
Subgenre
Real Time Tactics
Games312
Mahjong Soul
Mahjong Soul — популярная онлайн-игра, построенная вокруг классического японского маджонга (он же риичи-маджонг). Игра полностью сохраняет правила и ритм оригинального настольного варианта и позволяет играть как против соперников близкого уровня, так и в кастомных комнатах с друзьями. Для новичков предусмотрен пошаговый туториал: он объясняет не только базовые правила, но и типичные ситуации за столом, благодаря чему вчерашний новичок довольно быстро выходит на уверенный игровой уровень. Для продвинутых — рейтинговые комнаты и разнообразные специальные режимы. У Mahjong Soul свой крупный каст аниме-персонажей со своими историями и сюжетными событиями, а также множество кастомизируемых элементов: анимации плиток, скатерти столов, эмоции персонажей и эффекты. Это делает игру одинаково привлекательной и для тех, кто пришёл за маджонгом, и для тех, кто хочет аниме-атмосферу.
Rome: Total War - Collection
Когда Римская империя окажется под вашим командованием, не спешите опускать меч — варвары уже на подходе. Две отмеченные наградами игры почтенной серии Total War дают вдвое больше препятствий и возможностей, чтобы управлять величайшей империей, известной человечеству, и покорять её. Collection Edition включает Rome: Total War — век длинная борьба одной из трёх знатных римских семей за контроль над империей, и официальное дополнение Barbarian Invasion — закат Рима под ударами варварских орд и внутренней усобицы между соперничающими фракциями. Игра названа IGN, GameSpy и GameSpot лучшей стратегией 2004 года. Сражайтесь рядом с величайшими полководцами истории — Юлием Цезарем, Спартаком, Ганнибалом — или против них, расширяя или уничтожая империю. Осаждайте римлян в роли Аттилы, саксов и других свирепых фракций, командуйте закалёнными легионами в кинематографичных битвах с тысячами воинов на экране и управляйте экономикой, религией, гражданскими и военными делами в вековой кампании.
Total War: SHOGUN 2
Total War: SHOGUN 2 — образцовый баланс real-time и turn-based стратегии для новичков и ветеранов серии. Середина XVI века, феодальная Япония: единая империя распалась на враждующие кланы, десять легендарных военачальников стремятся к верховенству, и в итоге выжить на троне может только один. В роли даймё — главы клана — вы пользуетесь военной силой, экономикой и дипломатией, чтобы собрать Японию под своим знаменем и стать новым сёгуном. Total War: SHOGUN 2 сохраняет фирменные полностью 3D-битвы на земле и на море и пошаговую карту кампании. Новая система AI вдохновлена «Искусством войны» Сунь-Цзы и превращает древнекитайский текст в работающую игровую механику. Вы штурмуете острова Японии, ведёте крупные армии самурай и флот огромных военных джанок в захватывающие real-time сражения. Строите королевство на приглашающей пошаговой карте, используете огонь, осаду, шпионов и убийц, подстраиваясь под меняющиеся условия. Мультиплеер включает двухплеерную кампанию и эпические онлайн-битвы до 8 игроков. В SHOGUN 2 новые RPG-навыки и опыт у генералов и агентов, многофазовые осады, уникальные heroic-юниты и вращающаяся 3D карта кампании.
Regiments
Regiments is a real-time tactics game set in 1989, the year a new war flares up and turns thousands of square miles of German landscape into a battlefield between the best of NATO and the Warsaw Pact. You lead a regiment through that inferno, breaking through lines, calling in artillery and air support, maneuvering, feigning retreats and staging mobile defenses, without ever relenting. A Platoon Command system lets you orchestrate battles with precision while keeping you in the role of a commanding officer rather than a sergeant, so there is no need to micromanage every infantryman. Forces are built on the fly: selecting your core regiment is only the start, and you can expand mid-battle by calling in unique Task Forces, each with its own equipment and off-map support. A plot-focused campaign spans nine diverse operations, each covering up to several days of fighting around the Inner German border, with tactical battles, resource management in the lulls and operational decisions between them. Over 100 authentically modeled vehicles, including the Leopard 2, T-72M and M2 Bradley, combine into many formations across factions like the Soviet Union, the USA, both Germanies, Belgium, the UK and Poland. Four skirmish modes and a competent, aggressive AI round it out.
