
MoeArmy vs SuArmy is a 2D auto-battle strategy game. Choose the Moe or Su faction, build structures to deploy formations, combine cards, gear, and commander skills to power up your troops, exploit armor counters in automatic combat, and destroy the enemy base to claim victory!
Modeled estimate, not a reported figure. How we estimate →
About
Workshop and cloud saves not supported. (Need to investigate whether they can be enabled)
Very rare stuttering and error reports on Intel processors. (Reported to Godot Engine forums)
Campaign difficulty is now balanced! Feel free to enjoy! (The most strongly voiced player feedback)
Tutorial and introductory levels completely redone; features and info are unlocked progressively level by level. (Second most common player feedback)
Brand-new encyclopedia, pause now freezes time, and button tooltip guides added.
Achievement system supported.
Post‑release updates: 20 times.
If you have any questions, leave a message in the Steam discussion boards—I'm basically always around!

Moe Army and Su Army—two adorable yet fierce factions with wildly different styles—are officially at war! Smoke fills the battlefield as massive armies pour from their bases, clashing fiercely in the corridors. Dense barrages and spectacular skill effects light up the field—every building you construct and every unit you produce feeds into this grand-scale battle.
The core loop is simple: drag building cards from your hand onto the construction grid, and buildings automatically produce units for battle. Stack identical buildings to upgrade their star level—the higher the star, the stronger the units. From 1-star basic troops to 3-star elite forces, the power gap is enormous. Plan your layout wisely: focus on upgrading or spread your production? Every build decision shapes your army.
Moe Army excels with high-tech gear and elite units, while Su Army dominates with mechanized brute force. From light skirmishers to heavy fortresses, from ground assaults to aerial support, each faction has exclusive units and building cards. Choosing the right faction and composing the best unit combination is your first step toward victory.
Configure combined arms assaults: frontline tanks absorb damage, backline DPS mops up, support units provide buffs—multiple unit types advancing together to tear through enemy defenses. We're continuously adding new content, including new Commanders, units, stages, and more surprises. Join us and be part of Moe Army vs Su Army's evolution!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
English*, Simplified Chinese*, French*, German*, Russian*, Japanese*, Portuguese - Portugal*, Korean*, Spanish - Spain*, Polish**languages with full audio support
Engagement
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏确实是用心做了,但是作者可能没考虑到玩家对这个游戏的预期是什么。对大多数人来说这类游戏应该是爽,玩家在贪的时候给贪,但是会让玩家擦这边过。显然作者是没考虑到的。毕竟说实话没多少人真会下心思去研究每一关究竟该怎么摆怎么出兵用什么改装。建议是把波次之间的时间拉长,玩家单个兵种的出兵数量往上调。只能说还有空间吧。
《萌军vs酥军》:小,美,就是碗底有点薄 用时7.6个小时,也是成功通关了美苏战役的全部关卡。不得不说,对于我这样一个rts+自走棋爱好者来说,《萌军vs酥军》的亮相的确抓住了我的好球区。现代出生的年轻人也许没玩过星际争霸,也许没玩过魔兽争霸,但肯定或多或少了解过红警,或者在4399上玩过如《米拉奇战记》一类的自走棋。而本作就是一款把“致敬红警二”几个大字写在了脑门子上的游戏。 只要或多或少对红警2有些了解的玩家,大概一眼就能看出来,本作基本所有的单位都是对红警单位的q版复刻:比如苏军防空步兵和防空履带车因为攻击特效的原因变成玩家口中俗语的煤球兵煤球车,矿车俗语牛车,天启变成烤面包,疯狂伊文/恐怖分子变蛋糕兵(甜到爆炸),甚至警犬,v3,光棱,蜘蛛,基洛夫,谭雅等一应俱全,这对于老红警玩家约莫是个特攻,改编的方式也确实很符合本作的卡通基调而非无脑的一比一复制粘贴:因为盟军变成萌军,所以单位都是些卡通小人。因为苏军变成酥军,所以单位都是些起酥的食物。这点还蛮有创意。 游戏的战斗逻辑设计也是合格的,单位的ai很聪明,不会雨露均沾分散火力或者设置让人智熄的目标优先级。将单位分为三种护甲并为每种单位单独设置对甲不同伤害的做法也提高了游戏策略性。作为一款横板自走棋游戏,单位会自动随时间出兵和推进,玩家只需要进行单位布置和包括运营和即时战术在内的少量操作即可,简单易上手。加之暂停和倍速按钮的加入,也不会感受到太多的垃圾时间或者信息密度太大导致大脑过载。 而本作最大的问题,可能就出在这个“一人制作”上。