
Mandate Order is a Warring States war city-builder set in ancient China. Build a stronghold, manage industries and logistics, recruit scholars from the Hundred Schools of Thought, raise armies, and command real-time tactical battles with thousands of soldiers.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Mandate Order is an ancient war simulation and city-building game set in ancient China, combining construction, management, and tactical strategy.
The game features free-form city-state construction, a retainer system inspired by the Hundred Schools of Thought, dynamic seasonal and weather changes, and large-scale real-time tactical battles. Under the constant threat of enemy invasion, you will build and manage an ancient military stronghold that integrates production, defense, and warfare.
===========================================================================================
A gridless free-building system allows you to construct everything from residences and farms to workshops and barracks, forming a complete urban production chain.
The game features rich farming, building, gathering, and production systems. A full annual production cycle brings seasonal changes that affect not only the visual atmosphere, but also city management and the rhythm of marching and warfare.
Rule like a city lord or feudal ruler: integrate different schools of thought, formulate diplomatic strategies, and shape your own philosophy of governance. Make choices such as forming alliances, declaring ceasefires, opening trade, or joining forces against powerful enemies. A nine-grid national policy system works together with court debates, while the schools of your retainers influence the direction of policy.
Recruit retainers from Confucianism, Daoism, Mohism, Legalism, Militarism, Agriculturalism, and other schools. Assign them to city governance, military command, diplomatic negotiation, and national policy development. Different combinations create unique gameplay experiences.
Use simple mouse line-drawing commands to quickly deploy formations, enabling tactics such as encirclement, breakthrough, siege assault, and defense. Chariot charges, fortress warfare, thousand-unit battlefields, and a pseudo-physics knockback system create an immersive ancient warfare experience.
Build a complete fortress defense system with walls, towers, catapults, ballistae, and more. Plan your military architecture around walls and defensive structures, with enhanced physical feedback to make battlefield impact more tangible.
Offer sacrifices to Heaven and Earth to pray for the fortune of your state. The ritual system affects natural disasters, calamities, and event outcomes. How you respond to these trials will become a test of your judgment and morality.
As the old saying goes: fortune and misfortune depend upon each other. After a devastating disaster, could there also be a hidden opportunity for growth?
Through technological development, building upgrades, and logistics systems, you will experience not only the advancement of tools and techniques, but also the deeper transformation of institutions and civilization.
Raw materials such as timber, ore, and grain go through gathering, processing, storage, and distribution to form a complete industrial chain.
Depending on the sandbox environment and your available resources, you must constantly adjust your strategy, strengthen your state through reform, and renew old systems to survive and grow.
🔸 A unique Eastern war city-building experience rooted in China’s Spring and Autumn and Warring States periods
🔸 A Hundred Schools of Thought retainer system, with different schools enabling different playstyles
🔸 Gridless free-form construction and a deep logistics system
🔸 Large-scale real-time tactical battles, including chariot charges and fortress warfare
🔸 Dynamic seasons and weather, natural disasters, and a ritual system
🔸 Diplomacy and national policy systems that extend strategic depth
🔸 Sandbox mode with multiple ways to play
City-building, war simulation, Eastern tactics, city management, resource management, and strategic decision-making.
Follow us for ongoing development updates and gameplay information.
===========================================================================================
We believe that a truly complete game is not born in a closed development environment. It is shaped through continuous dialogue with players.
With respect and dedication, we look forward to your criticism, suggestions, and feedback.