Stronghold Definitive Edition
Stronghold: Definitive Edition rebuilds the original BAFTA-nominated castle-sim from the source artwork, with returning voice talent and veteran developers from the first entry. The setting is fractured war-torn medieval England, with the King betrayed by treacherous lords. Take control of scattered forces and reunite the kingdom against the monstrous Rat, Pig, Snake, and Wolf across sieges and grand banquets. The Definitive Edition includes two classic campaigns across 26 missions, plus a new 14-mission narrative campaign designed by Firefly founders Simon Bradbury and Eric Ouellette where players march across the English hinterland in search of Sir Longarm's captured kin. A challenging Castle Trail of 10 unique historical scenarios extends the new content further. Upgrades include remade artwork by the original artists, a higher-fidelity soundtrack with fresh recordings from the maestro Robert L. Euvino, full Steam multiplayer for 8 players, Steam Workshop support, modernised gameplay, improved animations, textures, and lighting. The 20-year legacy remains intact while the rough edges of the original have been softened for modern systems.
Graviteam Tactics Mius-Front
Graviteam Tactics: Mius-Front simulates battalion-level tactical combat in the summer of 1943 around the Mius river and Saur-Mogila tumulus, across more than 140 square kilometers reconstructed from topographical maps, photos, and video. Four large-scale operations let you command Red Army or Wehrmacht forces with realistic organizational structures, sequel to Operation Star and Achtung Panzer: Kharkov 1943. The game runs in two modes. Operational is turn-based: shift and concentrate forces along chosen directions, resupply units, replace casualties, repair and refuel vehicles. Tactical is real-time: conduct fire combat, capture territory, destroy enemy vehicles and manpower. Reserves and reinforcements feed between the two as the campaign unfolds. The simulation depth is uncompromising. 100+ detailed vehicles from the USSR, Germany, US, and UK; ballistic trajectories accounting for wind and temperature; armor penetration modeled via ballistic histograms with secondary fragmentation fields; complex vehicle damage where engine, suspension, sights, weapons, and targeting mechanisms can be damaged separately. Soldier behavior tracks experience, stamina, and morale individually. Battlefield remnants persist across the operation, smoke and flares affect visibility, and AI selects strategies based on behavior rather than scripts.
Shadow Gambit The Cursed Crew
Shadow Gambit: The Cursed Crew is the final game from Mimimi Games (the studio behind Desperados III and Shadow Tactics) and arguably their most ambitious. The setting is a fantastical Golden Age of Piracy in a Caribbean that holds magic, ghosts and an Inquisition determined to wipe out everything strange in the region. You command a ghost ship and an undead pirate crew, working to recover a powerful artifact before the Inquisition does. Eight individual undead crew members are recruitable across the campaign, each with their own personality and supernatural ability. Gaëlle has a magical cannon that can launch friends — or foes — into the air. Mr. Mercury can bypass obstacles by traveling underground. Von Presswald can possess enemy guards to walk past their own checkpoints. Suledie can create cover from nothing for sneak approaches. Each crew member's kit is built around a specific tactical archetype — movement manipulation, infiltration, body disposal, raw killing — and missions limit how many you can bring at once. The campaign is genuinely non-linear. Missions can be tackled in any order; crew members can be recruited at any pace; each island offers multiple landing and departure points so you choose whether to start near or far from the objective. Your composition determines the abilities available, which in turn shapes which solutions to each mission exist for you. There are no wrong choices, but there are very different playthroughs. The Inquisition forces are numerous and well-armed, and a fair fight is rarely survivable. The genre's standard mix of cover, shadow, distraction and synchronized kills applies, with the addition of magical abilities that give the crew options unavailable in Mimimi's earlier games. Between missions, your ghost ship is a hub where crew personal stories play out and the strategic decisions for the next island get made. Shadow Gambit is the most ambitious stealth-tactics game of its generation and a strong send-off for the studio that built the modern version of the genre.