我知道近年来许多的独立游戏仅凭一人的热爱制作是一个屡见不鲜的事情,但对于急需内容量作为支撑的rts+自走棋模式来说,无论是平衡性还是内容量都只能称得上差强人意,属于是我会给好评的程度,但是也就仅限于好评了。平衡性的问题作者每天都在发布新补丁改进,我也相信在漫长的优化过后其表现会很不错。然而当前版本来看,由于防御塔性能太过强大,基地血量极厚,前期优势根本无法转化为任何雪球,大后期指挥官带来的兵种和科技优势基本完爆前两个。萌军只需要前期卖血后期憋出钢铁侠+无敌舰队来即可无脑通关,酥军则更方便了,前期卖血升本强出3000的终极导弹车,辐射震荡腐蚀各来一个,稍微补点空对空,然后无脑等aoe把对面烧的家都出不去通关就行了。这也让许许多多的关卡完全失去了通用解下的博弈乐趣。 至于内容量,美苏各有4×4=16关单机剧情其实还算合格,只是这个关卡差异仅仅体现在了局内敌人出兵方面,其它所有的要素则丝毫未动,说是换皮的自定义遭遇战也不为过。至于那个局外成长,其build也是非常浅显的数值加减,没有任何深度和策略性。 说实话,对于一款一人制作的游戏而言,以其如此合格的完成度,我实在不应该要求这些。只是我在想,倘若一人制作能作为抵挡一切尖锐声音的万金油存在,那似乎游戏评测就失去了它的意义,因此琢磨再三还是将真实的感受全盘托出,至于好坏就交给读者分辨。无论怎么说,《萌军vs酥军》仍然是一款足够精致的,深度有限的,值得我给他打一个好评鼓励的餐后甜点小游戏。
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Hours played at review time, across 67 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Simple strategy game that still offers some depth, along with upgrades that encourage repeated runs. You start by picking a commander, which is essentially a choice between difficulty and resource generation. The first commander starts with cheaper units and gains more resources, but lacks the powerful units available to the third commander. The second commander sits somewhere in the middle. They also differ in their free unit spawns. The first commander has the shortest cooldown and deploys several rocket launchers, while the third commander spawns tanks with a cooldown that is three times longer. Battles are played by placing units on a grid. Placing units costs money, which you earn automatically over time, but you can increase your income by investing in an economy upgrade that boosts resource generation per second. Naturally, the cost of this upgrade increases with each purchase. You can also improve tech gain, which affects the types of units you can access, and wrench gain, which is used to enhance units. It is a good idea to invest in tech early because there is a limit to how many times it can be upgraded. Once you reach that limit, you can focus your resources elsewhere. The units available to you are random. Each time, you choose from four unit cards, dragging them onto the grid. After using all four, you receive another random set and continue until the battle ends. If you dislike your current selection, you can refresh the cards for a small fee. Once placed, units deploy in the order they were positioned, march toward the enemy base, and attack any enemies they encounter along the way. You do not need to manage deployed units afterward because they automatically spawn again with every wave, which occurs every few seconds. The objective is to overwhelm the enemy and destroy its base. You can achieve this by fielding a large army or by combining units into stronger versions. However, you cannot merge two units that are already on the grid. Instead, you must place a new unit card on top of an existing unit. There is also a limit to how many times each unit can be upgraded this way, indicated by a grayed out icon. Wrenches and tech upgrades provide additional enhancements. Each unit can only receive one upgrade, and you choose from three different options, all of which provide useful benefits. If you have extra money, you can also invest in six special abilities. Each one only needs to be purchased once per battle, but it enters a cooldown after every use. These abilities must be unlocked again in every new battle. The only permanent upgrades are purchased from the main menu after earning enough experience to level up. There are three upgrade categories with five upgrades each, but at every step you must choose between two options. The upgrade you do not select becomes unavailable, although you can reset your choices later if you change your mind.