Engagement
Reviews
Themes across 849 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
《烽沙》抢先体验游玩报告:框架亮眼但内容亟待填充 作为一直关注国产策略游戏的玩家,《烽沙》从宣发阶段就吸引了我——春秋战国题材+城建与战争深度绑定的设计,在市面上确实稀缺。8月12日上线EA后第一时间入手,累计游玩约12小时,打完了从布衣到称王的完整流程,说说最真实的体验感受。 一、值得肯定的核心体验 首先要夸的是"战建一体"的设计理念,这也是游戏最有辨识度的地方。和很多城建游戏里"城墙只是装饰条"不同,《烽沙》里你怎么规划城墙、开几个城门、军械库摆在哪、道路通不通,都会直接影响守城战的结果。敌军真的会攻城门、爬城墙,你的防御布局不是摆样子,是真的要接受战场检验的,这个沉浸感做得很到位。 无网格自由建造也是加分项,可以顺着地形依山建城,不用被格子限制死。"伍"为单位的人口调度很有古风特色,五人一伍的设定既符合古代军制,也让劳动力分配更有策略感。四季系统不只是视觉变化,春耕秋收、冬季取暖、雨季影响行军,确实能让人感受到经营的时间节奏。 诸子百家的门客系统立意很好,儒家安民、法家增税、墨家强化城防、兵家提升战力,不同学派搭配能走出不同的发展路线,加上国策和外交系统,整体框架是立得住的。68元的定价、买断无内购的模式,在当前环境下也显得很良心。 二、当前版本的突出问题与改进建议 但必须实话实说,现阶段内容厚度严重不足,玩3-5小时新鲜感过去后,重复感会快速上来,这也是最影响体验的核心问题。 1. 中后期玩法空洞,循环高度重复 前期开荒阶段体验是最好的,砍树、种田、盖房、招兵、修城墙,一步步把小据点扩成城池,目标感很强。但当人口稳定、资源链跑通、城防建完之后,游戏就进入了非常枯燥的等待循环: • 每月就是收资源、等敌国来索贡、拒绝后打一场防守战,打完继续等下个月 • 主动出击只能打地图上有限的几个敌方据点,打完就没有新的扩张目标了 • 称王之后触发三国联军入侵,打赢就算通关,整个流程缺乏中间层次的目标填充 建议:增加中期事件与阶段性目标,比如内部叛乱、流民潮、商队过境、诸侯会盟等随机事件,让城市发展过程中持续有决策点,而不是单纯等资源、等打仗。 2. 外交系统流于表面,缺乏博弈深度 目前的外交更像是个"点按钮"系统,结盟、通商、停战的影响都很有限,周边势力的行为逻辑也比较单一,基本就是定期过来要钱要粮。合纵连横的感觉完全没做出来,既没有远交近攻的策略空间,也没有背刺、毁约、联军伐交这些春秋战国该有的戏剧感。 建议:加入势力关系动态变化,比如你打某国时它的盟友会介入;增加外交筹码,比如割地、质子、联姻、技术交换;让AI之间也会互相攻伐,而不是全都盯着玩家打。 3. 战斗玩法单一,战术选择少 守城战因为有城防建筑参与,体验还可以。但野战和攻城战的深度就明显不够了,兵种偏少,阵型变化有限,打几场后就会发现最优解很固定。千人同屏的场面看着壮观,但实际操作空间不大,更多是拼兵力和装备数值。 建议:补充更多兵种与战术器械,比如骑兵、弩兵、战车的差异化定位更明确;增加夜袭、劫粮、水淹、火攻等战术选项;让地形对战斗的影响更显著,而不只是外观差异。 4. 新手引导缺失,信息反馈不足 这应该是很多新人的共同感受——开局一堆系统砸过来,没有清晰的教程指引,全靠自己摸索。物流怎么运转、人口为什么不增长、幸福度怎么提升、怎么招兵最合理,很多关键机制都要靠试错。UI的信息层级也比较乱,想找个数据要点好几个菜单。 建议:优化新手引导流程,做成逐步解锁的任务式引导;增加更直观的数据面板,把资源收支、人口变化、民心趋势做成可视化图表;关键事件增加明确的原因提示,比如"人口停止增长因为住房不足"而不是让玩家猜。 5. 性能与细节打磨仍需加强 中高配置下后期人口多了会有明显掉帧,部分建筑和单位有穿模问题,NPC寻路偶尔会卡。另外世界的鲜活度不够,村民动作比较单一,四季变化只体现在植被和温度上,人物衣着、节日活动、昼夜细节都比较欠缺,长时间盯着城看容易审美疲劳。 三、对后续更新的期待 整体来说,《烽沙》是一副骨架搭得很好但血肉还没填完的作品。核心玩法方向是对的,题材和设计理念都有自己的特色,所以哪怕现在内容少,我也愿意给好评并继续等更新。 最希望官方尽快推进的几个方向: 1. 优先扩充内容量:新地图、新地形是刚需,目前单张地图玩通就没动力开二周目了; 2. 战役模式尽快落地:之前提到的长平之战等历史战役,如果能做出来会极大提升游戏耐玩度; 3. 深化经营深度:建筑升级系统、畜牧业、更完整的手工业产业链,让中后期有持续经营的动力; 4. 丰富门客与国策:目前学派和门客数量还是偏少,期待能有更多特色人物和政策组合。 作为EA阶段的国产独立游戏,能做到这个完成度已经不容易,也能看出制作组在认真听玩家反馈。希望团队能保持更新节奏,把这个好框架真正填满。毕竟春秋战国这么好的题材,值得做出一款能玩上百小时的策略佳作。 ai生成仅供参考
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1M | 2.2K | 96% | $19.99 | |
| $1M | 4.2K | 82% | $11.24 | |
| $1M | 1.8K | 79% | $19.99 | |
| $1M | 727 | 80% | $49.99 | |
| $1M | 2.3K | 84% | $19.99 | |
| $1M | 3.2K | 89% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $108.2K | 241 | 66% | $14.99 | |
| $6.8K | 19 | 47% | $9.99 | |
| $32K | 54 | 65% | $19.99 | |
| $30.1K | 86 | 66% | $11.99 | |
| $1.1K | 4 | 75% | $8.99 | |
| $112.1M | 91.8K | 84% | $39.99 |
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English, French, German, Russian, Turkish, Polish, Traditional Chinese, Spanish - Latin America, Japanese, Korean, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 850 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
游戏潜力不错,有几个建议:一个是远距离运输问题似乎无法解决,二是目前产业链比较少,三是一个建筑生产多种物资的情况下必须手动切换,很麻烦,要么就造多个相同建筑。
