
A Three Kingdoms-themed tactical chess game with light strategy and easy controls. Step into the era as a strategist, use over 200 historical figures—each with unique traits and counters—to form teams, revisit key battles, and shape outcomes with your tactics.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 19 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Danmo Three Kingdoms: Battle of Wits is a strategy game set in the turbulent era of the Three Kingdoms, blending traditional board game thinking with sandbox-style wargame gameplay. With straightforward rules and clear strategic depth, it offers an immersive experience of "commanding the world as on a chessboard." Here are the key features of the gameplay:

Skip the early grind and dive straight into tactical maneuvering from the moment you enter the battlefield. Leverage troop type counters, commander synergies, and terrain advantages to capture key cities within a limited number of turns—whether through a direct stronghold assault or by cutting enemy supply lines. Every deployment of your forces is a test of your wisdom and courage.

Transcend the boundaries of nations and factions to assemble your ultimate team freely. Witness Lü Bu and Guan Yu fighting side by side, or have Diaochan and the Qiao sisters unleash their charm together on the same stage. Here, you can recruit the greatest, whether for their strength or their beauty.

In Danmo Three Kingdoms: Battle of Wits, we aim not only to recreate the turbulent upheavals of the Three Kingdoms era but also to grant you the power to rewrite history. From grand alliances to lone-wolf campaigns, every conflict is born from the crucial decisions shared by the Lord and the Strategist. Whether you choose to aid a destined ruler or carve your own unique path through the chaos, we hope this work presents you with a tapestry of strategy—one to reflect upon, replay, and rethink.

The game supports online matches for up to eight players, allowing you to compete against strategists from around the world.Win battles and campaigns to unlock more Three Kingdoms heroes. Commander combinations, tactical adaptations, and timely stratagems—every move is a test of strategic wits, and every match holds the potential to reshape the outcome of the era.Win battles and campaigns to unlock more Three Kingdoms heroes.
Within the confines of the board, you script centuries of turmoil; with a single piece placed, destinies rise and fall.
Master Strategist, the war drums echo—step into the fray and claim the realm.
---

