Moduwar
$14.99

Moduwar Steam Charts & Stats

Moduwar is a unique take on Real-Time Strategy. Take control of a Modu - an alien creature with an ability to grow different organs, split and merge them, depending on your playstyle. Take on mysterious creatures, and explore unique strategies in both single-player and multiplayer modes.
App ID923100
App TypeGAME
Developers
Publishers Biohex Studios
Categories Single-player, Multi-player, PvP, Online PvP, LAN PvP
Genres Indie, Strategy, Early Access
Release DateQ2 2024
Platforms Windows, Mac, Linux
Supported Languages English

Moduwar
18 Total Reviews
18 Positive Reviews
0 Negative Reviews
Negative Score

Moduwar has garnered a total of 18 reviews, with 18 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.

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: 160 minutes
I'm blown away. The idea of growing your weapons on your body and splitting it as much as you want to build an army is genius and works surprisingly well for an RTS. What took me by surprise were the level of polish and the cinematics - they're incredible especially for an indie game in Early Access. The devs are clearly pouring their hearts into this.
👍 : 1 | 😃 : 0
Positive
Playtime: 63 minutes
Interesting concept, but horrid controls that can't even be remapped, no tactical pause/slow (personal gripe, but still), and weirdness involving unit positioning where rotating them to face the way you want is a pain in of itself. Also a number of bugs like getting stuck with having one unit selected and having to screw around with the menu to be able to de-select it. I will say that I really like the cheesy live action cutscenes, brings me back to the old Command and Conquer days. While I'm giving this a negative review for the way things currently are, I [u]strongly[/u] recommend that you keep an eye on this game. Wishlist it at the very least. Definitely a very promising game once the problems are ironed out. If Steam had the ability to give neutral ratings I would do that instead.
👍 : 9 | 😃 : 0
Negative
Playtime: 36 minutes
The controls feel a bit weird to me. Having to right click instead of left click for movement. The rotation of Modu being to right click and drag around is very odd. I found it very difficult to figure out how to orient Modu the way I wanted without doing guess clicks. Its very unintuitive in my opinion. As well as map navigation being what felt like backwards. In most games that I have played where the scroll wheel is used for map navigation you would click and drag down to go upwards effectively dragging the map behind you. The movement of Modu is exhaustively slow for moving from one point to another. The levels really dont feel that big but because of how our character effectively is just crawling along it can feel like an eternity just moving to different locations. The little live action "Cinematics" are a nice touch. Definitely different from industry norms. But I almost feel as if takes away from the game as there is such a dramatic difference between them and the actual gameplay. I want to like them but they just feel out of place. The growing of Modu seems pretty straight forward. You unlock different things as you combat enemies growing in power and effectively it becomes a mobile (movement not phone) tower defense game almost. When attacking with Modu I didnt feel like it was lethal and it was more like slow kill until I could get more spaces and mouths. But even with like 10-14 turrets I still didn't feel very effective. This could be Modu's design or even just increasing its damage to make it feel like this creature was described to be. Overall I can't recommend this game.
👍 : 3 | 😃 : 1
Negative
Playtime: 138 minutes
The [b]vibes[/b] are strong on this one. From the soundtrack to the menus and sound design, to the "full motion video" vibes of the 90's, Moduwar has got it all. While the current content is fairly short and introductory (there's more modes and Skirmish to try out though), and some of the controls are somewhat clunky or lacking, the atmosphere alone got me on this one. Being able to spread your main unit & home base is cool, but growing out of that and into building purpose-built units with its own organs and weapon setups is what the potential is all about. Hope to see more of that in the future! When frontline units are damaged and half-alive, sending its missing parts out of the backline "Heart" is really cool. I've enjoyed that the missions and "lore" feature different factions, including neutrals and the planet's own fauna (intelligent or not), adding to the 90's RTS vibe and potential for fun missions, scenarios, and deep [i]Modu lore[/i]. Definitely a brave move to get into this kind of RTS-making in 2025. It's always refreshing to see projects like these, and I love the mix of ideas here. Good luck to the devs!
👍 : 6 | 😃 : 0
Positive
Playtime: 188 minutes