我从demo开始玩的,demo玩了六个小时左右,正式版难度太高了,战役打到9试了三四把都打不过,是我太菜了么,虽然提示了一些克制关系,但是太晦涩了,有些改装,效果也没写明,那个双枪少女的改装,成为驾驶员什么鬼,你下面一行写一个数据啊,好不容易专门拿一把试一下才知道什么效果 还有最重要一点,局外成长的深度太浅了太浅了,科技树只能二选一,那个词条属性垃圾还随机,正式版新出的那个阵地,你们的产品经理策划数值的语文老师是教体育的么?局外成长给的这个抠搜啊,单机游戏吃你家大米了,十块钱的游戏我就之王三五个小时打完战役就行了,我又没指望十几二十个小时,你做这么难干什么 快捷键你放设置里面我能理解,图鉴你也放这里??就是为了对称好看?莫名其妙啊,图鉴跟excel表格差不多,我都不想吐槽了 这样的我只能给个差评了
MoeArmy vs SuArmy is an indie strategy game developed and published by KumiLGames that embraces an unusual combination of genres. Blending auto-battler mechanics with tower defense, deck management, and real-time strategy elements, it presents a battlefield where preparation matters just as much as the combat itself. Rather than focusing on precise unit control, the game encourages players to think like commanders, building production facilities, upgrading military infrastructure, and creating efficient combinations of troops to secure victory. Its premise may appear lighthearted thanks to its anime-inspired presentation, but there is a respectable amount of tactical depth hidden beneath its colorful exterior. The gameplay centers around deploying buildings that continuously generate units. Each structure serves a distinct purpose, whether producing infantry, armored forces, or support elements, and placing them effectively becomes the key to success. Buildings can be merged and upgraded to improve their output, adding an engaging progression system that rewards careful planning. The satisfaction of watching a modest military operation evolve into a massive mechanized assault is one of the game's highlights. Every match presents opportunities to adapt, forcing players to decide whether to invest heavily in a specialized strategy or maintain a balanced force capable of responding to multiple threats. A major strength of MoeArmy vs SuArmy lies in the contrast between its two opposing factions. The technologically advanced Moe Army focuses on precision and elite units, while the Su Army relies on overwhelming firepower and relentless offensives. This distinction keeps gameplay fresh, as switching sides often feels like learning an entirely new approach to combat. The roster includes a healthy mix of soldiers, tanks, support units, and defensive structures, all of which can interact in interesting ways. Additional layers such as commander abilities, equipment choices, and card combinations provide meaningful customization and encourage experimentation across multiple playthroughs. Visually, the game adopts a playful and accessible style that complements its premise. Characters and military units are presented with charm, and battles become increasingly entertaining as the screen fills with advancing troops, artillery fire, and special effects. Despite its modest scope, the game does a commendable job of conveying the scale of conflict. KumiLGames has also demonstrated a commitment to improving the experience through updates aimed at optimization and performance enhancements. Large engagements run more smoothly than one might expect from a small independent project, and it is clear that the developer intends to continue expanding and refining the title over time. That said, MoeArmy vs SuArmy still feels like a work in progress in certain areas. The developer has already outlined plans for additional content, including more commanders, units, and stages, suggesting that the current version represents only the beginning of its roadmap. Some players may find the existing content pool somewhat limited after extended sessions, and the use of AI-generated assets may not appeal to everyone. Furthermore, while the strategic systems are enjoyable, balancing between certain unit combinations could benefit from additional refinement as the game evolves. Even with these shortcomings, MoeArmy vs SuArmy succeeds at delivering a distinctive take on automated warfare. Its combination of strategic planning, faction diversity, and satisfying progression creates an experience that is easy to pick up while offering enough complexity to maintain interest over time. It may not have the production values of larger strategy franchises, but it compensates with creativity and a clear passion for its concept. For players interested in indie strategy games that mix cute aesthetics with surprisingly engaging tactical gameplay, MoeArmy vs SuArmy is an easy recommendation and a promising foundation for future updates. Rating: 7/10
好玩的,正式版比demo多了不少东西,每个兵种都加了三个改造选项,粗略玩了下前几关,花样还挺多的
Demo开始玩的......说实话,国区首发 9.88 元,良心中的良心.萌军战役顺利,苏军战役3-1后有点难 至于有些人玩了6 7小时, 因为难度大打差评.....我不好评价. 另外 萌军额外战役1 谁过了? 目前我还没有想到解法.