We are an independent Chinese development team passionate about history and strategy games. During development, just finalizing the art style alone went through more than five iterations. For us, this process was both a series of sprints and a long-distance journey. We ran back and forth between realism and artistic expression multiple times before finally finding the path we're on now—a style that won't overwhelm you with heavy colors nor leave you unimpressed with faint lines.
It’s like a brilliant strategist in the midst of battle—not stealing the general’s spotlight, but stepping in at the key moment to bring the entire campaign to life.
The game is still in development, and we sincerely welcome your active feedback to help us keep improving. We plan to add more Three Kingdoms commanders in future updates, along with continuously developing new storylines for everyone to experience!
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
以前玩这游戏最大的痛苦就是有战术没武将,明明想好了要组个骑兵队,结果死活刷不出来关键人,全是随机给的垃圾将。现在好了,前期可以直接在在野列表里搜人,虽然还是要花钱花资源,但变成了资源管理,这才是游戏该有的样子。
回坑玩了几个小时,这次更新算是改到痛点上了。之前最劝退的就是那个声望机制,输了一把啥都没有简直搞心态,现在就算打输了也能拿点经验和资源,开荒新战役的压力小多了。主动录用武将这个功能好评,终于不用傻等着送人头了。虽然UI有时候还是觉得有点反直觉,但冲着这波40个新武将的诚意,值得改个好评。
我滴个乖乖,这次更新的战役地图也太大了吧,想截个全图发群里装逼,结果发现根本截不全。配合新的赋税系统,资源多了城池也造得爽,那种大兵团作战的感觉终于出来了。就是一把的时间变得巨长,刚刚那局打了快3个小时,没点耐力真的扛不住,不过打赢那一刻是真爽。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, Traditional Chinese, English, Japanese*languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
之前我就吐槽过这游戏解锁武将太慢,输了还没收益,简直劝退。这次春节版本更新真的改到了心坎上!新增的“败亦有赏”太关键了,以前惜败简直想砸键盘,现在就算输了也有经验和资源,开荒新战役的压力小了很多。而且终于能主动录用武将了!不用再像个傻子一样等随机事件,前期阵容成型快了不止一点半点。这才是策略游戏该有的样子嘛。冲着这波优化和新出的内容,必须改个好评,大家春节可以放心入坑了。
[h2] 欲社稷危而复安,日月幽而复明 [/h2] 作为一个三国真爱粉,这下真能匡扶汉室了。在剧情模式下,我们扮演的是一位出世的高人,不忍面对战争下的百姓生灵涂炭。选择出世结束这场动乱。而剧情的解锁下,有着三条剧情线,是选择跟随仁爱的刘备还是自负的曹操,亦或者是勇猛的孙策,都在玩家的一念之间。 玩法是一如既往的战旗类型,但是核心在于兵种的克制,骑兵克制步兵,步兵克制弓兵,弓兵克制骑兵这种克制关系。攻击被克制的兵种造成双倍伤害,被自身克制的兵种攻击则无效伤,同兵种攻击则是正常伤害。所以在战前动员的时候,选择兵种就十分重要。在正确的选择下,可以轻松造成以弱胜强的局面。 虽然简单但是策略性还是很大的,选择兵种不能无脑选择,有人数限制,高点数的武将带多了就会造成只有将没有兵的局面,三个将打对面九个人,毫无疑问的会输掉对局,所以推荐带一个高点数武将加低点数炮灰来凑满人数。这样在进行大兵团作战的时候使用炮灰拖延对方军团的进攻节奏,武将就去偷家。在最后大优势的情况下,武将整合小兵,把对家兵团拆散逐一击破收城,别问为什么开局不去硬刚,因为正面对抗玩家弱的跟鸡蛋一样,一碰就碎,使用田忌赛马等各种策略赢得游戏才是上策。 [quote]欢迎前来关注「 [url=https://steamcommunity.com/groups/steam_bldywl_collection/curation]买了等于玩了收藏会」 [/url] [u][b]收藏心头好游戏,买过就算体验。[/b][/u][/quote]
以前觉得兵少不够玩,现在武将多到翻页都要翻半天。新版本的赋税给得很大方,前期不管是录用人还是造城池都不卡手,开局确实爽。不过随之而来的就是操作量暴增,如果没有战报系统辅助,玩到后面真的容易晕头转向,制作组赶紧安排上啊。特别是后期,有时候一次复活12到15个部队,还得一个个手动拖上去放置,简直是浪费时间。能不能给复活部队加个合兵放置或者一键布阵的功能?本来一把就久,这种繁琐操作太搞心态了,点得手酸。
