45 total ratings)
GenreStrategy, Role Playing
Made withUnity
TagsAnime, Real time strategy, Strategy RPG, Tactical RPG, Top-Down, Top Down Adventure, Top down shooter


UW_v0.8.1.2_Build_Win_x86_64.zip 1 GB
Version 2 12 days ago
UW_v0.8.1.2_Build_Lin_x86_64.zip 1 GB
Version 2 12 days ago
UW_v0.8.1.2_Build_Win_x86.zip 1 GB
Version 2 12 days ago

Install instructions

Unzip and run executable.

Development log

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Viewing most recent comments 3 to 42 of 57 · Next page · Last page

I have just finished to play your V0.8.1.2, and I've got a great time doing it.

I have great hope in the finished game.

Thank you!!

(2 edits) (+1)

At the end I was thinking “That can’t be it??? NO, please, no I want more”. That was incredible.

In the very last mission it was impossible to see anything. I’m not sure if it was intended but it didn’t feel great.


Thank you for playing the new update!
Regarding the last mission being hard to see, that's not intended and probably a bug.
Were you playing on Linux?

(1 edit) (+1)

Yes. Debian 12 with KDE (X11)

Edit, I played through the game again,


Oh yeah, that is a bug.
We'll look into this. Thank you for letting us know!


I first played this a couple years ago when there was only a few maps. And it made a huge impression on me. I'm so happy that the Dev is still working on it, keep up the good work!

Thank you!!


Anyone passed Sabata Campaign? Seems too hard for me

Sorry about the late reply and thank you for joining our discord! Please try the newly uploaded v0.8.1.1!


Music was nice
Enjoyed the way the character icons changed when "blood" levels changed
Liked the feel of Commandos (Behind Enemy Lines 1998) and Valkyria Chronicles (2008), love both those games.
The overall feel was pretty good.

I noticed some small spelling errors dotting the place. Most noticeable was moveing (should obviously be moving) on the info on how to use the map.
The AI pathing was off at times, with characters pushing each other around rather than walking wide, even pushing someone out of cover.
They also never seemed to shoot unless shot at first or I clicked to shoot.
Marker to show facing took too long to jump up.
When selecting multiple units and moving I would have preferred the facing to rotate the whole group rather than each person in the group, meant I couldn't have the line facing out, sometimes they would face each other.

Also, not sure if I got this wrong. But I was sure the info told me fatigue was the blue dots on the left, but seemed to be based on the green dots on the right.

Map scale is also off. According to the scale they walked about 150 km in a day... not feasible. I just got interested when looking around the map and it was a cool thing, but it's just not right.

thank you for playing UW and for the feedbacks!
while most of what you said here is till valid, please note that itch version is an old version of the game. We have contacted support to increase file size limit but haven't gotten anything back from them for a while now.

You can play the new update through Steam free demo. I know Steam isn't an option for some people, so we might upload it in some other link if Itch support doesn't reply soon.

Sabata Campaign seems too hard, and how to spend skill points?

(1 edit) (+1)

if you add a map editor and mods this game wood be the best.


for all of those who get crashes upon moving or opening training mode, and are on windows, you need the correct version for your windows system, if its 32 download the UW_v0.7.3.7_Build_Win_x86.zip version

for 64 systems UW_v0.7.3.7_Build_Win_x86_64.zip version

if you are unsure of what version your windows is just download and test both.


Is just keep crashing,it show fatal error message everytime i move my team or open training mode.

git the UW_v0.7.3.7_Build_Win_x86.zip version and the  UW_v0.7.3.7_Build_Win_x86_64.zip version


if i try to move my team in campain mode. game will give me a fatal crash. and i cant do anything. i very hope that you will repair this thing

Yes, me too. Do you have any solution?

no i don`t have a solution

(1 edit)

i have a solution git the UW_v0.7.3.7_Build_Win_x86.zip version and the  UW_v0.7.3.7_Build_Win_x86_64.zip version.

that worked for me


Pro-tip if you don't have a supercomputer or are even on a gaming laptop: the first thing you should do after starting the game up is go to Settings > Graphics > Vsync > On (Halved Framerate - optional).

