$19.99Wargroove 2 Cute armies, sharp tactics
Lead new Commanders across land, sea and sky in turn-based battles for a fractured realm.
Is Wargroove 2 worth it?
Wargroove 2 is worth it if…
- you like turn-based tactics where terrain, unit types and timing decide the fight
- you want battles you can share with friends, locally, online or one asynchronous turn at a time
- you enjoy a colorful pixel-art world with a story told across several campaigns
- you like modes where every unit matters and a run can end on one bad call
Screenshots
Battles better with company
Grab a friend and split a battlefield: up to four players can fight co-op or versus matches, locally or online. You can also rewrite the rules completely before a match, so house rules are fair game. It is the kind of game where a plan comes together out loud: you hold the bridge, your friend pushes the flank, and the enemy Commander walks straight into the gap between you.
Commanders and their Grooves
Every Commander has a Groove, a signature skill that can turn a battle around, and Wargroove 2 adds a tiered system on top: charge it further and you unleash a supercharged version that hits far harder. That gives every fight a rhythm of push and hold, deciding whether to spend the Groove now or bank it for something bigger. The new Commanders include the Faahri Republic, a nation of mouse-folk scholars on an expedition, armed with crystal technology and academic theory where military experience is thin. Delivering the final blow with a Groove never stops being satisfying.
Three campaigns, one story
Three years after Queen Mercia restored peace to Aurania, an ambitious foreign faction is digging up forbidden relics with catastrophic potential. The story unfolds across three campaigns that interweave into one plot, each following a different side of the conflict, including the curious mouse-folk of the Faahri Republic and their mysterious benefactors. Maps are more varied than before, with new tricks like teleporters and unit converters, and bonus objectives that ask for specific feats rather than raw speed. Fair warning: the game is talky, and the dialogue between battles is frequent.
Conquest, the roguelike campaign
Conquest is a new single-player mode built from quick, bite-sized battles where every choice sticks. Gold and health carry from one skirmish to the next, so no unit is dispensable: you pick a Commander and starting troops, plan your route, and live with the losses. A soldier who barely survives one fight may be the reason the next one stays winnable, which makes even small victories feel earned. It is a shorter, sharper way to play than the full campaign, and a different run each time.
Can you play it solo?
Can you play it solo?
Yes, and solo is where most of the game lives. The three campaigns are single-player, and Conquest is a roguelike mode built for one player, with short battles and permanent consequences. Multiplayer, up to four players in co-op or versus, is there when you want it, locally or online, but nothing forces you to find a group first.
Do you need to play the first Wargroove?
Not to play: there is a tutorial for newcomers, and the core rules stand on their own. The story, though, continues three years after the first game and assumes you know its characters and events, so returning players will get far more out of the plot.
What is a Groove?
A Groove is a special skill unique to each Commander, strong enough to turn the tide of a battle. Wargroove 2 tiers it: keep charging past the first level and you can unleash a supercharged version with a much bigger effect. Deciding when to spend it, and when to hold, is a big part of every match.
Can you make your own maps?
Yes. An in-game editor lets you build custom maps, cutscenes and full campaigns, with in-depth customization down to changing the rules themselves, and you can share your creations with the community. If the built-in battles ever feel too familiar, someone else's campaign is a few clicks away.
























