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Relic of War

rated 4.14 / 5 stars
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Strategy - Real-time (RTS)

Credits & Info

Aug 14, 2012 | 3:16 AM EDT

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Author Comments

The year is 1947 and The Great War never ended. A powerful ancient relic has been uncovered! Now, twisted experiments and giant war machines walk the battlefield...forever changing the face of war! Relic of War is a strategy game set in an alternate 1940's timeline. Train your soldiers, unlock new technology, and command your troops to victory!



Rated 0.5 / 5 stars

RTS controls 101:
- if you have selected units, clicking on the ground will move these units over there, clicking an enemy building/unit makes them attack that building/unit
- you can do stuff while paused

Your shitty control scheme (a menu pops up when I click the ground? WTF?!) makes this game nigh unplayable. It's a shame, because it seems like a quality game, and I'd like to play it. So 0.5 stars for making me miss out on a great game by having a batshit insane control scheme.

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Rated 4.5 / 5 stars

there is no problem


Rated 3.5 / 5 stars

the game is really good but the advertisements really take the fun out of it

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Rated 0 / 5 stars

Can't even play this thing. Have the latest version of FlashPlayer, and after the loading bar all I get is a black screen. Sorry.


Rated 2.5 / 5 stars

The UI, unit controls, and unit AI are excruciatingly clunky.
1. Autoattack forces your units to go in a piecemeal fashion. This is a waste of points and is annoying.
2. amassing an army is a chore because of the horrible UI
3. You /DO NOT/ need a open up window for movement. That literally doubles the time it takes to make a move. Yes, forcemove is nice, but use a hotkey for that instead. Movement should be effortless, not something I have to wrestle every time I misclick a target
4. splitting your forces requires an octopus to assist you. it's not even worth it most of the time. Both will get slaughtered by the enemy's flanking elements, and you're left with nothing.
5. The waypoint system is helpful but worthless with autoattack on, and a chore when it's off. No hotkey means I have to press space twice in a pitched battle and move it around. Waypoints also suck because they are forcemove commands. If I forget and the enemy passes it, my army simply ignore a threat and get sliced passing enemies. It's a chore to stop them as well since I have to make a move action to get them to quit it, assuming I catch them in time. Telling them to attack doesn't fix the problem. Just make them attack when provoked.
6. Units left alone without autoattack simply sit there, locked into place. This is worthless even on the defense, since they only engage when the enemy is in THEIR shooting range. This is worthless when a sniper starts picking them off while I'm off somewhere else trying to wrangle movement.
7. Units don't take really good care of their workspace. Most units don't do a decent job at defense. They never have initiative, they wait for the enemy to get into range, and pretty much lose the fight unless they're in overwhelming numbers (because they almost always get shot first). Defense is a meatgrind that I can't afford when I'm elsewhere, marshaling support, purchases, AND the stragglers at the waypoint
8. Allied Wolves suck. The idea's cool, but I've never found a use for them except for killing lone snipers, and even then the UI gets in the way, and snipers pop half health. A simple flanking maneuver should not require 4 mouse gestures and absolute micromanagement while my main forces sit around with their thumb up their butt requiring an attack order on defense. 80 speed isn't nearly enough with that kind of health, attack range, and ration requirements. Either make them worth 1 ration, or beef their health.

Streamline your mess of a UI and AI. Hell, just fixing the UI would probably be enough if you're that lazy. The game otherwise is interesting to play, if linear for an RTS.

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