When I tried to run this before enabling Vsync, it was performing very well through the intro on medium settings, and should have had no problem as nothing was moving in the story scenes, but just as I was starting to get into the meat of the game my whole laptop froze (opposite to literally) as the unlimited FPS was turning the graphics card into a space heater. I could no longer even kill the process, I could only hard-reset and then wait for it to cool for a while before it would allow me to boot again.

I had briefly forgotten that this was an issue with Unity games, but I've never seen it get that bad before. O_O


Should've been named Unconventional Warfare Unlimited


system requirements?
(3 edits) (+1)

From the graphics and gameplay the system requirments are:

Intel i3 or i5 maybe 
8gb ram 
idk bout the gpu maybe a 

ATI Radeon HD 5850 or NVIDIA GeForce GTX470 with 1GB VRAM

im not sure about the cpu and gpu but im positive about the ram

That's the minimum

This is just a guess for the system requirement so don't expect to have this specs and play the game without any sort of lag

fbi i am sorry

How to fix tanks?

you need maintenance tools and spare parts as well as someone that  has the support class and mechanic skill and has them active then when you are camping you can place the maintenance tools as you do a tent or campfire then you tell the person with skill to use the maintenance tools and he will also need to have the spare parts on him


I love the game but the font causes it to become hard to read at times but other than tha I would have to say that this is a really good game for a beta testing. I have also played this twice on my live stream as well. Anyone thinking about downloading it you could see the streams to get a little understanding of the game. Overall amazing game!

Sorry for the super late reply.
Thank you for playing and streaming UW, your footage is super helpful even months after!

I am glad that the footage was helpful! I might be coming back to this game because of how fun and interesting it was!


Hey, I've been having problems loading the level at the Refugee Camp after meeting Bonnie, do you have any idea what I could do, or why it's happening?

i have the same problem

It even persisted when I started a new save.

(1 edit)

I've tested it out and it seems that this level just takes a long time to load (6 or so minutes). As far as I've checked waiting is the only solution

I've tried leaving it on overnight and it still didn't load


The game is good, the ai  are decent. Sometimes they follow you're command and sometimes they don't, i'm also having a problem when it comes to my team being incapacitated. All of my teams have the ability of the medics but they can't heal their teammates. Plus Kayla the medic can't revive some of my incapacitated teammates, she just say she doesn't have FAK but she has 5 and she says she is not a medic, i'm also having problems when it comes to fixing the tank because I just recently got it but it's ok, theres another problem for me. When I come back to the refugee camp with the scott loli i'm just stuck on the loading screen for an hour maybe it's a bug or maybe it's my macs problem, but this game is only a demo I don't expect it to be perfect. The game is good I give you that even the story, i'm looking forward to you're game I have high expectations when it is in full release.


Thank you for your kind words and for the bug reports!
for the medic and abilities, they have to be unlocked AND active. You can only have 1 class and 1 ability active at once per character.


I remember playing it before I updated my Mac to a Catalina which uses 64bit, unfortunately because the game only runs in 32bit I can no longer play.

 The game was in-fact very fun and entertaining and I've just sitting there for quite some time messing with it.

Now that I miss playing it, can it be updated to 64bit? Thanks a lot for the game.

(1 edit) (+1)

mate...don't you know how Itch work?

click on "install" then once the download screen pop up, click on the "insall" case, and there you'll see there's the 32 bit default version and the 64 bit ^^ have fun. I wish i could even play this game at all but with my graphic card dead... that's a bit nope for me ahah... it looks fun, albeit a bit complicated. Wish i'd seen the kickstarter... would have so invested in it

also, in fact you even have on this very page the "download" section with all the different versions, aka : linux, mac, 32 and 64 bit ^^


Hey thanks for the tip!

You're welcom ahah! sorry late answer~ Hope you got to enjoy that game


if your CPU has integrated graphics, you can still play it. I play this game in my i5-4200U with no dedicated GPU at all. You just have to play at lower settings though.

i could, if it doesn't require me direct X or openGL or shits ahah. But even then, that would steal take a huge toll on my computer as in it itself it's not quite a powerfull one. I can't run minecraft, i barely can play panzercorp and some GBA games. Anything too detailed or moving too much is a nope...if i even manage to start it without it telling me "you don't have directx/opengl/unity so rip"

(1 edit) (+1)

I played v0.6.0

It was nice

Granted it took me nearly 60 in-game days, coz aside from farming for that Scottish Loli, I was hoping I can find sweet new weapons. All I get is the early Czech semi-auto rifle,  Trench Gun(which is a boon, lol), and another Korelev-Hesta whatever the name of Not!Mosin. Still I ran to some issue.