Craft The World
Craft The World mixes the colony-management depth of Dwarf Fortress with the 2D digging and crafting of Terraria and the indirect command of Dungeon Keeper, and finds a coherent identity inside the overlap. You command a tribe of dwarves — not directly, but by issuing orders to dig in specific places, attack particular targets, or construct specific buildings. They handle execution while you handle priorities, supplied with food, clothing, and the occasional magical assist when combat goes bad. Each map is procedurally generated as an island bordered by ocean, lava beneath, and sky above, with many layers of earth between the surface and the volcanic deeps. Day-night cycles and changing weather affect what happens above ground, and worlds vary in size, humidity, temperature, terrain, flora and fauna. Hidden somewhere in each island are abandoned halls and treasure rooms — incentive to dig methodically rather than just down. The recipe system is unusually organized for the genre: dozens of buildable items from house blocks and furniture to weapons, armor, ammunition and dwarf food are arranged into clear, accessible recipe trees. The threat layer is what keeps the fortress-building honest. Surface creatures — zombies, skeletons, goblins, beholders, ghosts, giant spiders — patrol around your settlement and occasionally form serious raid parties. Worse, monster waves periodically appear from portals, demanding strong walls, trapdoors, defensive cells, firing towers and secret passageways well in advance. As a divine being above the dwarves, you can cast spells to speed up movement, illuminate dark caves, hurl fireballs, find resources or even open small portals — a god's-eye power layer sitting on top of the day-to-day fortress work.
The Battle of Polytopia
The Battle of Polytopia is a turn-based strategy game with a compressed, accessible take on the 4X genre. The setting: a flat square-shaped world drifting in an alternate dimension, populated by sixteen distinct Polytopian tribes, each with their own personalities, motivations, strengths and weaknesses. You pick a tribe to lead and compete with the others for control of the world — through technology, expansion, and the occasional well-placed warhammer. The tribes are written with genuine character. The Xin-Xi are reserved adventurous traditionalists who don't trust outsiders. The Hoodrick love archery, nature and mushrooms, and bake exceptional bread. The Bardur prefer the local tavern and a drink called Ullefurgh, made from pine needles, hot water and rabbit fat. The Vengir are purple rhino-pig-riding warriors with very direct conflict-resolution practices and a reputation for not being good neighbors. Gameplay strips the 4X formula to its essential decisions. Build cities, research a tech tree, train units, explore the map, fight wars or pursue diplomatic and economic victories. Each turn moves at a brisk pace, and a single match generally completes in 30 to 50 turns rather than the multi-hour grind of larger 4X games. The result is a game that feels like a strategic dessert — quick to play, deep enough to reward thought, and easy to keep coming back to. Multiplayer supports up to 16 players, with the small turn structure making cross-platform competitive play viable in ways that bigger 4X games can't match. The visual style is bright, distinctive and immediately recognizable. For anyone who wants a real strategy game in 30 minutes instead of three hours, Polytopia hits a sweet spot that the genre has rarely managed.
Ratropolis
Ratropolis blends roguelite, deckbuilding and tower defense into a single real-time strategy game. You lead a small rat outpost, defend your citizens from predators and monstrous creatures, and try to build the largest Ratropolis in rat history. Every leader starts with a basic deck of eight cards, and from over 500 cards spanning economy, building, military and skill types, you shape a deck efficient enough to survive waves of rat-thirsty enemies. Adding, removing and upgrading cards is the heart of strategy, and advisers talented in finance, defense or leadership give you better options when chaos breaks out. When the city falls a run ends, but each ending unlocks new cards and a fresh start. The gameplay is built to be addictive and rapid, demanding quick judgment and quicker response. It is easy to pick up and difficult to master, with more than 100 random decision events, six leaders who each play differently, and six possible endings to steer your own adventure toward.
Crash Dive 2
Crash Dive 2 takes the sequel to its predecessor into the South Pacific. You command a Gato-class submarine prowling enemy shipping lanes, hunting convoys, attacking land bases, evading destroyers, and shooting down aircraft on strafing runs. The blend of submarine simulator and arcade action keeps the moment-to-moment fast even when the situation demands patience. Stealth and offense are both yours to choose. Sneak past escorts and torpedo the transports, or surface for a deck-gun duel with sub-chasers. When aircraft come in low, swap to AA guns. When destroyers start hunting you with depth charges, dive deep and silent. Full day/night cycles and weather conditions affect visibility and weapon effectiveness. The extensive campaign mode covers 10 patrols throughout the war across the South Pacific. Real-world locales include the Solomon Islands, Philippines, and Sea of Japan, plus randomly generated maps for endless variety. Crew health and location-based damage affect sub performance, with optional crew management, detailed damage control, and an upgrade tech tree all configurable to manual or AI handling. Game files are moddable.