是我没玩明白还是这游戏难度有问题?小兵大战和战争进化史都最高难度通关了,这两个游戏局内敌方出兵的强度曲线随时间变化还是比较平缓的;这游戏你但凡稍微挑战一下难度,对面立马爆几十个精英兵,跟不要钱似得,没放几个兵营,对面来了几十号人。。。 局外科技树和成长太少了,还TM是二选一?兵营只有建造成本没有出兵成本,所以就ex人对面疯狂爆兵?
[h3] 这是一个很不错的红警2同人游戏 [/h3] 能做到这个程度真是太好了,单人做到这个完成度可以说不可思议。 [h3] 关于关卡难度 [/h3] 我喜欢这个游戏,我联系到了游戏作者,这游戏是单人开发半年多制作的,游戏作者很勤奋,更新很快[strike] 就像一只核动力陀螺,一直转个不停 [/strike],希望大家打不过不要给太多差评了,前几天评论说的难度问题已经不需要担心了,这几天已根据评论的反馈把难度问题全面修改了,对于新手觉得太难的问题,现在基地被打一段血量会给不少的经济补偿,大残时会给铁幕保护和强力援军,加上还有清空半个场地的炸弹和用5000块购买的大超级武器,一局里面有三次强力清场保基地的机会。而且也不至于只玩前几关觉得太简单,后面的关卡还是比较有趣的。如果怎么操作都觉得不太好打,建议直接换个出招思路,这游戏只要玩的思路比较对,通关是比较顺利的。 此外,游戏的轮椅单位很多,思路正确的话是很好玩很轻松的,可以整很多活儿,有一个比较好用的套路,指挥官选最右边的那个,开局只发展经济,基地卖血爆金币加快发展,然后盟军直接摇轮椅比如t4的悖论并且花35改装点改装,用t1的飞行兵[spoiler] 很便宜很划算,可以占点 [/spoiler]、t2的炮车改装远射[spoiler] 能把牢苏的步兵和脆皮直接烫爆 [/spoiler]、t3的风炮、t4的光棱改装远射辅助[spoiler] 这样光棱就会只锁定重甲打,甚至会把对面基地打爆 [/spoiler];苏军可以出t3的面包机(也就是天启坦克)并且花12改装点改装、t4的大面包机并且花35改装点改装,然后用t2的V3火箭车改装远射辅助,等等 ————如果前期关卡没有思路,盟军可以出斗牛犬改装40次格挡[spoiler] 这东西抗线太硬了 [/spoiler],苏军可以出犀牛坦克改装配合V3改装连级推掉对面基地,[spoiler] 不要出太多师级改装和范围伤害,容易烫自己人 [/spoiler]; ————如果盟军额外关卡过不了,[spoiler] 那就试试超时空传送偷家 [/spoiler],如果苏军额外关卡过不了,[spoiler] 那就试试远射单位解决掉守萌坦克,不要出大小面包机 [/spoiler] [h3] 评价和感想[/h3] 我玩了七个多小时,这已经完全足矣通关所有关卡并且打过最高难度遭遇战,然后再整活儿享受一下自己觉得比较有趣的关卡了。我觉得挺快乐的,因为红色警戒2的同人游戏很少,RTS游戏类型已经太久没什么活了,能见到这游戏很开心,游戏里所有单位立绘都是熟悉的单位改来的,画风统一改得很可爱了,不仅有原版还有心灵终结的单位,玩的时候一看就知道这是个什么,看到迫害V3火箭车[spoiler] 一旦和火炮车中门对狙就会地面效果烫死 [/spoiler]给我笑嘻了,以及可以相信大小天启的硬度[spoiler] 大面包机改装成原型血量过万,特别硬 [/spoiler],还有光棱转职对重甲特攻了依旧强力[spoiler] 基地也变成重甲了,所以拆家的本职工作还是没有丢掉[/spoiler],等等 ————如果觉得游戏有缺点是正常的,但是大家不要太轻易就给差评,只要写评论作者就会看完并且想办法改进的,有时候还会直接回复你。作为一个小众的游戏,游戏价格很低,质量也算是不错的了,作者完全是为爱发电,对于难度问题打太多差评他也表示是之前欠考虑了,写这些我并没有收到作者的指示,全都是个人感想, [spoiler] 就这游戏的销量怎么可能请水军洗地啊绷不住了 [/spoiler],大家的谅解、支持和建议一定可以鼓励作者做出更多的优化和新增内容! [h3] This is a really good Red Alert 2 fan game [/h3] It's amazing that it turned out this well—incredible that a single developer achieved this level of completion. [h3] About the difficulty [/h3] I love this game. I got in touch with the author, and it was made by one person over half a year. The dev is super diligent and pushes updates very fast [strike] like a nuclear‑powered spinning top that never stops [/strike]. Please don’t give too many negative reviews if you struggle—the difficulty issues mentioned in earlier comments have already been fully adjusted based on feedback over the past few days. For new players who find it too tough: now your base gets a decent economic boost when it takes a certain amount of damage, and when heavily damaged you’ll get an Iron Curtain protection plus strong reinforcements. On top of that, there’s a bomb that clears half the map and a super weapon you can buy for 5000 credits—so you have three powerful “save‑the‑base” chances per match. And the early levels aren’t too easy either; later stages are quite interesting. If you still feel stuck no matter what you do, I’d suggest switching up your strategy—once you find the right approach, clearing the game goes pretty smoothly. Also, there are plenty of easy‑mode (cheese) units. With the right tactic, it’s fun and relaxing, and you can pull off lots of crazy stuff. One solid build: pick the commander on the