  • Attack ground with a tank still has issue. Although I find the trick to it is make sure they are not locked onto anything, sometimes, they took ages to fire, making the tank an unreliable asset aside from serving as mobile cover. Often times, I have it crewed by two, and have the driver to dismount and take cover once on good position.
  • There is a problem with Trench gun, like, they are unpredictable when the hell will they shoot. Though I haven't played the 6.2 patch, a shame they got nerfed. Trenchgun sniping was kewl and pays no respect on people on cover, lol. Especialy when on lvl3 where it doesn't pay heed to its range and just shoots people outside of range as long as LOS is there.
  • Loading some mission has problems. Sometimes, they took ages, sometimes, I am forced to restart. You might want to look into that.
  • The story is a good ride, although, early on, I am frustrated by the blood level mechanic, making early game difficult as I cannot easily treat injuries. Speaking of which, a shame FAKs is only good for revive and not treating injuries in the midst of battle or travelling. Could ease the pressure instead of relying on blood transfusion, and gambling with extra ration hoping they recovered enough and not get into a fight.
  • I hope some mechanics is available while on settlement, like be able to use blood transfusion, and potentially, repair tanks.
  • Another problem is the shops are not regenerating wares. Make it come up after a set amount of time, new items to sell. It gets difficult when you can;t find a place to buy rations, ammo and other essentials. Worse, the enemy doesn't bring drops anymore.
  • Can we now get a means to expand Squad inventory in the next update?
  • Another problem is when loading a save, camp equipment goes *POOF*. Like, where the hell is my practice target? My campfire? And the transfusion bed? I lost them several times because of that.
  • For story missions, can you add some checkpoints? The hold the line mission at the Refugee camp and Imon Mine can be frustating. Granted I find my way around the last one, having to repeat all over is frustating.
  • The lean mechanic is kewl. PRoblem is its hard to determine if they will lean over until they are there. Perhaps, a UI that will show that the character will lean at that wall? Its hard to notice even if it will shos LOS while still in cover, or that the coveraged UI showing it.
  • FOr some obstacles, like walls, fences and low covers, perhaps some can be jumped over? It's hard to flank or move if they were like that.

Overall, the initial story is a good ride, and I look toward to see more! ^^


I almost forgot, there are other issues:

  • UI problems, sometimes on Inventory, some of parts of the avatar picture goes missing.
  • Another problem with UI is they are not resolution friendly. Try to use Unity's Canvas Scaler for that. It simplifies UI layout and coding.

Thank you for playing v0.6 and the detailed feedbacks and sorry for the late reply. v0.6.3 update addresses some of the issues you found but others will have to wait until v0.7.
We're working to overhaul some of the core components to fix issues and improve gameplay.


Hi, The Game crashes on me when I try to launch it.

UW_v0.6.1_Build_wind64.zip on Windows 8.1

It just does the casual "Has stopped working [...] close the application".
Trying to open it as Administrator doesn't help.

I'm sorry about the issue and for the late response. Could you try the new v0.6.3 and see if that works?

No worries, about the late reply.

But I 've deleted the old and downloaded the new version of the Game and the problem still persists.

do you mind sending me your log & save files?
you can use any fire sharing service or zip it & send it to unwargame@gmail.com
you can find them following these steps : 

Then the files are inside ..\LocalLow\Nightlife Strangers\Unconventional Warfare


How do I divide ammo? Right now I have one guy stacked with lots of ammo while everyone else barely have any heh


Hold "shift" then the drag the ammo to the inventory of choice

(1 edit) (+1)

After playing for roughly 2 hours, I've stumbled upon an issue.

  • After the retreating from the battle against little Emi and her soldiers (which was so epic!), I was then about to go to Zabala as instructed. I then had an enemy encounter. But upon loading the battlefield, my squad didn't load entirely and the enemies aren't responding, even if I pressed play (spacebar). Only Bragg loaded, but also unresponsive. So I reloaded and went with a different route to Zabala. Dialogue cutscenes are working fine, but when I went to the thieve's location for the next objective, the error happened again.