Shadow Tactics Blades of the Shogun
Shadow Tactics — жёсткая тактическая стелс-игра, действие которой разворачивается в Японии эпохи Эдо. Новый сёгун захватывает власть и силой устанавливает мир, а в борьбе против заговоров и мятежей собирает команду из пятерых специалистов по убийствам, диверсиям и шпионажу. Команда состоит из очень разных характеров, и поначалу совместная работа кажется невозможной, но от миссии к миссии рождаются доверие и дружба. Хаято — проворный ниндзя с мечом и сюрикенами, самурай Муген предпочитает силовой подход и убивает нескольких врагов разом, Айко мастерски переодевается в гейшу и отвлекает охрану, уличный ребёнок Юки расставляет ловушки и приманки, а загадочный стрелок Такума снимает врагов из снайперской винтовки издалека. Прокрадывайтесь через могучие замки, снежные горные монастыри и лесные лагеря, расставляйте ловушки, травите противников или обходите их стороной. Быстрое сохранение помогает отточить идеальный план, а вертикальная геометрия позволяет прыгать по крышам и тихо снимать врагов сверху.
Children of the Sun
Children of the Sun is a tactical third-person puzzle-shooter built on a single, audacious mechanic: each level gives you one bullet, and you have to use it to kill every cultist in the area. The bullet doesn't fly in a fixed straight line — at the moment it lands in any target, you can re-aim it and send it on toward the next, and along the way you can curve it around obstacles, accelerate it to punch through armor, and trigger environmental traps to chain kills together. The story frame leans hard into vengeance. THE GIRL — the protagonist — wages a one-woman war against THE CULT that ruined her life, taking them down one body at a time on her way to THE LEADER. The narrative unfolds as you progress, gradually exposing the atrocities the order committed in the name of its master. The tone is dark and minimalist, told through stylized vignettes rather than long cutscenes. Replayability is built into the design. Most levels have multiple valid solutions, and the scoring system rewards efficiency and creativity — fewer impacts, more elegance, faster routes — pushing players to revisit levels after first clears to find better attempts. Global online leaderboards extend the competition beyond your friend list, and the difficulty curve stays sharp enough that even experienced players will spend time studying each new room before firing their single shot.
Dungeons 3
Dungeons 3 is Realmforge's third entry in the dungeon-management series openly indebted to Dungeon Keeper, this time with a substantially larger scope and a fully reworked overworld component. The setup is the dungeon manager's classic dream realised — you're the Dungeon Lord, your underground empire is unified at last, and the next step in the campaign of evil is expansion. To that end you've enticed Thalya, a dark elf priestess, away from the surface to become your chief lieutenant. Underneath your fortress you design a vast network of rooms, traps and structures, hiring increasingly despicable creatures — orcs, succubae, zombies and more — to staff your forces. Above ground, you guide Thalya and your army through an RTS-style overworld to corrupt the land and dispatch anything cute, heroic or vaguely unicorn-shaped. The two halves of the game alternate fluidly, and one of the third entry's biggest additions is randomly generated levels that mix new layouts into each campaign run rather than locking you into the same handcrafted scenarios. The single-player campaign covers twenty missions and more than twenty hours of playtime, and a new two-player co-op mode lets a friend share the throne. Extra rooms, additional unique abilities and a wider creature roster expand the toolkit beyond the previous games, and the franchise's fan-favourite sardonic narrator returns to comment on everything you do, with the same dry self-aware tone the series has cultivated since the first entry.
