Artifice: War Tactics Reviews
Unleash your tactical prowess in a medieval fantasy world where survival depends on setting overwatch, executing combos, and outwitting enemy forces. Defeat powerful bosses to conquer strongholds and lead your army to victory in this turn-based strategy game with rogue-like elements.
App ID | 1359730 |
App Type | GAME |
Developers | Silvine Game Studios |
Publishers | Silvine Game Studios |
Categories | Single-player, Steam Achievements, Steam Cloud, Partial Controller Support, Stats |
Genres | Indie, Strategy, Early Access |
Release Date | 8 Nov, 2023 |
Platforms | Windows |
Supported Languages | English |

19 Total Reviews
12 Positive Reviews
7 Negative Reviews
Mixed Score
Artifice: War Tactics has garnered a total of 19 reviews, with 12 positive reviews and 7 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Artifice: War Tactics over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
48 minutes
Artifice is a visually stunning game with its beautiful art and captivating music, creating an immersive experience. The strategic overwatch system adds depth, making for satisfying combos and encounters with challenging enemies right from the start.
However, some players might find the gameplay a bit passive, with characters heavily relying on overwatch actions. There's a sense that victories are more due to AI mistakes than player strategy. Additionally, the mandatory movement of characters every turn, even in tight situations, could limit strategic choices.
Despite these considerations, the game shows great potential. Looking forward to seeing the developers refine these aspects for an even more engaging experience as the game progresses toward its full release."
👍 : 4 |
😃 : 0
Positive
Playtime:
329 minutes
Great game. Feels very polished for early access. It is kinda like chess with some fun mechanics on top, so it is entertaining. Good buy if you're into turn based strategy.
👍 : 3 |
😃 : 0
Positive
Playtime:
1765 minutes
Artifice immerses players in a meticulously crafted levels with detailed characters and captivating landscapes. Though initially challenging, the game gradually reveals its depth, offering an engaging experience.
At its core is a compelling turn-based system demanding strategic thinking. What sets Artifice apart is its roguelike campaign and the infinite possiblities with which a player can approach it. My initial playthrough focused on pyromancer, with the stats and skill upgrades along the items, it definitely turned into a killing machine. What added to the experience was the visuals and the detail that go along with it in each game.
Amidst the immersive gameplay, there were silly moments where I moved the wrong character first, blocking another or get knocked back by enemy before reaching the finish line lol Anyway these experiences contributed to the learning curve, making the eventual wombo-combos immensely rewarding.
Artifice evolved from an initial challenge into a deeply satisfying journey which I plan to play through with other characters. I am really looking forward to the full release of the game. Chop chop. :p
👍 : 6 |
😃 : 0
Positive
Playtime:
906 minutes
CHESS ON STEROIDS!
Though its an Early access game, the quality of mechanics that have been implemented so far are really impressive.
The art is VERY polished which makes it a treat to watch the combos as and when they happen. The overwatch system, though difficult to understand at first for every character, is very satisfying once your set up results in one or multiple kill-shots.
The enemies also provides the players with an adequate challenge right from the beginning.
The limitation of not directly attacking the enemy forces the player into thinking about making every step count for each character. Highly rewarding for the players who love turn based strategy, though in a newer approach!
Wishing the best of luck to the Devs and I hope the game comes out of early access soon!
MORE CONTENT PLS!
👍 : 6 |
😃 : 0
Positive
Playtime:
143 minutes
Im trying to like this game as the presentation feels good, such as the art and music but the gameplay fundamentally feels passive for my tastes. There is no concept of active actions in any given turn, everyone just does overwatch actions and then hope the other side try to move towards the attack tiles. Everyone is reacting, the experience feels a bit clumsy. Whenever an enemy gets killed from my units, I feel its more due to a dumb AI than me being smart.
Some nitpicks like the fact we absolutely have to move our characters in any given turn, as there are situations that feels like a checkmate if we attempt to move anywhere. I think the dev tried to bring the chess concept of always being forced to make a unit move in a player's turn, but I prefer if characters have the option to stay still as an option.
Im giving a thumbs up for now since I don't want to discourage a new dev's first game for Steam. Some might like the gameplay, just not for me.
👍 : 6 |
😃 : 0
Positive
Playtime:
17 minutes
When you play a game that is supposed to be chess like you expect to be able to attack things actively. In Artifice it's like all of your pieces are a king. You look to check mate all the other pieces on the other side, but you don't get to actively attack anything. You have to rely on an AI to be really dumb (which it definitely is.) It'd be nice if the game play was fast or intuitive at all, but it isn't. Instead it is slow and boring. It feels like you are washing your clothes get washed in a washing machine, then they are done. Oh wow did I accomplish anything? Nope. Instead you just got your face beaten in by some goblins that you felt your fire mage could whoop ass on. I like the premise, but it is very poorly executed. Characters should be able to attack enemies. It makes no sense that a ranger would just sit back and wait for an enemy to come into it's grasp. They have the idea for a faction that just sits back and chills ( which would be a dope idea for ice mages.), but there is no way to force enemies into your plans. This isn't a strategy game at all. It's an idle game that has a turn based theme to it. If only there was a function to click cookies while I wait for the units to slowly move, or enemies to stupidly run into my attacks.... I hope they rethink their design choices, because this isn't it.
👍 : 9 |
😃 : 0
Negative
Playtime:
79 minutes
I have been watching this game from afar since it was announced and decided to finally give it a try once it hit 1.0.