As it currently stands, moduwar has a lot of promising concepts and has a fair good amount premise and executes them well, on the contrary however there stands to be a heap of improvement, namely the hard limitations on resource tile cap, I don't find it smart or fun just really limiting and if a player doesn't know how to manage it at all, it can cause them to get soft locked or hardlocked if they no longer have any modu at their command. There is a reason why SUPCOM was successful, while yes, it did have limits on it's resource capacities for each faction, they also had means of expanding the amount they could store, fundamentally reducing the amount of strain on the players and preventing hard/soft locked scenarios. The acting for the various cutscenes are.. decent, although they do need a fair good amount of improvements, now I'm not an expert in media portrayal but it would do some good to look into inspirations and practices, but one thing that NEEDS to be worked on, is the lighting, namely making colors pop and showing the true dark areas of a given scene. Given that this game is early access I'll hopefully see some improvement in the future regarding how it all works out, there are a fair few bugs which- is a given especially in game development like units glitching into walls where they're not supposed to. The lack of a sell or self-destruct function. On top of that while this game is limited to the waters- I feel like the rudimentary size limit for modu movement is too low especially when you want large massive forces to take down foes, especially if this game plans to go multiplayer. And above all else, make sure to listen to your community, to a given extent because some demands/complaints can be a bit trivial or have no place in a game given it's structure and etc- Either way I hope in the future this game becomes better than how it is in its current state. I will not refund it, but I'm not recommending it due to it's current lack-thereof features, fixes and Quality of Life. Now this last bit is purely a recommendation, take it how you may, but it would be greatly interesting if there was another faction at play other than the modu but similar in pure modularity.
👍 : 1 | 😃 : 1
Negative
Playtime: 556 minutes
the campain is is good but the farther you play the more bugs you run into though still a good game
👍 : 4 | 😃 : 0
Positive
Playtime: 202 minutes
Controls are wonky Wonky as hell some time the wont release units from control the game are intressting the hole consept is fantastic. Control need to fix kinda asap
👍 : 7 | 😃 : 0
Positive
Playtime: 489 minutes
If you are willing to try a completely different type of strategy game then it is definitely worth your money. This game can be a bit tricky for newcomers but honestly I think that is what made the game so appealing for me. What I totally like are the cutscenes throughout the game which were shot with real people. It gives the game a nice and funny charm. I really hope to see more of this game in the future.
👍 : 5 | 😃 : 0
Positive
Playtime: 323 minutes
It's not often that a game comes along and tries to reinvent a genre. When it does eventually happen, most games crash and burn because they either overextend themselves or they find themselves in a niche so tight that they never gain any traction. Any game that attempts to be a jack-of-all-trades reaches everyone but captures no one. Any game that attempts to master one single element finds a devoted cult following but sacrifices their wider audience. Moduwar has found a sweet spot that it should grow and thrive in. Gameplay: Moduwar seeks to redefine the RTS genre by conflating base-building and unit-producing elements; they're the same thing here. While only playing the game could give you a practical view of how it operates, your 'Heart' organ acts as the "commander" of your game, making the base gamemode a regicide against the enemy player. To do this, you expand the area around your Heart with different buildings called 'Organs'. Once grown, these Organs can be sliced off the Heart and manoeuvred individually, allowing the player the ability mix-and-match to make a shockingly diverse array of DIY units. The effect is a game in which counterplay and micromanagement is key. Knowing which Organs will give an advantage in combat versus particular setups of opposing units is necessary for more difficult games. Micromanagement becomes important as the direction that your units face can change how the combat escalates, and can genuinely become the difference between success and failure. [Despite my experiments, I couldn't make a unit that did everything equally well. This is a very good thing.] Overall, this unique system not only makes for a challenging and fresh RTS experience, but hopefully it is as modular as the eponymous creature, only creating more and more variety among games as it continues to evolve. Sound: The music is an exception amongst RTS games in that I can actually remember the tracks that played because they aren't simple drums and horns. However, it doesn't override the concentration needed to cultivate a base. It's a good balance between hype and background, and the memorability is a nice bonus. The lack of variety is a shame, but what they have is good. The unit sounds are competent, full of squish and hiss and gurgle. I certainly didn't notice anything sounding "off" or abnormal. Graphics: The game focuses on readability over realism and detail. The unit organs for the most part are easily determined with a glance, allowing the player to quickly determine the capabilities of their enemy and assess damage on their own units. The background terrain is surprisingly detailed and adds a lot to a game that would otherwise look a bit "flat" owing to the less-detailed units. A personal nitpick is the similarity between the 'Lung' and 'Liver' organs, which look quite