Planetary Annihilation TITANS
Planetary Annihilation: TITANS is the stand-alone expansion to the massive-scale RTS Planetary Annihilation, bundling the base game and piling new content on top. The headline additions are five enormous TITAN-class super units, from the earth-shaking Atlas bot to the lightning-wielding Zeus airship, alongside 19 other new units like hover tanks, orbital battleships and nanobot swarms. The scale is the point. You command armies numbering in the thousands across multiple planets at once, fighting on land, sea, air and in orbit, with advanced command-and-control tools to automate production and manage multiple fronts on multiple worlds simultaneously. New planets featuring multi-level terrain open up in both single and multiplayer. Games can end with planets themselves: giant lasers, asteroid collisions and the new planet-splitting Ragnarok Titan can destroy entire worlds. The single-player Galactic War campaign battles across a dynamic, procedurally generated galaxy, while multiplayer holds up to ten players in free-for-all and team matches plus a ranked 1v1 ladder, with in-game mods, instant replays and a DRM-free local server.
Duskers
Duskers strands you as the only living human in a universe that has become a graveyard. You pilot drones into derelict spaceships from your own ship, and the entire interface is a command-line terminal: type orders, parse log outputs, watch the world through whichever drone cameras still function. Motion sensors tell you something is in the next room but not what. Weapons are rare, so survival usually means clever environmental routing: lure creatures with sound, seal them in compartments by venting atmosphere, exploit the ship's own systems against them. A favorite trick stops working when the sensor breaks, the lure runs out, or the camera feed degrades. Adaptation isn't optional. The universe is procedurally generated. Permadeath strips every upgrade on a single bad run, and fuel and replacement parts are scarce enough that even successful operations get you only marginally closer to repairing your own ship. Fragmentary log files scattered through derelicts are the only narrative breadcrumbs explaining what happened to everyone else. Misfits Attic developed; Indie Fund backed.
Crying Suns
Crying Suns is a tactical rogue-lite that hands you command of a space fleet exploring a galactic empire that has mysteriously fallen apart. Drawing atmosphere from science fiction like Foundation, Dune and Battlestar Galactica, it tells a deep, dramatic story across six chapters, with each successful run revealing more about the Empire and about yourself. The setup is grim: after 700 years of peace, the OMNIs, god-like machines that did everything for humankind, have suddenly shut down, leaving a species that long ago lost the ability to survive on its own near extinction. You are a clone of Admiral Ellys Idaho, the finest Imperial Admiral ever to fight in the stars, woken on the ice planet Gehenna by Kaliban, its darkly humorous Guardian and the last functioning OMNI. Your task is to command a battleship through the Empire's now chaotic clusters and reactivate the OMNIs before time runs out. Gameplay combines space exploration across a procedurally generated universe with tactical battles between battleships and their squadron fleets, and more than 300 possible story events keep the journey shifting from one run to the next.
No Plan B
In No Plan B, the smallest choice can decide your team's fate. You assemble a squad, study a 3D map, and use an innovative timeline system to move and synchronize your operators, coordinating door breaches, grenade throws, and room entries to catch the enemy off guard. One unchecked corner can be fatal, because there is no plan B. Once the plan looks perfect, you press play and watch your orders unfold in real time, dropping into the middle of the action with a full-control camera and cinematic tools. Polished missions can be captured and shared as replays. You pick from four factions, hero or villain, and take on jobs as varied as rescuing hostages or robbing a bank, equipping and tuning gear to fit your style. A multi-path rogue-like campaign asks you to choose missions and rewards on the map while developing your operators and unlocking new weapons, shields, and grenades. For shorter sessions there are skirmish missions and daily, weekly, and monthly challenges, and a built-in editor generates or builds endless new missions to share.
Company of Heroes: Opposing Fronts
Следующая глава RTS-франшизы номер один бросает игроков в адский, разорённый войной пейзаж, чтобы командовать двумя закалёнными в боях армиями в беспощадных кампаниях за честь и родину. Игроки ведут упорную британскую 2-ю армию во время героического освобождения французского Кана и командуют немецкой Panzer Elite, отражающей крупнейшее в истории воздушно-десантное вторжение. Две новых армии: играйте за британскую 2-ю армию или немецкую Panzer Elite, у каждой — свои разрушительные деревья команд и улучшения юнитов. Две полноценные кампании: освобождение стратегически важного Кана во Франции и подавление высадки союзников в операции Market Garden. Война, поля боя и реализм на новом уровне: постоянство миссий, динамическая погода, улучшенная техника и новые тактики поля боя. Новые мультиплеерные опции позволяют объединить Opposing Fronts с оригинальной Company of Heroes — всего четыре играбельных армии онлайн. Соединяйте британскую артиллерию с американской бронетехникой против Третьего Рейха или используйте блицкриг Вермахта и Panzer Elite. Поддержка DirectX 10 обеспечивает самый реалистичный RTS-опыт с улучшенным освещением и ландшафтом.
