Key art for Pawns of War

Game review

Pawns of War

5.5 / 10

Developer
FLARE
Publisher
FLARE
Released
10 March 2025
Platforms
Windows
Genre
Idle, Auto Battler, Gacha
Monetisation
Completely free, no microtransactions reported
Players
Single-player

The short version

Pawns of War drops you into a 2044 dystopia to assemble a squad of characters, arm them with a reported 74 guns and 300-plus attachments, and win randomly-generated 3x3-grid autobattles against a backdrop of daily boss fights and gacha-style character unlocks. It's completely free with no reported microtransactions, and multiple reviewers explicitly compare it — usually favourably on the gameplay-without-payment front — to Girls' Frontline, the mobile gacha game it's clearly drawing inspiration from. The more contested story running through its Very Positive, 716-review corpus concerns AI-generated content. The game's own official Steam disclosure states plainly that AI was used only for "background images in the novel" and level objects, with levels "drawn to the final stage manually by an artist" — a claim a recurring, independently-argued group of reviewers says undersells how much of the game's character art and writing reads as AI-generated or AI-assisted.

Biggest strengths

  • Completely free with no reported microtransactions, drawing specific praise from reviewers who directly compare it to pay-to-win mobile gacha games and credit it for avoiding that model entirely
  • A large roster of weapons and attachments — 74 guns and more than 300 attachments by one reviewer's count — gives customisation-focused players a lot of raw material to build around, even if reviewers are split on whether that translates into meaningfully different playstyles
  • Multiple reviewers who specifically enjoyed Girls' Frontline describe Pawns of War as scratching a similar itch, particularly praising the ability to build around a chosen weapon rather than being tied to a fixed character loadout

Biggest weaknesses

  • The single most contested issue in the corpus is AI-generated content: the official Steam disclosure limits AI use to "background images in the novel" and level objects, but multiple independent reviewers argue this understates the reality, with several specifically saying the story's prose "reeks of GenAI writing" and that character art shows clear signs of AI generation beyond what's disclosed
  • Several reviewers who are otherwise open to AI-assisted content specifically object to the disclosure's framing rather than to AI use itself, arguing the developer is being less than fully honest about scope rather than objecting to the technology on principle
  • Combat is repeatedly described as shallow relative to its scale — one reviewer notes that despite 74 guns and 300-plus attachments, none of the 19 named "Pawns" characters have much to meaningfully differentiate them, and interface friction (repeatedly clicking in and out of the map to check unit strength) is called unintuitive and frustrating enough to outweigh the enjoyment for at least one reviewer

Who it's for: Fans of Girls' Frontline-style gun-and-character collecting who specifically want a free alternative without monetisation pressure, and who are comfortable with — or indifferent to — a significant AI-generated content component. Less of a fit for anyone who wants transparent, fully human-made art and writing, or who finds repetitive, largely hands-off autobattle combat unsatisfying.

Our recommendation: Worth trying for the price of nothing if the Girls' Frontline-style gun-collecting hook appeals to you, but go in with clear eyes about the AI-content question — several reviewers argue the official disclosure understates it, and that's worth weighing for yourself rather than trusting the store page's own framing at face value.

5.5 / 10

Free guns, a dystopia, and an autobattle grid

Pawns of War sets its story in a fictional 2044 conflict, casting you as someone thrown into a totalitarian colony after death and given a second chance guarding a contested base. Mechanically, that framing supports a straightforward gacha-autobattler loop: recruit characters, arm them from a roster reviewers count at 74 distinct guns and more than 300 attachments, place your squad on a 3x3 battle grid, and watch randomly-generated enemy encounters play out largely automatically. It's completely free, with reviewers repeatedly and specifically noting the absence of the microtransaction pressure that defines most games in this genre — several draw a direct, favourable comparison to Girls' Frontline, the mobile gacha game whose gun-focused character design clearly influenced this one, crediting Pawns of War with letting players build around a preferred weapon without the paywalls typically attached to that kind of customisation.

What the store page admits, and what reviewers dispute

The more contentious thread running through the review corpus concerns AI-generated content, and it's worth quoting the developer's own disclosure directly rather than paraphrasing it, since the exact wording is the thing being disputed: "AI was used to create background images in the novel, as well as objects in the levels, but the levels are drawn to the final stage manually by an artist." That's a narrow, specific claim — backgrounds and level objects, with levels themselves finished by a human artist.

Multiple reviewers, writing independently, argue this understates reality. One reviewer states plainly that the game's prose "reeks of GenAI writing," arguing that while the underlying story ideas may be the developer's own, the finished text almost certainly isn't. Another, more measured account says they suspect "the game uses way more AI than what the store page admits," specifically noting the disclosure's narrow "some backgrounds" framing while describing character art that reads, to them, as AI-generated well beyond backgrounds alone. A third reviewer says they'd prefer plain placeholder "pixelated stock backgrounds" over what's currently in the game, given their discomfort with the extent of AI content present. It's worth being precise about what this dispute actually is: reviewers aren't accusing the developer of lying about using AI at all — the disclosure itself confirms AI use — they're arguing the scope disclosed is narrower than what they observe in the finished product. That's a meaningfully different, and more specific, complaint than a generic "no AI" objection, and it's one a prospective player can partly evaluate for themselves by checking the game's actual art and writing against the quoted disclosure above.