This is easily one of the most impressive city building strategy games I’ve played in a while. What immediately blew me away is the sheer sense of scale. I’ve never seen a game nail the proportions between people, buildings, and nature like this. Walking among gigantic trees that feel truly massive compared to your villagers creates an incredible atmosphere, and the music is absolutely phenomenal. This is something that is sorely missing in many other games like this (I'm looking at you, Banished). Manor Lords is terrific, as well, but this just stands above the rest, in my opinion. The developers have included some brilliant quality-of-life touches already...the "sync settings" option on residents and other buildings is fantastic and makes managing your growing settlement so much easier. Being able to set one home's requirements and then click a single button to apply to all is great! I would also love to see the option to apply in bulk via drawing a box around the buildings you want to implement. That's not a negative, just a "this'd be cool." As amazing as the game is, since it’s still in active development, there are a few QoL improvements and adjustments that I think would take this game to the next level: Pacing & Planning: We really need a way to pause construction or draft blueprints. While priority settings exist, workers tend to ignore them. Having the ability to pre-plan layouts would save some headaches. I want to draw out thirty tents at once, but I don't want to build them that fast. Even if I set it to lowest, I found that workers still build them too quickly. Citizen Pathfinding & Info: Citizens don't value roads enough. They often walk near a road rather than on it. This isn't a big deal if they are still getting the 20% speed bonus, but if not, then they need to stick to roads. Additionally, a clear overlay or an "idle worker toggle" button to cycle through free hands, as well as a citizen follow-cam to watch them live their daily lives, would be huge additions. Tutorial & Scale Guidance: Because the visual scale is so unique, it’s hard to gauge mechanics like distance (e.g., how close a house needs to be to a logging camp). The tutorial could do a much better job explaining build ranges and proximity mechanics. Audio & Focus Controls: Audio levels need finer granularity. Specifically, dedicated sliders for Weather Sounds and UI Volume. A toggle setting to not mute audio when unfocused would also be a very welcome feature for multi-taskers. The visual fidelity, audio design, and core foundation here are remarkable! If you're a fan of management and strategy games, Mandate Order is well worth your time, and I can't wait to see how it continues to evolve!
挺好玩的,主要是更新修复的快
以前模拟经营只玩过Sims,但谁不想回到春秋战国当个霸主呢,所以我先选了和平模式。上手不算难,跟着任务指引基本能经营起来,当然新手教程仍然可以再细一点。 目前内容已经够我研究一阵了,后面希望继续增加地图、事件和外交,让自己的小国真的有一点变强、变富、变成大国的过程。
Pffyeah.
希望尽快把房舍和道路的建造体验修顺,每次差一点对不齐真的很难受。明明想造一个整齐的城市,最后全是歪的。
肉是真的缺,搬东西也要不少民夫,前期经常为了几块肉折腾半天。不过整体经营循环还是可以,资源链理顺后会舒服不少。
好玩
能不能优化下CPU占用率啊 别说到三千人了 还没到一千人呢 CPU都快压不住了 随着房子越建越多CPU占用率就一直跟着长
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.