
"SandTable War: Three Kingdoms" is a strategic simulation game set during the Three Kingdoms period. Here you can play as various factions from Three Kingdoms history to conquer cities and lands, unify the realm. With abundant historical officers and scenarios, come restore the Han Dynasty!
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): 0.43/day in the week to Sep 13 → 0.5/day in the week after.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 1 → 1.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
The free DLC scenario "Campaign against Dong Zhuo" is now officially available!
Friendly reminder: This game features pure sandbox simulation gameplay, similar to a tabletop wargame. There are no combat cutscenes or battle scenes. If this matters to you, we recommend trying the free demo before making a purchase.
"SandTable War: Three Kingdoms" is a strategic simulation game set during the Three Kingdoms period. Here you can play as various factions from Three Kingdoms history to conquer cities and lands, unify the realm. With abundant historical officers and scenarios, plus a boardgame-like experience, come restore the Han Dynasty!



160+ regions and cities on a grand strategic map for your conquest
400+ historical officers with hundreds of diverse traits; recruit and appoint them to accelerate city development
100+ items and equipment to enhance officer attributes and abilities
20+ regional buildings to construct and develop productivity
10+ playable factions with distinct characteristics and varied gameplay
Multiple historical scenarios for immersive experience
Manage regional civil and military affairs, adjust taxes and conscription, balance output and public order
Earn administrative decrees through development to continuously strengthen your faction
Execute secret schemes at opportune moments to turn the tide of war
Engagement
Reviews
Themes across 101 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
减法做的还不错,做出了特色,不过成就居然没有自建势力统一
需要创意工坊
玩了100多个小时,挺上头的,算是三国志不错的代餐,我觉得算是个不错的游戏坯子,有一定付费意愿,不过说一下问题吧,主要是中期问题。 1、和三国志14一样,中期太太太无聊了,就是几个城市来回拉锯,有过之无不及,能否在称王之后称帝之前加一些新的系统,这个作者可以考虑。 2、很多属性太没用了,不明显,比如忠诚、高智力武将等,我的建议能否和上一个问题一起,比如称王后,花费声望建立兵团系统,5个将领一个兵团,搜索到一些概率发动的技能的技能书装备给兵团主将,技能伤害和主将智力物理强相关(智力更高一些),兵力统帅弱相关,和游戏年份有一定关联,数值也不要太高(三国志14问题就是技能太变态了),能额外清掉部分兵力就行,这样也不用一直点点点 3、名品不用照搬三国志,要不太一样了,属性可以杂一些,比如加10和橙装带点随机属性,比如提升农业水平、进军速度、对某兵种的伤害等;加五加2的一键装备,按照属性排名从高到低,这样中期也能假装是在经营 4、随机模式很重要,很多人玩三国志14就是喜欢随机武将,可以加入一下,就是武将出生地随机年限随机作为一种模式;再多加一下初始势力武将上限不变,除了主公全是随机。 5、一些国家技能平衡差别有点大,其实对普通模式来说没啥,但是噩梦地狱模式想体验更多玩法就特别没意思,比如单选一个野行和单选一个战神就不是一个强度的,我的建议是加强一些弱国家技能数值,比如战神,营建、盗墓、守成等这种强力技能是黄色甚至红色天赋,一些若是技能是绿色天赋,比如打噩梦可以选一个黄色天赋,或者两个绿色天赋,或者特别强变成红色,弱的可以算一黄一绿色等;这样可玩性更高一些,可以多试试几个不同流派的 6、其实和上一个问题一样,回合外消耗敌军的系统比较少,打斗又多,所以战神这种系统鹤立鸡群,能不能加一些相关系统,比如可以再两座城之间修陷阱栅栏这种,消耗敌人兵力或者迟滞敌人等,这种能造成回合外减员的 7、多加一些小势力,多加一些技能,不一定非要遵从历史(虚拟剧本嘛),做过的武将也可以修改一些技能,从可玩性出发就行 就是这些建议,看能不能实现,也希望游戏越来越好吧,
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, Traditional Chinese, English, Japanese, Korean
Hours played at review time, across 101 reviews with recorded playtime.
非常好玩,符合我期待的"乾淨"的三國志,沒有花里胡哨的東西,就是無止盡的拚殺
三国志等作品的平替,这作品的优点都是我喜欢的地方。。。希望作者能继续更新,新作品也一定支持
可以,买一份送朋友一份支持一下
상단 바에는 군량이 3만석이나 있는데 정작 그 수치가 제대로 전달이 안됩니다. 굉장히 심각한 오류인데 고칠 방법도 없고...
該怎說 我感覺到十足無聊 武將強弱在兵量面前 簡直沒意義了 對面都神將也沒啥用 大軍壓上去 就壓倒了 唯一拖臺錢的就是 等兵恢復 等量 走路 沒了 基本上就是放置 等兵滿 打敵人薄弱處 繼續等兵力 繼續推 推倒之後全部招募 等兵滿 繼續往前推 為熬完成就 這速度真的會瘋掉
P社老玩家刚用公孙瓒通了群雄的剧本,感觉可以增加战报和复盘的功能,统一天下之后看自己的颜色一点点填满地图真的很爽( 再就是智将有一点鸡肋。后面基本就是把所有将领都拉到前线,将领的四维高低没有什么区分度。可以试试加个兵团或者给太守放权(调动一下主观能动性),主要就是建筑、升级、练兵、粮食调度,调整税收劳役一类,可以设定主要战略方针,不然觉得在后方城市里安排留守武将很没必要,忠诚度可以体现在兵团/太守的工作效率,甚至通敌()
玩多了冗杂的重策,来玩这种小时候玩的数值对对碰还挺好玩的,享受地盘一步步扩张的感觉。 还是给个差评吧,毕竟我感觉花了三十买了个半成品,如果未来变好的话,会改好评的。 游戏,上手挺快的,就是很多地方玩的难受。 bug: 1.打异族基地时,会出现自动安排武将担任异族基地的督造(异族都没有建筑督造什么?) 优化: 1.既然洗髓丹都加了一键赏赐了,为什么加忠臣度的却没有,还要进入物品栏赏赐(但是物品栏又看不见武将忠诚度) 2.军策界面就应该要有武将数值和兵种切换(我每次切换都要跑去全部武将那边切换一次合适兵种) 数值平衡 1.最关键的问题:后期数值崩坏了,粮草和钱都堆上天了,人口和兵力全是满的,不管是我还是AI,然后我就能看见对方疯狂打我,我却不能俘虏对方的人,导致他又回去补充兵力,后期1个小城全是10万的兵,根本不会因为养过多的兵而导致没钱没粮。 曹操都被我逼到死角了,就剩下一个城,最后一个小城直接练出一大把兵力,攻都攻不下来。 2.铁很垃圾,产能底下,用处不大,后期数值崩坏,可以用人肉硬堆死你的铁甲兵,你会发现,你铁跟不上,直接卡兵练不出来。 3.俘虏对方必须用骑兵追,不然就只能等最后一个城(我是几乎很少因为攻城成功而直接俘虏对方) 3.AI太笨了,两军对峙,双方都会疯狂爆兵,但AI总会派出一小队出来送死,然后削弱他们的力量,让我感觉到他们很笨。 4.AI一边求和,一边派兵揍我(我看出来了,AI的逻辑就是看看战力,然后每段时间直接发兵,很不合理。) 5.前期建一个钱和粮食的,就开始抢地盘,中后期根本不用发展城市,只要建造兵营和粮草,疯狂抢地盘就好了,人口高了什么都来了。 6.装备很难用(各方面的)
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.
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