         Reloading the save doesn't fix it, I keep getting the same results.

  • Also, I can't make my squad prone for some reason? I keep pressing "z" but nothing is happening, also tried to change keybind but that too doesn't work. Perhaps it is a skill that I need to unlock first?

I would like to post some more bugs and errors, together with my thoughts and suggestions--but I think I'll post it in another time when I played the game in its entirety. I am loving the demo so far~♪ (guess I'll start a new game though >.<)

You're too kind! This should've been fixed now. There was an issue with this specific level. Thank you so much for reporting the bugs!

(1 edit) (+1)

Umm... I am getting an error on launch, with the new v0.6 demo.

I'll try to download it again to see if it works.

EDIT: Sorry never mind. I tried troubleshooting it and it worked! Thank you for the demo, really exited for this~♪

Thank you for reporting regardless! We'll look into that. Hope you enjoy the demo~~


I played the game. I finished the mine in about 3-4 hours. I enjoyed it! The pause-in-real-time system, allows me to plan in the middle of the chaos. It allowed me to switch targets allowing me to survive in the fast-chaotic pace of a firefight. It has nice potential.

I got several problems with the game though:

  1. During the first phase of battle, sometimes, the squad members can accept move orders, sometimes, only the mount up the tank order is the only one heeded.
  2. Another is several frustrating elements of the firefights, perhaps, the troops could lean from cover, allowing them to shoot from tall cover, or trees.
  3. Speaking of which, I wish I have the option to go prone to compensate when engaging from areas that lack cover. And bonus to be hard to be hit as a result.
  4. When accessing interfaces in the middle of combat. I can't click 'Exit Vehicle' without panning the camera. Perhaps, you should adjust the float value on the left on when to start the pan, or add an if condition to not pan yet when hovering over character UI. I think could be called inside camera panning conditions and manually check if it overlaps a UI using Rect's intersect.
  5.  When fighting in the mines, god, the troops are getting unresponsive.
  6.  One problem I have is the problem of recruiting people, so far, I got Katya, a girl with Mosin Nagant, another with a Trench gun. That three, I never got those other characters.
  7. I don't if its my luck or something, but every travel I got rarely result with no hostile encounter. Perhaps, make it a little bit predictable. Maybe when on town, collect rumours or maybe on travel, about hostile activities aside from the pursuers.
  8. Something I should point out in the art, but the 3D models of the ladies seems...too small. Like, a significant difference compared to the male soldiers. They look too chibby as a result.
  9. Also, when I finished the mines, there seems to be no prompt if I finished something. Only that the adventure continues.
  10. Before I forgot, perhaps the buildings become climbable.

Aside from that, I enjoyed the game. Hoping to see more from this game!

Thank you for playing the demo and giving us detailed feedback! We're releasing a new demo with a kickstarter launch on this 28th at 3pm PDT so please try that one out, too! 


I do not know when going to sleep in a tent While waiting for an ambush mission Will cause bugs Enemies do not come in the direction of the deadline when I have time, and I cannot get out of the battle.


Be me
Wandering the war torn land
Finds a dark skinned small woman
"Care to join me"
Wander around some more
Find an old tank in need of repairs
Hit the fucking jackpot
Climb into tank with my newfound allie

Being making our way towards the mine

Steamroll it cuz I have a tank


OK, couldn't do a lot due to bug on Linux where you get stuck at the end of Camp loading (the progress bar is filled, but nothing happens and CPU continues running at 100%). I could see the beginning of the tutorial and enter the Squad setup screen correctly, though.

Found a typo: first tutorial screen with the world map: puruers -> pursuers

On Linux, when you get back from the Squad screen the screen glitches (flickers between some loading screen and the map tutorial).

Also, when I Close the world map tutorial, the menu Squad-Camp-Menu appears below normally, but the world map stays in the background. Is that indended?

I saw from comments below that you will be testing Linux soon, so I understand if there are platform-specific issues. I'll check it again on Windows and tell you.


this is a great game! actually spent alot of time on this compared to all of the games on this website! truthfull


Alright, you got me... What am I supposed to click on to launch the game in Linux.


You run UW_v0.5.3.x86_64 which comes in the zip along side the UW_v0.5.3_Data folder. You might need to go into properties and give it permission to be executed as a program. I hope this helps.


