
Darkwind is a multiplayer online, simultaneous turn-based game of vehicular combat. Set in a post-apocalyptic world, it involves physics-based tactical combat and deathracing, online leagues, cooperative wilderness scouting and looting, trading and camp-based crafting. Live and online since 2006!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About



Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Excellent turn based car combat game. Oldie but still a goldie
its a great game, particularly if you are someone who enjoyed SJG's Car Wars back in the 80s.
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.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game was very interesting to play. It is turn based in the idea that the game pauses every few seconds to let you select actions that will the play out in real time with physics over the next few seconds before the game pauses again. And though I liked it, I find I cannot play it. There is just too much to juggle with the clunky UI in the very short amount of time you have between "Turns" in this game. When you are controlling a single car with the clunky UI the time between "Turns" is enough. But once I got further in to the practice missions and they started giving me more vehicles to control at once I noticed the time to make decisions was not increased much if at all. Which made the situation very bad. You had something like 2 minutes to make decisions for 3 vehicles. Which include acceleration, turn angle, a separate menu to select weapons, then select targets, then prime weapons to fire should target get within range, all with drop down menus. Assign a gunner to weapons. All of which is in a very fiddly UI that is difficult to navigate and easy to mess up and then have to backtrack and fix what you did before running out of time. Now do it 2 more times because you have to do this separately for each vehicle or they will just default to running straight ahead while being affected by the physics of their previous movement. Though it was interesting that the actions are affected by physics, it meant you had to think a lot harder about your actions because simple things like accelerating too much could lead to a problem several "turns" later. This need to really think ahead to such a technical degree didn't do the game any favors with the short "turn" time and hard to navigate UI. It was a nightmare to try and get everything figured out before running out of time and as soon as you f*** up once it becomes a c***-up cascade as the next 5 seconds you did not plan for suddenly unfold and you are immediately thrown into the next short time limited turn frantically trying to figure out how to fix the mess everything is now because you failed to finish selecting stuff previously and now have to do things with even less time this time around because now you had to spend some of it processing the new pile of problems generated by the failure to finish last time. When it was one car to manage it was do-able. When it was trying to be in charge of 2 or more it became astronomically harder to keep track of the situation and execute anything correctly in part due to the UI and in part due to the extremely short amount of time to process the turn in. This became especially true when you cars got separated and you had to spend time evaluating each of their situations as well. I never really got past the tutorials at that point. The last one I did was a truck escort mission that I simply could not manage because swapping between the three vehicles and not ♥♥♥♥♥♥♥ up the actions of at least one was nearly impossible. I never got into the real game with gang management but I realized if this was a game where I was going to be versing other people and their gangs I probably was not going to get away with driving one car. That and seeing that a lot of the out of combat actions could take a lot of real life time to complete seemed a little excessive to deal with. Like car repair and injured drivers could put you out of being able to progress in the game for real life days if not weeks. If the UI wasn't a mess and the game wasn't so heavy handed on the management sim part being like a real life job I'd see this as far better game. The concept is very cool and the physics system itself seems to work very well. But as it stands this comes off as meh to negative.
One of a kind!
Darkwind has been and still is the single greatest turn-based vehicular-combat sim on Earth. For example, the simultaneous turns play out quickly between all players, and the vehicle motion and handling feels great, even though the action is turn-based. The user interface is weird, but it's worth the effort.
[quote][b][url=https://en.wikipedia.org/wiki/Microtransaction]Warning: In-Game Cash Shop[/url][/b] This game is infested with a toxic mobile app style cash shop. You will be prompted to and expected to give money/credit card details to the developers through this cash shop to buy in-game goods so you can play the game.[/quote] [quote][b]Note: Dead PvP game[/b] This game contains no meaningful single player content. There are no available servers and no player population. This game cannot be played as intended.[/quote] This is an online only turn based tactical "MMO" from two decades ago (and wow, it shows). The player based has dwindled down to a tiny handful of Stockholm Syndrome sufferers... who are way, way ahead of any newbies who might try to play this relic. The idea seemed okay but the monetisation and age of the game are deterrents too great for this to survive much longer. So, Darkwind: War on Wheels is a dead PvP game. Why did it fail? It's video game autopsy time! [i]Almost every PvP exclusive game on Steam fails.[/i] Only a tiny proportion of them "go viral". This game failed for many of the same reasons those others fail. The chief of which is the developer thinking that their game will "go viral" without actually creating any reason for it do so. Competition amongst PvP centric games is extreme, and there's only a finite player base to appeal to. This game failed to reach any kind of critical mass and died as a result. Let's go into some of the reasons this particular game failed to appeal to gamers, despite the zero up front cost. First and foremost, there's no meaningful single player content. The developer gambled that other players would be an acceptable substitute for adding storytelling, level design etc to the . They lost that bet. Without a huge community of players or single player content to add a lasting value to the game, the game dies. Developers must learn that other players are not an acceptable substitute for adding content to a game. Visually, this has some fairly mediocre/dated looking graphics that will understandably be a turn off for a lot of gamers, and it's a big contributor to the failure of the game to attract gamers despite having no up-front cost. As mentioned, this isn't really free as the game is infested with mobile app store like microtransactions. This is a consumer hostile model that we don't need to see on PC. It's deceptively priced to gouge gamers, and that's a reason in itself to avoid this. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Not this time. This isn't worth downloading. While this won't cost you any money, you get what you pay for, and sometimes, even when the game is free, it's still not enough.
wroom wroom
it could have been some fun, if it was finished. the maker said, that he gone for features, over any "polish". it has features, yes, but you can not use any of them. and it could have been much more fun, if it was not made turn-based. something like an extended carmageddon. but no, it is not that. its a stuttering experience, with an atrocious user interface and broken engine.
☀️
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 |
|---|---|---|---|---|
| — | 0 | 47% | — | |
| $2.8M | 3.2K | 94% | $19.79 | |
| — | 0 | — | — | |
| $0 | 10.8K | 76% | Free | |
| $0 | 69 | 80% | Free | |
| $69.4K | 931 | 93% | $2.99 |