I do not have many hours on this, so there may be some potential in this game that I am not seeing. I played through one of the biomes, worked through a boss, and played a few of the different mission types that were available.
[b]Summary[/b]
Ultimately - I am not recommending this game because it did not feel very fun and the tactical gameplay just didn't feel very engaging. It is not doing anything really innovative in the genre, and where it does innovate, I believe it is taking a step backwards.
If you really enjoyed games like Into the Breach or Tyrant's Blessing and you want something slightly different, then this could be worth your time as the price point is accessible and fair. Nevertheless, I feel it is inferior to both of those titles.
[b]World Map and Run Progression[/b]
The world map and run progression is almost identical to Into the Breach. This is not a bad model to borrow from, but at least at first glance, there is not really anything innovative happening here. You do a few missions until a region boss is revealed, do the boss, unlock a new hero slot, move to the next biome. Do a few biomes and then face a final boss to finish the run.
You basically get a pool of shared lives for your heroes that if they run out, the run is over.
Damage your heroes take persists in between levels and can be healed by giving them a break or using abilities/items to heal them up.
[b]Tactical Combat[/b]
This is where the game kind of lost me. The enemy acts by setting up fields of Overwatch patterns and then you take your turn using active abilities to maneuver around them. Each of your heroes has a linear set of traits that are unique to their class and a set movement pattern that you have to account for.
Some of your heroes may move only on diagonals or horizontals while others may have a movement pattern similar to a knight in chess. Attack patterns are similarly rigidly structured requiring you to move and place your hero in a unique spot so they can use their abilities.
All of these mechanics are similar to into the breach, but I would say that the movement system is just more complicated, and in my opinion, unnecessarily so.
Similar to Into the Breach, you can block enemy spawns by standing on them in exchange for a little bit of damage.
With the whole picture together, the tactical combat just feels clunky and unrewarding. It takes a lot of inspiration from Into the Breach (or so I think) and does not really capture the combination of fluid gameplay and tension that Into the Breach evoked. Into the Breach has you solving a series of problems in really creative ways by moving not only yourself but enemies around to mitigate damage and solve objectives.
This game is trying to do the same, but by using an overwatch system and extremely clunky movement patterns the player's options to engage with the systems are a lot more one-dimensional by comparison. Early time with the combats didn't really show a system that was giving me a complicated array of options or a puzzle to solve so much as a linear field with a few basic paths forward. The system is so limiting that the only option in many cases is to decide whether or not to trade damage with an enemy. It was just as often the case that I would have one of my units paralyzed and unable to do nothing because it just wasn't worth trading damage to have him contribute to the encounter.
Perhaps the system gets more interesting with more time and more heroes on the board, but the new player experience just wasn't interesting enough for me to continue.
[b]Progression and Items[/b]
There are items that drop and can be equipped on heroes, but so far, these item options are pretty generic upgrades on raw stats. I only saw a pair of legendary items, and they were pretty straight forward stat increases.
You get currency to spend on upgrading your heroes (Once again - VERY similar to Into the Breach). This currency moves your capabilities to different levels that increase damage, push range, or status effects. So, unlike into the breach, your characters have a generic plate of skills, and you are just going to slightly improve on that plate and use it to the best of your ability.
The system isn't terrible, just not doing anything great. It does no harm, but does nothing to identify the game from what others have not already done before it.
[b]Conclusion[/b]
Low hour reviews are kind of sketchy, so would definitely defer to others with more hours who want to point out how this title identifies itself . . . but I could never in good conscience recommend a game that I refunded. Similarly, if I am refunding a game, I feel it is helpful to explain why.
👍 : 3 |
😃 : 0
Negative
Playtime:
527 minutes
Awesome idea, fun mechjanics, but utterly boring because the difficulty is a joke. a rogue like shoulkd not be beaten on the first playthough, and should have a lot more variety of enemies and bosses.
absolutely great idea because the devs were scared to make the game hard. no truly strategic player will struggle with a game this east. since enemies can only attack on your turn, and since healing is so crazy abundant, there is literally no way any thinking person can lose.
hell letting a timer run out doesn't even deny you anything, just makes you start the level over. no penalty at all.
skip it, find a strategy game that is worth your intelligence. buy this for your 5 year old maybe?
nearly half of my 8.8 hours of playtime was because i left the game on while i dealt with morning chores and such.
👍 : 4 |
😃 : 1
Negative
Playtime:
155 minutes
I haven't really played a lot of Turn Based Strategy games, so I don't have much to compare to but I like this game a lot. The passive attacking was weird at first but then it grew on me. There were a lot of cool synergy moments and some of the situations I ended up in felt like brain teasers that were very satisfying to solve. I'd definitely recommend giving this one a shot.
👍 : 10 |
😃 : 0
Positive
Playtime:
636 minutes
The game is challenging and fun, basically one has to set up the overwatch and the pattern varies for characters. Through different setups you have to achieve the objectives like escorting a bomb or not let the enemies etc.
Good things about the game :
1. The gameplay is refreshing and the AI is challenging even in beginning stage. The rogue like element adds up the pressure as well.
2. You can execute some really clever combos involving the environment.
3. The characters and the animations looks really good for an indie game.
Things to improve :
1. The game gives various options to perform combos but the UX could be made better for combos especially like a text feedback or a visual effect.
The game is in early release but has good challenge and a promising future with more characters to introduce and probably an expansion of the campaign. Looking forwards to it.
👍 : 13 |
😃 : 0
Positive