这游戏终于把输了白打这个最大的毒点改了,之前打战役惜败真的是搞心态,现在好歹给点经验资源,这种挫败感少了很多。新出的司马家几个武将技能有点意思,跟之前的流派不太一样。
三国题材的策略战棋游戏早已是红海市场,各种玩法的作品层出不穷,基本上能走的路子都走的差不多了,同质化困境难以突破。而《丹墨三国:弈》却在一众策略类玩法中趟了一条新的路子,通过简化策略游戏的资源收集,用轻量化的方式做出了有一定独特深度的战役模式。蛮适合那些尝试了太多常规作品想要玩点不一样的策略玩家。 本作最吸引我的自然是三国题材,当然出色的立绘也是其中最主要的条件,整个游戏始终贯穿了手绘水墨美术风格,相当的威武霸气,尤其是武将立绘极具辨识度,线条简练却神韵十足,关羽的忠义、曹操的桀骜、还有哪些女性角色也各有胜场,战斗触发时墨色与火光交织,既保留了水墨的写意,又不失战争的张力。 只不过与之相对的,游戏的UI部分就显得有些粗糙,有点吕布骑狗的感觉,字体和背景并不搭配,都是基础的宋体字,而且初期游玩时菜单也显得花里胡哨的,影响了视觉体验的连贯性,看起来不太能突出重点。 反而在策略战争部分,是游戏的重头戏,在传统战棋的基础上做了相当有趣的“减法”,吧以前策略游戏各种漫长的资源收集,复杂的数值养成全面抛弃,直接把重型放在战棋变化中,具体的战斗则是和贴吧常见的“给你多50元,你能组出怎样的队伍”一样,玩家通过组合上阵一定战力的角色进行对战,每回合可以使用特殊军略来辅助,不同的兵种间有着独特的克制关系,步兵克弓兵,弓兵克骑兵,骑兵克步兵,当然这只是在整体战力差不多的情况下,当两方差距过大,即可直接拿下。 除了兵种克制,游戏还加入了诸多提升策略深度的机制。比如连携行军可让相同兵种的武将合并为一支高战力部队,分兵功能则能实现分队出击、多点牵制,就像《英雄无敌》中玩家可以分兵1数量的炮灰来骗取反击,所以游戏的策略要素很多,操作上也较为灵活,适合喜欢纯策略向回合制玩家体验。 而针对不同的受众游戏也提供了多种模式,兼顾不同玩家的需求。单人剧情模式包含4大章节、8个以上经典战役剧本,扮演各种历史关键节点变局者,在这片架空历史中完成突围,创建自己的历史。其次还有战役和联机模式可以体验。总体来说游戏的内容也算扎实,不过界面UI等部分还可以再优化一些,适合喜欢纯策略玩家尝试一二。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
玩法是有,但整体感觉很糙,还有点无厘头。 说低战力的先走,我低战力结果还是敌方先走,然后队伍就被灭了。 然后载入的时候,整个不会停止,点完确认载入,进了战斗画面要等战斗结束了然后再重新载入。 还有就是技能触发,这个搞不明白概率,好像我们的都基本不触发,对方一旦触发就一直会100%。 最后战场上的兵力击杀这个我也不是很明白,有时候一小队对每一队都会造成伤害,有时候又只对克制的进攻,有时候打得多,有时候又打得少,老经常别人一队过来打了我好几队,我反击,每队才掉个1掉个2,说白了游戏规则和机制都很含糊,说是战棋,但机制又很乱,没有战棋玩法的感觉反而全凭运气。 哦对了还有一个,没有武将面板,战场上只能看对手武将的技能,看不了有什么军略,在战略部署上没办法预判对方用什么军略(因为你那个图鉴没收集到的武将看不到信息)
三国可以说是最热门的国游选题,红海中的红海,在这种处境下,一个独游新作想要脱颖而出,所需要的就是题材以外的创新了。《丹墨三国 弈》则是一款沙盘战旗游戏,玩法简明轻量,易于上手,但也没什么战术空间,基本就是兵种克制+比大小。游戏的立绘相当不错,算是一大亮点,虽然时有AI的影子,但是不会过度影响观感,就是UI设计这块每台跟上,尤其是大部分游玩时间其实都在面对着配色刺眼的大地图,希望能尽快迭代掉。 《丹墨三国》的玩法很好上手,战前,你需要出战点数的限制下,指派一定数量武将组合,在一定回合限制内,通过移动棋子,完成“占领对方城池”一类的目标即可。而对于具体的战斗,就是基于数值,再加上兵种、军略(技能)等有限的策略元素,比如步-弓-骑三者的循环克制关系,然后轮流行动拼点数:本作选择放弃战术层面的策略空间,嫁接到了战前的部署上——用人话说就是:别想着战中的微操了,本作就没打算让你迂回包抄然后三个将兑掉对面500人,接战之前就做好部署才重要。 本作的封面美术和立绘确实不错,但就目前的内容量,大概也只能落得一句乏善可陈,一度以为这是EA,作者也说目前不完整,但是似乎后续更新计划主要以DLC形式推出,希望有开售的资金支持后,开发组可以让支持的玩家满意吧。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $815.9K | 687 | 77% | $23.99 | |
| $541.6K | 622 | 75% | $29.99 | |
| $80.7K | 72 | 67% | $29.99 | |
| $35.8K | 59 | 88% | $19.99 | |
| $34.6K | 47 | 68% | $26.99 | |
| $18.5K | 25 | 92% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $44.9K | 371 | 70% | $6.99 | |
| $44.9K | 290 | 82% | $7.99 | |
| $44.9K | 598 | 97% | $4.99 | |
| $44.9K | 158 | 69% | $9.99 | |
| $44.9K | 52 | 54% | $39.99 | |
| $44.9K | 306 | 69% | $4.99 |