$24.99Freeman: Guerrilla Warfare From a pistol to world conquest
Lead a ragtag militia through a war sandbox, planning battles as a commander and then fighting them yourself in first person.
Is Freeman: Guerrilla Warfare worth it?
Freeman: Guerrilla Warfare is worth it if…
- you like the idea of Mount & Blade with modern guns
- you want to command squads from above and then fight in the battle yourself
- you enjoy open sandboxes where you set your own goals
- you can live with a rough, unpolished game that no longer gets updates
- you prefer enemies that flank and trick you over target dummies
Screenshots
From a pistol to an army
You begin with almost nothing: a sidearm, a few militiamen, and a chaotic world full of rival factions, bandits and warlords. From there it is your career as a faction leader. You make money, recruit soldiers, loot villages, fight bandits and attack territories, one conquest at a time. There is no linear path through it. You decide who to fight, what gear and squads to bring, and how far you push before you bite off more than you can chew. Growing careful, well-equipped forces is the whole game.
Strategy and sharpshooting in one battle
The combat system is the reason this game exists. In a single fight you play both roles: from the God view you plan the movements and tactics of multiple squads, then drop into the firefight yourself as a foot soldier, first person, rifle up. One moment you are drawing arrows on the map, the next you are the one holding a doorway while your flanking squad does its work. The AI is built to fight back properly: it flanks, surrounds, and even fakes a retreat to pull you out of position. Winning takes planned tactics, the right equipment, and squads that actually cooperate.
Every campaign plays out differently
Starting points, enemy behaviour and objectives are randomized, so no two battles feel the same, and there is no scripted path to world domination. One run you might grind money and build a disciplined force before your first real war; another you might gamble early on a weakly held territory. The freedom cuts both ways: the game will not steer you, and a bad decision costs real soldiers. That is also what makes a second campaign tempting, because the world you conquer and the way you conquer it are yours to shape each time.

















