
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!
Genres
Stats
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
这个小品级的游戏非常超乎我的想象,简单的策略玩法,加入了装备和技能树的局外养成模式,还稍微有那么些小上头
Отличная игра, глубины геймплея хватает. Активные способности, расходники, мердж-персонажей и огромное количество модификаторов для самого боя. Пространство для поиска имба-стратегии достаточно За свою цену, это отличный батлер, жду добавление достижений
2D塔防,非常人性化可以自动进攻, 只需考虑摆阵就行,兵种多样,还能反复刷厉害的,有自走棋元素,可以相同兵种升高级,玩法也简单, 把卡牌拖进建造区域就行,自动产出兵投入战场,立绘卡牌风,比较卡通。
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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 67 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
美术特别可爱的对推塔防军事游戏 越是重要的说明文字越小 建议加大 单局时间较长 所有ERTY缺少提示 点击后不知道有什么效果变化 最上排购买技能位置不舒服 买了之后好像还有延迟 其他地方的UI也不是太方便操作 战线较长 建议缩短宽度 建议把新建存档开局的5秒改成2秒或者按住1秒 有中文 没成就
开始还以为很简单,后来发现门道居然很多。有意思! 美术好好啊,好喜欢。
被画风和玩法吸引来的,游戏的底子还算可以,小品级游戏,第一次成品这样跟很多独立游戏比算不错了。 说一下给到差评的一个原因。 1我承认自己没玩进去,前期铺了很多信息,让人有些烦躁,其中真正有用的是哪些呢,前期缺少全面打磨推敲的痕迹; 2可爱美术的使用有些错位,大面积彼此堆叠的纸片形象降低了战斗的美感; 3难度认知模糊,第一个关卡我打了很久,说简单,我打了很久还没打完,说难呢,我中间离开一会儿也没输掉游戏,可怕的不是简单或者难,而是无法清晰的构建这种认知; 4看到作者做了很多修复更新,总感觉方向没找对啊……
中规中矩的对冲塔防。一些基本功方面,如按钮布局,音效配合,易用便捷,跟手响应等,能看出来作者的心意和付出;对于一个小厂来说,能呈现出这样的效果已经ok了,个人感觉也可以,可以推荐。如果还在犹豫,可以看看更多评论和商店演示,是骡子是马再多多感受综合评估一下,到那时再决定是否入库吧。
什么时间能支持手柄玩?
军事自走棋,随着时间积累的金币,然后花钱升级经济科技,或者花钱把单位投入战场,一直到战力胜过对面就可以逐渐推战线最终胜利,看着各种呆萌的单位打架蛮有趣的。
作者完全没想过难度打不打的过,远程轰炸关卡了一天,各种打法都试过了,对手的超远程轰炸是锁头的,自己的超远程全都是随机,刷怪数量和自己的武器强度根本不是一个级别的,也不给新的兵种,天赋也要限制。我一个冷却45秒的技能放下去砸不死一个小兵,这种小兵一出就是几十个,作者真的会玩自己做的游戏吗?天赋技能弱的要死,要伤害没伤害要范围没范围要冷却没冷却,后排的锁头炮一放就是20个,你还清不掉你气不气,自己辛辛苦苦攒了好几波的兵人家一轮齐射全没了,轻甲中甲重甲全被克制,陆地兵种永远被克制,空中兵种脆的要死还没伤害,自己的经济也攒不起来,攒了一两波金币合成的高级兵刚刷出来对面家门口的全兵种克制炮就轰到你脸上给你高级兵全清了你气不气,就没见过从头到尾全被克制的,作者你是用脚趾头做的关卡吗
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Players by region
Where this game's players are, estimated from review languages.
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