
Wartile is a cool-down based strategy game in which you control a warband of Viking figurines in a miniature universe inspired by Norse mythology. Unravel its secrets and rein the powers of the gods.
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.
About
Genres
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−75% | 601reviews | 76% | — | $66.5K |
| $19.99 | 213ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Why create these awesome tabletop-style maps and then put a real-time game on it? The game certainly has charm and does some things right (not everything!). But seriously: the setting would be ideal for turn-based strategy, perhaps with deck-building controls. What you get is real-time with interruptions, the cart system running alongside it, and weak enemy AI. That's why the battles are unfortunately nothing special and tend to be boring.
Instead of making more maps, which shouldn't be an issue in a game this simplistic, the devs instead essentially force you to replay the existing ones up to 3 times to get good gear. The combat itself is also very simplistic and gets old quickly, so it's definitely not something that can keep you hooked. Not worth the time IMO.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 23 → 0.29/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, French, Italian, German, Spanish - Spain, Russian, Portuguese - Portugal, Danish*languages with full audio support
| $19.99 |
| 212ratings |
| 82% |
| — |
| not modelled |
| $4.99−75% | 60ratings | 76% | — | not modelled |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I played for 90 minutes and needed to replay same map over and over to get experience. Got bored after 4 times. This day and age, you generate maps easily on well designed games. Not acceptable and refunded. too bad since combat was fun.
5/10 - Bought on sale, would not recommend at full price. May have been OK as a turn based game, but the RTS element when combined with movement mechanics, seemingly deliberate early game enemy spam and enemies that spam area effects like poison that will strip your health way faster than you can move your units or kill enemies and move is very frustrating. Overall looks pretty but gameplay is often cumbersome and even slowed down can be annoying. On balance, early game had me rage quit due to second map just being idotically hard compared to what your 2 units are capable of.
a good idea but would have been better as a turn based. It's not a very bad game, just not a good one either.
不错的战棋游戏,棋子的外观做的不错,游戏内的画风看着也比较舒服,背景的北欧音乐也和很。美中不足的就是剧情太短了,但是游戏性又比较单一乏味,剧情太长后期也会觉得无聊,所以游戏性要是更富一些就好了。
WARTILE is a strategy game that immediately distinguishes itself from nearly everything else in the tactical genre through sheer creativity and atmosphere. Instead of presenting massive armies or realistic battlefields, the game embraces the charm of a living tabletop experience inspired by Norse mythology. Every battlefield resembles a handcrafted miniature set filled with detailed terrain, animated scenery, Viking statues, snowy ruins, and tiny warriors that look like collectible figurines brought to life. The visual style gives the game a unique personality that remains memorable from beginning to end, and it is clear that Playwood Project focused heavily on creating a world that feels artistic rather than conventional. The gameplay itself blends multiple genres into a system that feels both familiar and experimental. WARTILE combines tactical positioning, cooldown-based abilities, and real-time combat while allowing players to slow down the action during important moments. At first, the mechanics can seem unusual because it does not fully behave like a turn-based strategy game or a standard real-time tactics title. Units attack automatically once enemies are within range, while players concentrate on movement, positioning, defensive timing, and ability management. This approach creates battles that feel active without becoming overwhelming, and once the systems click, there is a rewarding rhythm to controlling a small Viking warband across compact but carefully designed maps. Customization plays a major role in maintaining player interest throughout the campaign. Each figurine can be equipped with different weapons, shields, armor pieces, and special abilities that influence battlefield performance. Some units excel at holding enemy attention while others specialize in ranged support or aggressive melee damage. The card system further expands tactical options by introducing consumable powers and divine abilities that can dramatically alter encounters. Healing spells, traps, buffs, and offensive powers create opportunities for experimentation, encouraging players to discover combinations that suit their preferred playstyle. Even though the overall scale of the game is relatively small compared to larger strategy titles, the variety in combat approaches helps keep encounters engaging. One of WARTILE’s strongest qualities is pacing. Missions are concise and focused, avoiding the excessive length and repetition