Wargame Red Dragon
Wargame: Red Dragon is Eugen Systems' third and most expansive entry in the Wargame series, shifting the alternate-history conflict from the European theater of the previous games to a 1991 Asia. The setup imagines the Cold War flaring into open conflict in a region drawing in Japan, China, North Korea, South Korea, Australia and New Zealand alongside the original Western and Communist blocs. You command the military resources of 17 nations across this theater. The unit selection is the franchise's signature commitment. 1,450 units have been meticulously reproduced from their real-world sources — tanks, helicopters, aircraft, infantry, artillery, and for the first time in the series, full naval and amphibious forces. The result is a tactical RTS where unit identification, weapon ranges, armor profiles and counter-doctrine all matter at a level most strategy games don't attempt. Maps cover ultra-realistic terrain that demands attention to elevation, ground type and line-of-sight, with new maritime areas requiring entirely different tactical doctrine than land battles. The single-player side introduces a new dynamic campaign system that reshapes the strategic situation based on your decisions across multiple operations. Multiplayer scales up to twenty players competing simultaneously — the largest player count in the series — with the same depth of unit interaction translated into team versus team scenarios. The game is dense, technical and reward-curving steep enough that it has remained a community staple for over a decade after release.
About Real Time Tactics
Real-Time Tactics (RTT) — поджанр стратегий, в котором действие идёт в реальном времени, но без базостроя и производства юнитов. Игрок получает фиксированный отряд на старте миссии и выигрывает за счёт грамотного позиционирования, использования рельефа и таймингов, а не за счёт экономики. Жанр заложен Cannon Fodder и Close Combat в 90-х и доведён до канона серией Commandos в конце 90-х.
В RTT <b>нет базостроя и нет производства юнитов</b> — это главное отличие от RTS. Игрок начинает миссию с конкретным составом отряда, и больше людей не появится: каждый юнит ценный, и потеря даже одного может означать провал. Из этой ограниченности вытекает темп — он медленнее, чем в RTS: игрок чаще ставит паузу, изучает карту, продумывает скрытные подходы, расставляет снайперов на холмах и саперов у ворот. Поверх этого работает важность рельефа: здания, кусты, стены, тени дают укрытия и линии видимости, и хорошая RTT-миссия читается как тактическая головоломка. Третий слой — реальный темп боя: пуля прилетает мгновенно, и от внимания игрока зависит, успеет ли он переместить отряд за угол.
Shadow Tactics: Blades of the Shogun от Mimimi Games — современный канон RTT: 13 миссий в Японии эпохи Сэнгоку, 5 героев с уникальными способностями, и каждая миссия читается как часовая шахматная партия со скрытным проходом мимо охраны. Shadow Gambit: The Cursed Crew от той же Mimimi — пиратская вариация формулы с командой проклятых моряков и более открытым подходом к миссиям. Total War: SHOGUN 2 удерживает RTT в эпическом масштабе: командование тысячами юнитов на крупной карте сражения с возможностью паузы и реальной симуляцией линий боя. Regiments — современная RTT Холодной войны: сжатые карты Германии 80-х и роты как базовая боевая единица. No Plan B сжимает жанр до тактики двух-четырёх SWAT-офицеров, штурмующих один этаж за раз, с возможностью режиссировать всю операцию заранее. Children of the Sun — мостик между RTT и puzzle-shooter: одна пуля, которой игрок управляет в воздухе после выстрела.
Прямой родственник RTT — RTS как родительская категория, отличается наличием базостроя, экономики и производства юнитов. Tactical RPG — соседний жанр про пошаговую тактику с глубокой ролевой системой персонажей, и многие отряды RTT заимствуют его привычки к статам и инвентарю.



