G'day im enjoying UW alot however whilst playing i've come across an issue. whilst setting up camp, when i go into the inventory to place a tent or campfire, i right click it then exit the inventory and the green tent disapears and it doesnt spawn. any help would be mad. cheers


i played a bit but when i found a camp the tents were on the air high above the ground (they worked but they were flying), i think the AI should not all spawn in a corner because its hard to get them all (you can throw a grenade) but they seem to flock around the spawnpoint untill you attack them.

i like the idea and will play the game more to give more feedback


This game is much like JA2 however, has it's own style. I happen to like it a lot, the style also reminds me of Valkyria Chronicles. Although I really do think the real-time gameplay here is one of the best I have ever seen. So many games have tried real-time strategy squad based gameplay and failed, yet this game succeeds at it.

Thank you for playing UW and your kind words!

Deleted 1 year ago

Thank you for the bug reports and sharing your ideas! I love them!


All right, now that I've played a good deal of 5.1 and have drafted my comment satisfactorily, I have returned to post my feedback. Overall, this has been a very nice update, the new weapons and the return of the skill (now class) menu are very nice and thoroughly enjoyed. The new game mode is fun as well, and makes replayability very easy. This is another doozy of a comment, so I would suggest getting comfortable before reading it.


Bugs (ordered most severe to least severe):

  • After closing the game and loading a save, no one would attack. Period. Distance and direct orders did nothing. I did neglect to attempt attacking the ground, however. After throwing my only grenade, the enemies all scattered but no combat followed.
  • After closing the game and loading a save, I attempted to give my units new pieces of equipment, but the stats would no longer change to match the new equipment. Also occurred after using the "retry" option after losing a fight.
  • I don't really want to mention this one because it's fun, but alas it is a bug. When attacking ground, you can aim past the maximum range. This can be done with any weapon, and their accuracy does not seem to go beneath their furthest accuracy. This results in being able to snipe with rifles past their intended range.
  • The wooden wall segment/scaffolding that you can drive the tank through didn't break when I drove through it, I had moved the camera away when it happened the first time but upon trying again it continued being in place. The tank was able to pass, but no damage to the structure occurred. The infantry units were unable to go through.
  • The "Blistered Foot" and "Cuts" wounds heal, but I have not seen "Broken Arm", "Bullet Wound", or "Incapacitated" drop below 100%.
  • Upon reaching the final map, I was unable to actually do the final fight. I let the convoy arrive, and the enemies following me had pretty much caught up.
    • After quitting the game and loading my save, it said that I was not alone at the location and then sent me to the final map.
  • The incapacitated status doesn't seem to prevent the unit from fighting, despite the description text.
  • Firing at the ground with a helmet equipped can result in the unit hurting themselves.
    • Encountered most commonly with Amal, especially common with shotguns.
  • Manual target orders are sometimes followed briefly only for the soldier to change targets shortly after, sometimes to less-likely-to-hit and/or further away targets. Sometimes even targets out of range.
  • The Nagant revolver currently reloads all rounds at once, instead of one-at-a-time.
  • I decided to set up an ambush for an enemy when prompted, and proceeded to do so. We were attacked shortly before the actual targets arrived and were still dealing with them when the actual targets arrived. At this point, the objective appeared and said to "Eliminate all enemies (4/-1). Upon defeating them all (10/-1), we were not declared victorious.
  • Right-clicking on items in units' inventories while in combat will sometimes still register a right-click command (move, attack) to the area behind the menu.
    • Similar issue with left-clicking on the side-menu items, including the pause/play/fast-forward buttons while camping.
  • When engaging the enemies at the supply cache in the first area of the map, you will receive the loot before the mission and items again after the mission.
    • Presumably the cache contents and the standard combat spoils respectively, but it would still make more sense to have both be received upon winning the fight.
  • The hotkeys for the units don't work when you're hovering your mouse over their portraits.
  • On the squad screen, the "Skill" button turns into a "Class" button upon pressing it.
  • The description for the Scout class says that their benefits are at the cost of an inventory slot, yet they gain one when selecting the class.
  • The number of soldiers stated in the dialog prompts preceding combat sometimes does not correlate to the number of soldiers encountered. (For instance, it might say three soldiers, only to have two enemies present)
  • Dug trenches don't seem to apply cover in consistent directions.
  • The "Level Up" message on the end-of-combat screen does not always appear.
  • If you save the mechanic's workshop, it will say that he repaired your vehicles even if you have no vehicles.
  • If you save the mechanic's workshop, enter the squad menu, and then return to the map, the message about repairing your vehicles will reappear.

