
Warpips is the ultimate quick to learn but amazingly deep tug-of-war strategy game. Deploy the right composition of soldiers, tanks, helicopters and planes in this tight, streamlined strategy-focused war game. Compose the best army, research the right tech; overwhelm your enemy!


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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 | |||
| Polacco |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
I’m not saying Warpips is a bad game, because there some good fun to be had here. I’m not recommending it because it has some core gameplay design elements that I dislike and really killed the fun for me personally. Warpips is one of those games where I had fun for the first few hours, but realized that I would not recommend the game to my friends. I give it points for its writing, art style, and ideas, but after a little while you start to understand how the game can put you in a rut. First, some of the good. The grand scheme of the game, a resource management tug of war auto-battler, is a fun concept. Not quite a strategy game, not quite a battle sim, it’s in a league of its own. For players who want something new and fun, it might be worth a buy on sale just for its unique concept alone. Primary gameplay revolves around managing resources. On the big map, its about choosing battles
I’ve seen this type of game called a “tug of war” and even an “auto battler,” but I feel like Warpips is best described as a “hands-off RTS.” It’s not entirely hands-off, but without the need to micromanage your units, it instead shifts the focus to preparation, resource management, and adapting to obstacles. What results is unique despite it using mechanics common in some other games. Abbreviated Review: https://youtu.be/1vvhyAkaqbI Set It and Forget It At its core, Warpips is all about sending units on their way and just wishing them the best. You don’t control them directly after you spawn them, so you’re left mostly just to hope they succeed in taking you to victory. The ultimate goal for any mission is to send your army across the battlefield to destroy the enemy base. Of course, in the way is your AI opponent’s army and any defensive structures that on the map. The task of overco
Bought this on a whim because of the sale and it looked cute, and I gotta say, I really like the style this game is going for. I want to call it a "lazy strategy" in the best way possible. You can take as much time as necessary to prepare for your missions and plan them out, and even on the field, there's ample time to understand your next move at every step. Units seem to have clear counters and strengths, upgrade progression feels nice, it feels well balanced all around. One of my favourite things about Warpips so far is, I never feel like I have to think about too much at once. I can enjoy the chaos, without straining my brain to the point that I can no longer focus on anything aesthetic at all {looking at you, Starcraft}. The fact that there is very little micro-management in this game means the player is truly in more of a "commander" seat, rather than an all-controlling god. You j
If I had this game back in the ArmorGames era I would not have seen the light of day Someone remake Warfare 1917 like this and I'll spend $60 on it
Wow! This little game is awesome!! Fun fact: I almost stopped playing it as soon as I realized we do not have direct control over our units (!) All you can do is pretty much spawn the unit types of your choice, and hope for the best! But I must admit these little guys (mostly) behave like trained soldiers once out there. So I kept playing. What you have during the combat phase, outside of choosing the unit type or special items you want to deploy, are two very important buttons: 1) The 'hold' button which tells your troops to hold back a little, where they usually take cover and better aim at the enemies; and 2) the 'rush' button where they press-on, being a bit more exposed and shooting a little less accurately but covering more ground way faster. However, there's a catch: These two buttons can only be used for a few seconds at the time before replenishing...Forcing you to be quite s
I've often enjoyed real-time strategy, but the games at the pinnacle of eSports are a bit too much for me. When I try to compete in Starcraft or Age of Empires, I end up feeling incompetent. While those games are undeniable tests of skill, trying managing all of unit abilities, positioning in battle, unit counters and my economy back home is a bit too overwhelming for my tastes. For this reason, I've spent more time with RTSes which simplify things by stripping away some of the systems to manage. Company of Heroes, Dawn of War 2 and -- going way back -- the Kohan series were much more enjoyable for me. Warpips is an RTS in this simplified tradition, but unlike those games, it removes tactical positioning and the levels become a linear tug-of-war between two sides. I was worried that Warpips might be a bit *too* simple for my tastes, but my concerns were unjustified. There are plenty of

Win the campain on “General” difficulty.

Complete Endless Mode with at least 150k points

Marines fire 1500 grenades

Spawn 200 Vehicles

Complete Endless Mode with at least 100k points

Kill 150 enemies with Missiles.
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