Combat depth and interface friction

Beyond the AI question, the core gameplay draws more conventional but still substantive criticism. One detailed reviewer argues the game "focuses on the guns first and the game itself second," noting that despite the enormous weapon and attachment count, none of the 19 named playable "Pawns" have much to meaningfully distinguish them beyond their equipped loadout — depth that exists in inventory size rather than character design. A separate reviewer describes repeatedly clicking in and out of the map screen just to check whether a squad is strong enough for a given battle, calling the resulting friction significant enough to outweigh the game's enjoyment across an hour-long session. A third reviewer's RNG complaint is specific enough to be checkable in principle: describing swings severe enough to invoke XCOM and Darkest Dungeons as points of comparison, genres already known for punishing randomness, as the bar Pawns of War's own combat clears in the wrong direction.

A free game with no visible business model

One question the review corpus raises only implicitly is worth naming directly: with no microtransactions and no listed DLC, it's not obvious how Pawns of War sustains itself financially, and reviewers don't seem to have pressed the developer on this point. That's not necessarily a red flag — plenty of free indie games exist as portfolio pieces, passion projects, or precursors to a future paid release — but it's worth noting alongside the AI-content question, since a project with limited apparent revenue is also a more plausible candidate for leaning on AI tools to cover ground a larger, better-funded team would handle with paid artists and writers instead. None of the reviews sampled draw that connection explicitly, but it's a reasonable piece of context for a reader weighing how much good faith to extend around the disclosure dispute above.

Smaller, more conventional criticisms round out the picture. At least one reviewer specifically notes the game currently ships without a soundtrack, arguing that even a modest budget for music would add considerably to the atmosphere the visual presentation and premise are trying to establish. Another suggests the gacha system itself could use more visual flourish — more "eye-candy" around the pull animations — to match genre conventions players will already be familiar with from bigger-budget competitors. Neither complaint is severe on its own, but both point toward the same underlying read: a game with a workable core concept that hasn't yet had the production polish, in sound design and presentation alike, that its genre's more established players will be used to.

The verdict

Pawns of War delivers a genuinely free alternative to a genre usually built around monetisation pressure, and that's a real, checkable point in its favour that a wide share of its review corpus credits it for. Whether the AI-content question matters to you personally is a judgment call this review can't make for you — but the gap between the store page's narrow disclosure and what a recurring group of independent reviewers say they observe in the finished game is worth knowing about before forming an opinion either way, and the underlying combat and interface issues raised alongside it are real enough on their own to temper the recommendation regardless of where you land on AI content specifically.

Pros and cons

Pros

  • Completely free with no reported microtransactions, drawing specific praise from reviewers who directly compare it to pay-to-win mobile gacha games and credit it for avoiding that model entirely
  • A large roster of weapons and attachments — 74 guns and more than 300 attachments by one reviewer's count — gives customisation-focused players a lot of raw material to build around, even if reviewers are split on whether that translates into meaningfully different playstyles
  • Multiple reviewers who specifically enjoyed Girls' Frontline describe Pawns of War as scratching a similar itch, particularly praising the ability to build around a chosen weapon rather than being tied to a fixed character loadout
  • The developer appears to be actively updating the game, with patch notes referencing new features, UI fixes and ongoing balance work rather than an abandoned release
  • Difficulty and pacing accessibility options, including an adjustable-difficulty setting and play-at-your-own-pace design, are listed among the game's official features, giving players some control over how demanding a session feels

Cons

  • The single most contested issue in the corpus is AI-generated content: the official Steam disclosure limits AI use to "background images in the novel" and level objects, but multiple independent reviewers argue this understates the reality, with several specifically saying the story's prose "reeks of GenAI writing" and that character art shows clear signs of AI generation beyond what's disclosed
  • Several reviewers who are otherwise open to AI-assisted content specifically object to the disclosure's framing rather than to AI use itself, arguing the developer is being less than fully honest about scope rather than objecting to the technology on principle
  • Combat is repeatedly described as shallow relative to its scale — one reviewer notes that despite 74 guns and 300-plus attachments, none of the 19 named "Pawns" characters have much to meaningfully differentiate them, and interface friction (repeatedly clicking in and out of the map to check unit strength) is called unintuitive and frustrating enough to outweigh the enjoyment for at least one reviewer
  • A separate reviewer reports uneven and sometimes punishing RNG, specifically invoking XCOM and Darkest Dungeons as comparison points for how frustratingly random combat outcomes can feel
  • Global achievement data shows a familiar but real drop-off for a live-updated free game: nearly all players clear the tutorial-tier achievements, but the deepest seasonal-content achievements fall to 11-14%, suggesting most players don't stick with ongoing seasonal content long-term

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5.5 / 10
  • Originality 5 / 10
  • Monetisation 8.5 / 10
  • Story 4 / 10