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Community supported games are the reason classics like Age of Empires 2, Company of Heroes, and Heroes of Might and Magic 3 are still played decades after release. In this episode of the Critical Moves Podcast, we look at abandoned strategy games, how modding scenes keep them alive, and why some titles survive long after developers stop updating them.
We cover Dawn of War and its Definitive Edition, the ongoing debate of Civilization 6 vs Civilization 7, and the communities behind Command & Conquer and StarCraft 2. We also talk about forgotten strategy gems like Bungie’s Myth and how total conversion mods can grow into full games, such as Beyond All Reason.
From mods that improve graphics and add factions, to community servers that replace official ones, this discussion explores what makes certain strategy games timeless. If you’re interested in RTS history, fan-driven projects, or the debate around when a game is truly abandoned, this episode is for you.
https://criticalmovespodcast.com
https://criticalmovespodcast.com/discord
Dawn of War 4 exists! We talk about what we know and what we expect.
The franchise has one good game, one mediocre sequel, and one disaster. Dawn of War 3 killed the series for eight years. Now KING Art Games and Deep Silver are taking another shot at Warhammer 40K real-time strategy.
We cover the confirmed details, the studio behind it, and the current state of RTS games. Dawn of War 4 needs to solve problems that Dawn of War 3 created while breaking new ground for a 2026 audience.
This isn't speculation. We stick to what's confirmed and what the evidence suggests about development and design direction. The 40K license prints money but that doesn't guarantee good games.
https://criticalmovespodcast.com
What does long-term survival look like for an indie strategy studio?
In Part 2 of our interview, Chris McElligott-Park talks about:
– Sustaining Arcen Games through shifting trends
– Crowdfunding and community involvement
– Designing sequels without repeating yourself
– The challenges of predicting success in a saturated market
This is Part 2 of a two-part interview.
What does it take to make a critically acclaimed strategy game?
Chris McElligott-Park, designer of Heart of the Machine, joins the Critical Moves team to talk through:
– How Arcen Games started
– The design thinking behind AI War
– Making strategy games without traditional narrative
– Engineering AI opponents that can out-think players
This is Part 1 of a two-part interview.
We try to avoid Stellaris. We really do.
But if you're talking about the state of 4X games in 2025, it keeps dragging you back.
Al, Joe, and Tim take stock of a genre that’s running out of excuses. Innovation is rare. Pacing is broken. AI can’t keep up. And the line between 4X and grand strategy has nearly vanished.
Is anyone pushing things forward? Are we just reskinning old ideas? And why do most 4X games still fall apart by turn 100?
We talk to Matt, the solo developer behind Fungal Front — a hard sci-fi real-time strategy game set on a hostile alien planet. In this interview, we cover what makes the game unique, the challenges of building complex systems solo, and what players can expect from the factions, mechanics, and world design.
If you're into asymmetric gameplay, grounded sci-fi, and RTS games that don’t hold your hand, this one's worth watching.
How important is narrative in strategy games and what kind of story actually works? In Episode 39 of Critical Moves, Adam, Jack, and Al dig into the role of storytelling in the genre, from scripted campaigns to player-driven chaos.
We cover:
• Emergent vs scripted storytelling, and where each one shines.
• Why some strategy games succeed without a story, and others absolutely need one.
• A heated debate over whether a Total Annihilation-inspired game deserves a narrative at all.
Whether you think story elevates strategy or just gets in the way, this episode pulls apart how narrative affects design, engagement, and whether players even care.
Top 5 Base-Builder RTS Games: www.youtube.com/watch?v=7dBswsIEc88
Before Olden Era, there was Heroes of Might and Magic, the series that defined turn-based strategy for an entire generation.
In this episode, we unpack what made HoMM so addictive: the layered overworld maps, the chess-like battles, the base-building loop, and the sheer variety of factions and creatures. We trace its rise from the early days through the glory of Heroes III and the missteps that followed, setting the stage for what Olden Era now tries to revive.
If you're trying to understand the legacy behind the new game (like Al!), or just wondering why people are still talking about this decades later, this is your starting point.
Why are strategy game tutorials so bad and who’s fixing it? In Episode 41 of Critical Moves, we’re joined by Joe from Example of Play to talk about the gap between what strategy games teach and what players actually need to know.
We cover:
It’s part interview, part rant, and part public service announcement for any developer who still thinks ‘just read the tooltips’ is enough.
Can indie strategy games do what big studios won’t... or can’t? In Episode 36 of Critical Moves, we highlight the independent titles that impressed us, surprised us, and in some cases outclassed their AAA counterparts.
We talk about:
From space command sims to tactical roguelikes and political sandboxes, it’s a celebration of strategy games that were made without a massive budget, but still left a mark.
The Last General - https://store.steampowered.com/app/2566700
NEBULOUS: Fleet Command - https://store.steampowered.com/app/887570
Star Traders: Frontiers - https://store.steampowered.com/app/335620
Falling Frontier - https://store.steampowered.com/app/1280190
HighFleet - https://store.steampowered.com/app/1434950
Tooth and Tail - https://store.steampowered.com/app/286000
Battle Brothers - https://store.steampowered.com/app/365360
Terra Invicta - https://store.steampowered.com/app/1176470
MENACE - https://store.steampowered.com/app/2432860
From the publisher's feed
Critical Moves is a strategy games podcast that takes RTS, 4X, and tactics seriously. Most gaming podcasts don’t even bother with strategy games. We do. Each week we cover…
These aren't quick reviews or recycled talking points. It’s sharp criticism and honest discussion about strategy game design. If a game is shallow or broken, we’ll say so. If it does something clever, we’ll explain why it works. We talk to developers and key industry figures, getting into the mechanics and design choices that shape the games we love.
We're an RTS podcast, a 4X podcast, a place for smarter conversations about tactics and strategy gaming. Critical Moves is made for players who think about systems, mechanics, and design.
New episodes every Friday.
https://criticalmovespodcast.com