
Customize your unique faction in a new take on real-time strategy as you fight in a variety of skirmish, solo, and multiplayer battles. You are not only a commander, but also an engineer – so you have ultimate control over your faction’s units, factories, superweapons and economy.
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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Russo | |||
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo | |||
| Simplified Chinese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
To the devs, should you ever read this I feel like you have a rock solid idea for a game and it is definitely executed with polish but I also feel like the central idea to your game is a little bit too tame. The combinatorics to customization in this game give rise to a substantial amout of customization but that is because I have played a lot of RTS and know the importance of tweaky stats like movement speed, range, and health vs high dmg weapons. The amount of variation visible to the gamer that don't breath numbers for a living is limited. Only the weapons give a fundemental change to unit behavior and there aren't very many of them. This game is begging for a mod slot for weapons. Like a multi-barrel mod which increases fire rate but forces a minigun spool up mechanic or a magazine mod which allows rapid fire for a short duration followed by a reload time like rocket buggies from
Great Impression so far! Pros: + Unique mechanics where you create your own faction (I think that it is a good choice by developers that you can only modify faction outside of real game, so you need to think about everything in advance when creating a faction) + Solid RTS gameplay and feeling which of course resembles CnC very much (well it's Petroglyph) + Music by Frank Klepacki!!!!! Yay! + Runs very smoothly and is quite polished already + Very reasonable price for content that is offered + 8 player support from a get go Some remarks: - Progression mechanics in multiplayer mode are questionable - AI feels very similar to 8-bit armies one (and also borrowed same issues) - maybe you should look back into "Grey Goo" AI, because that one felt better - In my opinion they should drop mechanics that only 1 barracks or only 1 ligh factory can make units (second and third just increases pr
Forged Battalion Forged Battalion is a new RTS created by Petroglyph. In terms of gameplay there's many things very similar to their "8-bit" games and classic C&C. The graphics are pleasant and optimization is good. Soundtrack is great. The gathering of resources is more or less in the style of classic Command & Conquers. Units behave nicely, they do not get stuck in each pass. There are 4 types of troops - infantry, light cars, tanks and aviation. In each category, you can add 4 types of units, total 16 types of troops per battle. Despite the small number of types of units (infantry, light cars, tanks, aviation), the system of perks and upgrades makes a variety in the game, allowing you to create your own army for any style of play: give units weapons, armor and perks. You can take only the necessary units. AI is okay. It's doing pretty well most of the time, but could make stupid de
The game works, but has been abandoned. Petroglyph has a habit of dropping games entirely like with the 3 previous games they developed. All of them are just reskins (including this one,) of 8 bit armies. This game got one update but isn't supported anymore. I LOVE rts games and the concept of building my own faction sounded really, really cool. I want to give this game a recommendation so badly, but Petroglyph isn't a company you should support, At this point, Forged Battalion is abandonware. Don't buy it.
Likes: --Classic RTS feel, very Red Alert. --Customizable faction concept is very interesting --Charming Graphics Dislikes: --Unfinished and possibly abandoned (this is why we must love the modding community) --Damage counts are too low, at least in the context of what's available in the campaign (to start, anyhow), it can take forever for two squads to actually finish fighting on the first several missions. -- The tech tree is unlocked through gameplay, so you have to grind up before you can win at multiplayer.
Forged Battalion is a game that I really, really wanted to like. It's another RTS from Petroglyph, the company behind Star Wars: Empire at War and the somewhat obscure, but still fantastic, Universe at War: Earth Assault. I had high hopes for an RTS that involved extensive unit customization, something that I've always found enjoyable in strategy games. Forged Battalion delivers this, but it comes saddled with a great number of questionable design decisions that I think make the game more of a chore to play, rather than an enjoyable experience. For starters, the unit design system of Forged Battalion, while fairly unique, still comes with a large number of limitations. You are restricted to creating units on exosuit, light vehicle, heavy vehicle and air drone templates, and you can only have a limited selection of each for your custom-made faction. Turrets can be customized with differe
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