Not sure if the following three are bugs or not, so I am including them just in case.

  • The "trader owes" value carries over between different traders.
    • Truth be told it's very useful since you can keep your inventory free of loot while also getting "credit" for it all.
  • Trader and black market encounters can happen in towns where traders are already available.
  • Characters can be level 0 when recruited.



The new pieces of character art are very nice, though I have noticed a few inconsistencies.

  • Helena's in-combat model and chibi art both have breast pockets, while her character sheet art does not.
  • Zuhra and Amal's character models and character sheet art are both very close in skin tone, while Amal's chibi art has a much darker skin tone than Zuhra's.
  • Amal and Helena's chibi art seems to have thicker black lines and overall appear to be larger in size while also having smaller bodies when compared to the others.
    • It could just be that the lines seem larger because the chibis seem larger - although these are just observations made from the brief instances of seeing them and without having the others visible for side-by-side comparison.

It is worth noting that I very much enjoy all of the character art. Although I'm not fond of when feet (socks on or otherwise) are shown in their chibi forms, as the cylindrical shape of them kinda weirds me out.



  • Weapon Info Panels
    • Change "Clip Size" to "Ammunition Capacity" in the weapon info panels to correctly encapsulate all firearms. It would also line up better with the two stats above it, for an aesthetic boost.
    • Add stats for weapon accuracy
    • Add a measurement unit for range
  • Increasing the squad inventory size upon acquiring a vehicle would be wonderful, the amount depending on the particular vehicle.
  • Increasing the rifle range by 10-20 units so they can more effectively outrange pistols, giving each weapon a more exclusive niche. Lessening the maximum-range accuracy so as to maintain the current accuracy slope would also be good.
  • Indicators on the character portraits for their current statuses (hunger, tiredness, wounds) on the world map that share the severity color and hover-over details as the character sheet indicators. A "LVL" indicator would also be nice, to remind the player of unspent level ups.
  • Traders refreshing their stock every few days, freeing up their inventory and changing some of their items for others (while still being the items that are found at traders in that area).
    • Maybe allow for "asking the trader to hold onto an item (or items)" (locking an item for you to return to purchase later). If the trader has rotated stock since then, maybe increase the price slightly for the "service fee."
  • Being able to sell more items to traders would be nice. Not as important if they refresh their stock.
  • Being able to specify an amount to split a stack by would also be nice.
  • Food can be kind of hard to keep up sometimes (and other times it's incredibly easy). Food relying completely on RNG is a bit of a bother, maybe allow for alternative food acquisition methods. Below are two possibilities:
    • Hunting - uses ammunition, risks injury (if it is an aggressive animal or due to friendly fire), potentially draws unwanted attention to the squad (risking enemies showing up to see what the gunfire's about). Might result in a lot of food, opening trade opportunities while also serving as a means of getting food if you need it.
    • Foraging - searching the area for fruits, berries, and other edibles. Unlikely to yield much (depending on location and skill) and potentially time-consuming, but doesn't draw unwanted attention.
    • The food acquired through these methods could be perishable, limiting their usefulness to a few days (depending on the type of food) given the unrefrigerated circumstances the group is carrying them. This would allow MREs to still be desirable.
  • Making the health display of the left-hand portraits circular, as they are on the over-head indicators. This would allow for better clarity at a glance, since the background filling up can be obstructed by headgear (especially helmets), making it harder to notice units' health dropping.
  • A button and/or hotkey specifically to have the selected unit back up, mostly meant for vehicles but might have other uses - especially if crewed weapons are added.
  • Weapon proficiencies - as a unit uses a certain type of weapon, their ability with that type increases, resulting in them performing better with that weapon type.
    • This would allow for units' favorite weapons to also be their best weapons while also not keeping them from being just as good with any other weapon as any other soldier.
    • Only the "human" stats would be affected: accuracy, reload speed, aiming speed, and cycle speed (in the case of manually-cycled weapons).
    • The stats of the gun would remain the same - such as cyclic rate, ammunition capacity, and damage (and for shotguns, average grouping size and pellet count).
  • A character sheet for vehicle(s), so you can check their damage levels, weapon stats, etc.
  • The sniper encounter is dreadfully demoralizing. Hadn't gotten a tank despite visiting most sectors once when I had it happen. Opted to use 40 ammo and risk three members, ended up losing two members (savior and sniping victim) purely due to RNG. I would prefer if this were an actual encounter, starting with one unit down (in the recoverable state), escape possible through the edges of the map, and the enemy sniper visible and engageable (though outranging the player's non-snipers. Maybe 2x-4x normal rifle ranges).
  • An explanation of where the armor piercing rounds can be used in their description. Presumably only rifle-caliber and larger, but confirmation and explanation in the info box would be nice.