similar at a glance and has thrown me for a loop a few times now. Performance: Unfortunately, I did run into a few hiccups in which my framerate dropped significantly when there was a more than a few units on screen. I don't know if it's just how Unity generates graphics, but the game definitely needs to improve in this area before launch. Running into issues with a 2-player game doesn't bode well for a 4-player experience. FMV: This review wouldn't be complete without mentioning the FMV cutscenes and popups. I never played a whole lot of earlier RTS games in which this was popular, in fact, I ended up skipping over that era of gaming almost entirely. When I did eventually come back and play C&C:Red Alert 3 [by many standards one of the greatest RTS's of all time], I thought that the FMV detracted from the experience. I get it now. Characters with more ham than a Modu could produce in an hour grace my screen and I'm here for every second of it. The campiness, the costuming and sets, I can tell that every person in these cutscenes is giving it their all. For me, it's a new and wonderful experience. I truly hope that this game can get the audience it deserves. It may never become anything more than a small game with a cult following, but of all indie RTS games, I think this one should grow a large audience. I leave you with my wishlist of things [which I have written without looking at a roadmap or dev updates]: - More Organ variety: This is probably a given, but what the game currently has is a perfect foundation on which to build more. - Refine the controls and pathfinding: I lump these together because it quickly becomes clear that there is a distinct link between these that does need addressing. It can be maddeningly imprecise and units will occasionally just.. disobey a direct order. From what I could gather, it seems that some Organs have a say over which range the unit engages in, and occasionally this will lead to a hokey-pokey with the enemy unit if your unit contains both Mortars and Mouths. I would love to see this receive attention. - Server hosting through Steam: Currently the only option for multiplayer is to play on one of the five official [EU] servers, I would love the ability for players to host their own lobbies to allow for friends or strangers to connect. Especially in such a micro-intensive game, latency is going to be a core issue in multiplayer. - Ambiguous Organ function: This is definitely a personal preference, but holy hell I need to say this. The fact that Organs have purposes and functions which aren't made clear in their tooltip is was so incredibly important to my enjoyment of the game. The experimental nature of finding out one of your units had a secret function because one of it's Organs did something unexpected was pure joy. Please continue in this fashion.
👍 : 12 | 😃 : 1
Positive
Playtime: 586 minutes
I didn’t realize how much I missed the old-school RTS vibe until I started playing moduwar. it feels like it was made by people who loved those games as much as i did. there’s something about it that hits that nostalgia button just right. not only the gameplay but also the live-action cutscenes, they have that semi-cringe, charming cutscenes that reminds me of how games used to not take themselves too seriously but still pulled you in. What's different here though is that you don’t build a base and draft units like in the old days. you ARE the base. you grow your body outward by adding tiles and add organs onto those tiles, and then you can split parts off and make custom units out of them. It’s kind of hard to explain, but once you get it it just clicks. it’s one of those systems where you keep discovering new tricks the more you play. sometimes you’re slow and tanky, other times you split up into faster squads, and you can merge back together whenever you want: you are adapting to the battlefield, not just following a set build order. The campaign has been fun so far, and the mix of modes gives you enough ways to mess around and try different strategies. Nothing feels too recycled either, it’s a strong start for early access. If you spent way too many hours playing red alert or Emperor: battle for dune like I did, and you miss that feeling of discovery and experimentation, I think you’re really going to like moduwar. it’s a little weird, a little rough around the edges, but it’s full of heart and creativity.
👍 : 14 | 😃 : 0
Positive

Moduwar Screenshots

View the gallery of screenshots from Moduwar. These images showcase key moments and graphics of the game.


Moduwar Minimum PC System Requirements

Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7, 8/8.1, 10
  • Processor: 2nd Gen Intel Core-i5
  • Memory: 8 GB RAM
  • Graphics: 2 GB Graphics Card - No Onboard Intel HD
  • DirectX: Version 9.0
  • Network: Broadband Internet connection
  • Storage: 2 GB available space
  • Additional Notes: Minimum system requirements are subject to change

Moduwar Recommended PC System Requirements

Recommended:
  • Requires a 64-bit processor and operating system

Moduwar Minimum MAC System Requirements

Minimum:
  • OS: OSX 10.5
  • Processor: Core 2 Duo
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics 3000 with 384 MB of RAM
  • Storage: 2 GB available space

Moduwar has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.

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