A tense, punishing tactical shooter with genuinely excellent gunplay, now navigating the real aftermath of its developer's confirmed 2023 layoffs and subsequent ownership changes — a corporate instability story its own players have watched unfold in real time.
A macro-focused RTS where you claw territory back from a robot horde that already owns the whole map, spend every watt of power on a rolling trade-off between economy, defence and offence, and push toward a 16-mission campaign the developer rates at 25-plus hours on Hard. Released 6 August 2026 with zero user reviews yet and a demo that's been public since March.
A competent, familiar entry in a fifteen-year-old tower defense franchise that still lands well with newcomers, while a genuine and specific chorus of long-time fans call it the weakest Kingdom Rush yet — too short at full price, too reliant on paid campaign DLC, and too close to a decade of prior instalments to feel like real evolution.
A solo-developer, first-person turn-based deckbuilding roguelike that launched into Early Access on 6 August 2026 with three classes, over 100 relics and a ten-tier ascension ladder already in place — reviewed the following day, with zero user reviews yet to check the pitch against and achievement stats that resolve to roughly two reporting accounts.
A free island-hopping colony builder that files itself under "incremental" and then asks for more clicking per minute than most strategy games — good ideas, fought hard by its own interruptions.
The best-designed digital card game in years, attached to an acquisition economy where the complaint isn't that you can pay to win — it's that you can't reliably pay to get the card you want at all.
A roguelite that turns inventory management from a chore between fights into the fight itself — and a look at whether a design built entirely around loot-shuffling has held up through more than a year of patches that keep rewriting its own rules.
A faithful digital adaptation of GMT Games' presidency board game, which means two things its Steam audience keeps discovering the hard way: the outcomes are decided by dice, and every year of your term ends in a quarter of an hour of pop-ups.
An XCOM-style Viking tactics RPG with genuinely praised writing that launched in a technical state its own reviewers compared to Early Access — and has spent the months since visibly recovering as negative-review volume collapsed following a string of patches.
A tense, tactically excellent SWAT shooter whose lifetime score is still recovering from a massive, well-documented 2025 review-bomb after the developer retroactively censored the PC version to match a new console release — recent sentiment suggests the wound is healing, but slowly.
A long-awaited Western release for a beloved PSP tactics duology, rebuilt in Unreal Engine 5 — genuinely treasured by the fans who've waited seventeen years for it, and genuinely undercut for newcomers by aggressive upscaling artifacts and a control scheme that inherited its handheld-era clunkiness without ever being modernised.
The third and final Harebrained Schemes Shadowrun tactical RPG, and the trilogy's most divisive entry — some players call it a masterpiece with a thousand-plus hours to back it up, others say the Matrix hacking minigame and murky pacing undo what Dragonfall got right.
The Kickstarter campaign that brought cyberpunk-meets-fantasy Shadowrun back to video games — a genuinely well-written tactical RPG that its own developer, and most of its fans, would go on to surpass twice over with the sequels it made possible.
Tactical Adventures' sequel moves to Unreal Engine 5 and the newly revised SRD 5.2 ruleset, and its Early Access build proves the tactics still work — while making clear that a buyer today is paying full price for roughly ten hours of a much longer game still being built.
A free browser incremental built by two developers since 2019, stacking Prestige into Transcension into Reincarnation into Ascension into Singularity — more reset layers than almost anything in the genre, though not every one of them changes what the layer below it means.
A digital adaptation of a real tabletop primer used by Fight Club International's professional military wargaming network — a 20-minute hex-and-counter hill assault built to teach the genre's core mechanics, shipped day one with zero user reviews and no achievement data to check its claims against.
The trilogy-capping mega-campaign Total War fans waited years for finally arrived and is genuinely excellent — after a rough launch, an expensive DLC structure, and a 2023 forum moderation policy that told players criticism was "a privilege" rather than a right.
A grand-strategy game brave enough to be about economics instead of conquest, four years and seventeen DLC later still arguing with its own players about warfare — and its newest expansion needed nine hotfixes in two months.
A dark fantasy strategy RPG that flips Darkest Dungeon's premise — you're the cult building up to destroy the hamlet, not the party defending it — wrapped in some of the most striking art in the genre and undercut by a tutorial that still can't explain its own systems more than a year after launch.
A frozen-apocalypse city-builder that plays fair for the first month and then quietly hands the server to whoever's alliance has the deepest wallets — the honest question isn't whether it's generous early on, it's where that generosity actually stops.
A solo-developed hybrid that welds grand-strategy nation management onto clicker mechanics — genuinely novel in concept, but a divisive combat rework, opaque economy and buggy pathfinding have left its Early Access reception stuck at Mixed.
A perfectly decent Anno wrapped in one of the least generous packages of 2025 — a NZ$99.95 base game, a Year 1 Pass that doesn't cover all of year one's DLC, Denuvo, a required Ubisoft account, and a disclosed use of AI tools for in-game assets.
Colossal Order's sequel to the beloved city-builder launched into one of the genre's most severe, well-documented disasters — severe performance failures, a "fake" simulation several reviewers describe finding through direct testing, and a real CEO controversy over blaming the community for backlash. This review can confirm, via the developer's own communications, that Colossal Order and publisher Paradox split entirely in November 2025, with a new studio, Iceflake Studios, now credited by a real, growing share of reviewers with a genuine turnaround since taking over development in 2026.
The raid loop it invented is still the best in the genre, and the company around it is the problem. NZ$85.99 to buy, another NZ$51.99 if you want the PvE mode, and a Steam launch so broken that 58 of the most-upvoted negative reviews were written in a single month.