that often affect tactical RPGs. Battles usually feel handcrafted rather than procedurally assembled, with enemy placements and terrain layouts designed to encourage thoughtful positioning. Environmental hazards and elevation changes also contribute to the tactical depth, rewarding players who take advantage of chokepoints and terrain advantages instead of simply charging forward. The game respects the player’s time, and its mission structure makes it easy to jump in for shorter sessions while still feeling meaningful progression. The audiovisual presentation is excellent and carries much of the game’s identity. The soundtrack captures the cold and mystical atmosphere of Viking legends through ambient music and tense combat themes that complement the slower tactical pace. Sound design adds weight to combat encounters, with clashing shields, weapon strikes, and environmental effects helping the miniature world feel alive. Combined with impressive lighting and detailed scenery, WARTILE consistently delivers a visually striking experience despite being made on a smaller budget than many modern strategy games. The handcrafted diorama aesthetic is easily one of the most original visual concepts seen in the genre in recent years. However, the game is not without shortcomings. The hybrid combat system may feel awkward for players expecting a traditional turn-based structure. Since units partially automate attacks, some encounters can feel less precise than expected, particularly during more crowded battles. Camera limitations occasionally become frustrating as well, especially when environmental objects obstruct visibility or when the viewing angle makes positioning difficult. While the strategy elements are enjoyable, hardcore tactical fans may also find the mechanics somewhat lighter than deeper strategy franchises. Certain abilities and card combinations can trivialize encounters once mastered, reducing some of the challenge later in the game. The narrative side of WARTILE is functional rather than exceptional. The Norse mythology setting provides strong thematic flavor, but storytelling and character development are relatively minimal compared to narrative-heavy RPGs. The campaign exists primarily to support the gameplay and atmosphere instead of delivering a deeply emotional or complex story. Fortunately, the game’s strength lies in immersion and tactical experimentation, so the lighter narrative focus does not significantly damage the overall experience unless players are specifically seeking a story-driven adventure. What ultimately makes WARTILE worth experiencing is its originality. It feels like a genuine passion project built around a clear artistic vision instead of an attempt to imitate popular strategy formulas. The combination of tabletop aesthetics, Viking mythology, tactical combat, and customizable figurines creates an experience that stands apart from other games in the genre. Even when some mechanics feel imperfect, the creativity behind the design keeps the adventure engaging and memorable. There are very few strategy games that look, sound, or play quite like WARTILE, and that uniqueness alone gives it lasting appeal. For players who appreciate tactical games with experimental mechanics and strong atmosphere, WARTILE offers a refreshing alternative to more traditional strategy titles. It may not possess the depth or polish of larger genre giants, but its charm, artistic presentation, and inventive gameplay systems allow it to leave a lasting impression. The game succeeds most when players embrace its tabletop-inspired identity and enjoy the journey for its creativity rather than expecting a conventional tactical RPG experience. Rating: 7/10
It's boring. UI sucks, game flow sucks, control sucks.
Довольно необычная стратегия, являющаяся пошаговой, с элементом RTS, которая может заинтересовать боёвкой на пару-тройку уровней, но не более из-за неинтересных сражений в связи с малым количеством юнитов и простотой.
Really enjoy this game. Bought it on sale, played it for 30 minutes, then bought the DLC because I loved what I saw so much. No idea why some people are complaining about the fact that it's real time and not turn based, that is seriously what makes it so much fun. Is like playing a lightning round board game where every second counts. Will update my review more as I play, but right now this is such a steal for the price they are selling it at. I find it hard to believe I will see much that would change my recommendation. Definitely worth what they are charging on the sale.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
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| $85.7K | 2.3K | 78% | $1.79 | |
| — | 0 | — | — | |
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| $27.8K | 75 | 67% | $19.99 | |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $66.5K | 601 | 56% | $4.99 | |
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| $66.5K | 122 | 87% | $19.99 | |
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| $66.5K | 481 | 74% | $4.99 |