far right, focus on economy early, sell base HP to generate gold and speed up development, then for Allies go straight for cheese units like the T4 Paradox (spend 35 modification points to upgrade), use T1 Rocketeers [spoiler] cheap and cost‑effective, good for capturing points [/spoiler], T2 artillery converted to long‑range fire [spoiler] can burn Soviet infantry and squishy targets directly [/spoiler], T3 wind cannons, and T4 Prism tanks modded for long‑range support [spoiler] this makes Prisms lock onto heavy armor only, and they can even blow up the enemy base [/spoiler]. For Soviets, you can go T3 “toasters” (i.e., Apocalypse tanks) with 12 mod points, T4 big toasters with 35 points, plus T2 V3 Rocket Launchers modded for long‑range support, etc. ———— If you lack ideas in early missions: Allies can use Bulldogs with 40 points into block [spoiler] they tank the line way too hard [/spoiler]; Soviets can field Rhino tanks with mods, combined with V3 mods, to push through enemy bases in a chain [spoiler] don’t overdo division‑level mods or area damage—they can hurt your own troops [/spoiler]; ———— If you can’t beat the bonus Allied missions, [spoiler] try Chronosphere teleport to snipe their base [/spoiler]; if Soviet bonus missions give you trouble, [spoiler] use long‑range units to take out the defending Allied tanks, and avoid building big/small toasters [/spoiler] [h3] Review & impressions [/h3] I’ve played over seven hours—more than enough to clear all missions, beat the highest‑difficulty skirmish, and then mess around enjoying my favourite levels. I had a great time. Fan games for Red Alert 2 are rare, and the RTS genre hasn’t seen much new life for ages, so I was really happy to find this one. All unit portraits are based on familiar ones, with a consistent cute art style—you can instantly recognise them. They even include units from Mental Omega. Watching V3 Rocket Launchers get bullied [spoiler] when they duel artillery at mid‑range, the ground effect burns them to death [/spoiler] made me laugh out loud. You can also trust the absurd durability of big/small Apocalypses [spoiler] the big toaster prototype mod has over 10k HP, insanely tough [/spoiler], and Prism tanks are still strong even after switching to anti‑heavy‑armour duty [spoiler] bases are also heavy armour, so they haven’t lost their demolition job [/spoiler], etc. ———— It’s normal if you find flaws, but please don’t rush to give negative reviews—the dev reads every comment and tries to improve, sometimes even replying directly. For a niche game, the price is low and the quality is fairly decent; the author is clearly driven by love for the franchise. He admitted he overlooked the difficulty before and got too many complaints about it. I wasn’t asked by the dev to write any of this—these are purely my personal thoughts [spoiler] with this game’s sales, there’s no way they could afford paid shills, lol [/spoiler]. Your understanding, support, and feedback will surely encourage the dev to keep optimising and adding more content!
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