
Moduwar is an adaptive organic RTS where you control an alien creature, Modu - and your body is your army. Grow new organs, split, merge and mutate them into unique units that adapt to your needs as you fight against human and alien threats in single and multiplayer modes.
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): 0.14/day in the week to Sep 11 → 0.14/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
Moduwar is a Real-Time Strategy game that redefines the genre with its unique modular gameplay. Instead of commanding traditional units, you control the Modu, a highly adaptable native species of water-dwelling creature capable of growing, merging, and splitting their organic structures in real time. By strategically evolving different organs, you create custom units that adapt to any battle scenario.
Use resources to grow your Modu starting with the heart, the most vital organ you must protect at all costs. You can expand your Modu by growing tiles off your body and placing new organs on top of them. As you play, you learn to grow more useful and specialized organs to face any battle.
Split tiles into singular organ units to scout your enemies quickly and give yourself the strategic advantage. Split and merge multiple tiles to build your armada, combine your organs to unlock unique abilities, send them to war or merge back with your main body to stand your ground!
In the single-player campaign, you fight for survival and liberation, unlocking new organ combinations and evolving abilities while commanding one of three distinct factions, but the battle doesn’t end there.
Moduwar offers multiple game modes in addition to the single-player campaign:
Multiplayer (Up to 4 Players) – Compete or cooperate in dynamic battles.
Arena Mode – Test your best Modu builds in intense battles.
Survival Mode – Face relentless waves of enemies in a fight for endurance.
Classic Skirmish – Engage in tactical battles with customizable settings.

Set in the rich and dangerous world of Arkadia, Moduwar immerses you in an alien ecosystem filled with awe-inspiring and terrifying creatures. However, Arkadia is under siege—two invading forces, the technologically advanced Humans and the ruthless Chimera, have enslaved the native Modu, turning them into living weapons of war.
You are a Modu forced to serve the ERE - Earth Repatriation Expedition. Will you continue to fight under the ERE, or break the shackles and set yourself free?
Your choices will determine the fate of all life on Arkadia, the galaxy and the Moduwar!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Open and honest I got this product for a discount and got the supporter addition as well all for 15$. Ever wanted to play Navy in Command and Conquer as well as some eldritch Zergy body Horror Force? Then this game is for you. There is nothing on the market quite like it and I hope more factions in games mimic the Modu species maybe even with more horror. As for this game its fun if your going in to play as a living grey goo type force. The Potential is there. When I looked to see it was in early access while I was having this much fun gives me hope for the RTS Genre. Pros: A new experience, creep growth navy simulators. Hard to master, satisfying to make swarms. Good graphics with Iconic design. This game is fun, its potential and its ability to inspire better FPS and leave its mark on the gaming industry is clear to me. We just need to let them. Worth the Price. Putting game development first before Mods and Money exploits done by desperate companies. DLC literally is support. Cons: Restriction to Navy atleast in my experience so far. Difficult Controls Unintuitive UI. Lag on any PC if your amassing swarms. We need more games like this. Lacks a workshop for mods but this may change in the future. A lack of ingame instructions to learn how the creature works, a simple guide button I mean, I find the nonintrusion to be a pro. This game is not for everyone. But I'd be lying if I said I did not have a blast playing. If your in the mood for this type of game. Give it a try. You have nothing to lose but your time, and fun to be gained.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Russian, Simplified Chinese, Spanish - Latin America, Ukrainian*languages with full audio support
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I really believe in this project and think you should too. RTS has suffered for years and this brings new life to the genre in its campaign. The follow-through on a concept is exemplary, the setting is fresh and new, and the indie feel of the production is heartwarming - the cutscenes especially make me laugh and smile about the small-budget production with lots of heart. That said, a lot of work still remains before this can be considered complete. This is exactly the type of game that early access is for. I have completed the first 5 missions on brutal difficulty and repeatedly failed the 6th. My criticism is as follows, and I hope the developers see this and can use it: *- Resource collection segments that are separate from the main Modu are not the most diligent about returning resources *- Splitting the Modu is easy. Recombining the Modu at the position and angle I want is hard. - It would be nice to have clearer indicators of what exactly makes the Modu 'too big to move'. How can I check the speed decrease with size, or the armour increase? The mechanic where size impacts stats will feel good when it