  • Will the shady guy that you can steal from eventually be a combat encounter, or will it always be a dialog fight?
    • Same question but for the wolf encounter.
  • Can the infantry armor and helmet be penetrated by a rifle (or larger) round?
    • What about by armor piercing ammunition?
  • Does the enemy ever carry armor piercing ammunition for use against the player?
    • If not, then will they ever?
  • Is the armor piercing ammunition for all classes or is it categorized as an "anti-tank weapon," limiting its use to the Support class?
  • Does the location of the hit determine the damage? Or does each unit have a single hitbox?
  • Are there any plans for back-up combat methods in the event the player runs out of ammunition?
  • Does a unit's sight stat affect their accuracy?
  • What is the timeframe of weapon and vehicle technology that will be present in the game? All of the weapons thus far have been WWI and earlier (barring the Fiat L5/30) - do you have a particular year in mind as to the "cut-off"?


A short story:

The first time I reached the last map in 5.0, I had forgotten my armor piercing ammunition and had not located a tank on the journey. Despite this I didn't worry, as it was surely just a light tank like the Fiat L5/30 we can get. Once it rounded the corner, however, I realized just how grave a mistake I had made. I had two grenades, and neither were direct hits. Needless to say, I lost, but the threat was not what I was expecting and the surprise was wonderful.



As said in my previous post, I have thoroughly enjoyed your game thus far and eagerly look forward to its future. I hope my feedback is helpful.

Keep up the good work, as always!

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Thank you so much for the longest and most well-written review we've had so far.  You've found a lot of new bugs and I see many good suggestions that we can apply to future versions. Some of your suggestions were actually what we're working on so it makes me happy to see it. It makes us feel more confident about the feature and it tells us how much you've played and thought about the gameplay of UW. 

To answer your questions : 

  • Will the shady guy that you can steal from eventually be a combat encounter, or will it always be a dialog fight?
    • Same question but for the wolf encounter.

Many dialogue fights will be a real fight in the later versions(such as sniper attacks or the shady guy fight) but the wolf encounter probably won't be a real fight due to its feasibility.

  • Can the infantry armor and helmet be penetrated by a rifle (or larger) round? 
    • What about by armor piercing ammunition?

Body armor will be pierced by AP ammo and in the future combat overhaul, we're thinking about adding durability to the armors so you can fix it during the camping section.

  • Does the enemy ever carry armor piercing ammunition for use against the player? 
    • If not, then will they ever?

Yes, the AI isn't in there yet, but the AI will pretty much be able to do what player can do eventually.

  • Is the armor piercing ammunition for all classes or is it categorized as an "anti-tank weapon," limiting its use to the Support class?

Hmmmm, this is a touch question since sub-classes are still being worked on, but for now I'm gonna say everyone can use AP ammo. We're trying to make the classes in a way that everyone can use any(if not most) weapons and tools but certain classes have special bonus or ability with them.

  • Does the location of the hit determine the damage? Or does each unit have a single hitbox?

There are 3 hitboxes(head, torso & legs) atm with no incoming damage difference. This will obviously change in the future so there are more hit boxes and headshot is causes more serious damage and etc. If you wear helmet and body armor, head and torso(front angle) gets covered so you sometimes get hit on your legs unless they are covered by obstacles.

  • Are there any plans for back-up combat methods in the event the player runs out of ammunition?

Not at the moment, but that's something to think about, especially if you felt the need.