is knowable. - Similarly, it would be nice to be able to check stats of individual organs without hovering the cursor over them for 5 seconds. - Similarly, it would be nice if making large organs was better tutorialized, and have it mentioned that this works for every organ - it took me a while to find out that I could make a large liver, and that would go a long way in the fifth mission. - Similarly, it would be nice to know how each organ attached to a body modifies the other organs. Does the eye give a simple +1 to tentacle range, or more? This could be accomplished in the hover-over stat menu for the tentacle - instead of saying 'range 40' it could say 'range 35 (+5x1)' (yes, I just made up numbers for now). I haven't tried hovering over the eye, maybe I can solve my own problem here. - As a negative review said, the cave mission timer is unclear and I lost that mission once because I thought that it was a timer which dictated when I needed to be in the next area. As a result, the harassment waves showing up behind me piled up into a death wave. - The big macro missions will feel good when their triggers are improved. Mission 5 was a slog - and it was so close to being a slog in a good way. I won based on surviving many repeated swarms of attack waves. I survived because I had forward forces kiting the enemy waves which recombined with the main Modu body when they had kited all the way home, so that I could finish killing the attack wave with an armour bonus and healing bonus from many livers I had at home for healing. It's great that micro control was rewarded, it's great that I had to keep macroing to have tools at home, but unfortunately I think that my prior criticisms about mechanic knowability were highlighted. - The triggers in mission 6 are way too punishing. I want to be able to adventure out of my base to fight the wasps, but some trigger on the way to the wasp hive causes the chimera enemy to start attacking before I have enough tools to fight back. After surviving wave after wave of the chimera enemy, my resources have depleted and I'm dead. There is far too much requirement for me to build up at home and do nothing on the map for fear of triggering the enemy, and that is not fun. - On my latest attempt at mission 6 I killed the wasp hive and tried to expand to a new base, but the chimera was still way too punishing in its attack waves. I don't have any ideas for what I could do differently - I triggered the enemy as late as possible, I spent every dollar I had on exactly the tools I needed to make it to this base, and they still weren't enough. - I restarted mission 6 a lot and although I love the cutscenes, it would be even better if they were skippable so I didn't have to watch them every time.
It feels really unique, but still familiar as someone who grew up with C&C and other rts games. The cutscene cheese is incredible. Some things it needs to work on: Your mouths stop harvesting when you load a save. Unit movement needs some polish. Mouths attacking jellyfish will snap forward and back in a janky way, and will sometimes struggle to figure out how to deliver food back to you.
Pathfinding is often weird, Attaching/detaching modules is finicky, Selecting/deselecting units is unreliable, Minimap is often hard to read. But I really like the gameplay, building and detaching sections of your base to become your army is great, the FMV cutscenes are also really nice.
Moduwar is an rts game which does things differently. I am going to start with the things I don't like and that is that there isn't enough music in the game, secondly it's that visibility for creating larger organs is rather bad. Other than that, I love the FMVs, I love the easy gameplay, and I love how easy the missions are to understand (except for mission 3).
Yehey Playing as an Alien
Гаразд, чим мені сподобалась гра: дизайн, музика, більшість геймплею, особливості подібного біопанкового РТС'у з ростом, розділенням, з'єднанням - муй буено. Мінуси - простуватий UI, хотілось би щось цікавіше, штучний інтеллект як своїх так і ворожих юнітів, дуже фруструє неможливість моду нормально повертатись, щоб органи ближнього бою спрямовувались до ворога, а дальнього бою - лишались ззаду, через це мій внутрішній естет плаче. Але враховуючи що гра ще в ранньом доступі я думаю це все буде вирішено пізніше.
This is such a labor of love. The cutscenes give me Red Alert 2 vibes, and the gameplay feels a little like red alert crossed with the Zerg. You play a modular monster being weaponized for war. You can deconstruct and reconstruct your body into different setups and sub-bodies to make different units. Size and organs matter - you can build lots of little yous, or build bigger yous. So strategy is up to you - zerg rush, or (my favorite) deadly behemoths
Clunky as hell. Didnt even get past the second level. A timer that dose absolutly nothing and just resets when it reaches zero. Resources depleat extreamly quickly. Absolutly too many enamys for the second level. and almost every single one turns invisible and you cand hit them unless you have the eye on your guy which is too expensive with hoe scarce the resources are.
Unique, somehow feels like an oldschool RTS arcade game - which I don't think is a genre that even existed? Fun and you can tell the developers put a lot of love in to it.
Players by region
Where this game's players are, estimated from review languages.
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