  • Does a unit's sight stat affect their accuracy?

No, sight only affects their visibility which used to be more relevant when there was Fog of War in UW which was disabled due to some tech needs. The stats will be reworked during the combat overhaul and we'll work to see if we can(and want to) bring the Fog of War back.

  • What is the timeframe of weapon and vehicle technology that will be present in the game? All of the weapons thus far have been WWI and earlier (barring the Fiat L5/30) - do you have a particular year in mind as to the "cut-off"?

Easiest way to think of it is "before WW2". So some tech that's not used widely in WW1 but designed in between WW1 and WW2 can certainly be in UW. It's not a hard limit either. Just to keep the aesthetics consistent and with balancing in mind.

Thank you again and please join our discord server and talk with us directly there!

I realized that you don't use discord(although that'd be great cause we're very active in Discord) so no worries, just keep sharing your fantastic ideas with us here!


Thank you for your kind words regarding my review. Because I am very fond of this project, I try to make my feedback as detailed as possible (although I admit my comments can get rather long). I'm glad to hear that some of the things I suggested are already being worked on and I appreciate that you took the time to read through my post and answer my questions.


A few follow-up points:

Regarding some dialogue fights becoming real fights (especially the sniper one), that is wonderful news! I wasn't really expecting the wolves to become an actual fight but the thought entered my mind so I figured I'd ask.

I agree with your current position of having AP ammo being available regardless of class. Kind of like a fallback that any soldier can use in case more effective methods are unavailable or already expended.

A back-up form of combat seems like a whole lot of trouble for not a lot of benefit. Like the wolves, I wasn't really expecting it but was wondering so I asked. One possible way to help lessen the chance of players running out of ammo might be to guarantee a certain amount of ammunition at all traders, which would make sense seeing as how food/ammo almost act as currency anyway.


I sincerely appreciate your team, your willingness to interact with fans, and your game. Keep up the excellent work!


Thank you so much!


Oh **** that is a rwally long comment still respect for the effort  I didn't even notice most of the small bugs so gj in finding them

(1 edit) (+1)

ok i dont want to sound like a raging ***** (censored myself :D ) THE AI IS STILL FREAKING OP. each time its the same bull**** im getting owned.  And i know this sounds like its because im bad but actually(i play pretty much rts and that game type so i kinda know my way AI hits every freaking shot they fire its really annoying because even when im behind cover im just being swarmed because the enemy has so freaking many people on there squad.Now i dont want to say the game is bad far from it but REALLY please nerf the freaking AI its so annoying and i really dont want to play this game with these annoying op AI's its really just not fun anymore and if you dont want to nerf them completely then just put in difficulties. Positive things are the controls are amazing i like the character models and the random encounters are fun and interesting (except for the fights :C ) so keep the good work up. and i really dont want to sound ( like i sad already ) a raging and whining ***** so sorry if you think about this comment like this. I still think this game is fun and interresting so dont think i dont like this game.


Thank you for your feedback and you have nothing to be sorry about. This sort of honest critique is what we need to make the game better! The combat will go through some major overhaul so you have more control over the result of each combat with more things to do and thus more options to turn things around even when you're outnumbered. We did some balancing in the past few patches as a quick fix so please try that out and tell us what you think!


Well I did try out the 5.1 patch and it is much better now still a little bit to much for me but that could also only be me still I would appreciate it if you would build more difficulties in this game so very player can decide if they want an easy game or if they want to go and **** their nerves that's all I want to say well except for still I think this is a great game and I'm looking forward to future installments bye (and my criticism wasn't meant to be evil it is just really what I think about the Ai's power level)

your criticisms are on point and didn't sound evil at all! please keep sharing good ideas with us!


Good to know

(1 edit) (+1)

the new demo is unfair its not fun if the enemy has always a freaking double up + 1 against you i cant win a single battle anymore (ok still i look forward for the future of this game keep the good work up)


Mac Version is broken

I'm sorry to hear that. We were building Mac versions from windows just hoping it'd work. It was a poor choice as we don't have any way to test the build.

So we'll releasing just Windows and Linux versions for now. 

Mac version will come back asap when we have Mac machines to be able to test our builds.


I got to try it on Windows and it was amazing, I just thought I would let you know! keep up the amazing work!

Thank you so much!

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