"Tactical Genius Online" is a turn-based strategy game with the focus on multiplayer, in which the gameplay is broken up into two phases: concurrent planning and execution. Players give orders to their units, and only when everyone has finished their moves, the turns are put into action.
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public
1687343
2017-03-13 12:57 UTC
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377151
377.51 MB
119.32 MB
8322792941591060044
397560
DLC 397560
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
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1687343
public
2017-03-13 12:57 UTC
2 hours ago
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:11 UTC.
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2018-03-01 18:23 UTC · Community Announcements · kurutah
Thanks to everyone who played Tactical Genius at the development stage and after coming out of Early Access. But due to insufficient interest in the game, we've disabled the possibility to purchase in-game currency and stopped updating the game a long time ago. Now we have to make the decision on the shutting down of the game in the nearest future. Anyway, we gained valuable experience and we hope to meet you in our new projects.
2017-01-20 13:47 UTC · Community Announcements · kurutah
We thank all those, who have played our game a bit in the stage of Early Access and shared their reviews with us. We thank even more those, who have played the game a lot, from 100 to 1000 hours, there is quite a number of such players. In these one and a half years the game has transformed, getting many additional content, units, heroes, different game modes (including tournaments and games vs. AI). We have spent tens and hundreds of hours discussing the game balance, collecting statistics and playing by ourselves, and then made amendments. The game still will be loved primarily by fans of mu
2016-11-03 08:32 UTC · Community Announcements · kurutah
1. Another balancing - some numerical values of units, heroes and altars have been changed. Improvement of interface: new system of forecasting of potential targets for your and enemy units. 2. New (simplified) system of aiming for archers and long-range attack skills of all units. Now only a hindrance on the nearby hex can interrupt the shot. 3. Previously the hindrances within distances of several hexes also had influence. It was often difficult to calculate and had a non-obvious effect. Enjoy the game!
2016-10-25 21:07 UTC · Community Announcements · kurutah
Hey everyone! Today we have a lot of updates in the game. These updates are aimed to make gameplay more comfortable and increase dynamics: more interesting (and more risky) early game, reduction the duration of most of games, shortening of the protracted games with a clear advantage of one of the players. 1. Now the damage display system shows how damage is calculated and also allows estimating the damage of enemy units with different variants of their improvements on current turn. You can turn on the extended mode of displaying in the settings. 2. Action principle of altars is changed. Now al
2016-09-30 19:53 UTC · Community Announcements · kurutah
Hello! Today we've added a number of updates, here we emphasize three most important: 1. The mechanics "Famine", which is directed against long-drawn games. After the 25th turn all objects (including capital) are captured in just one turn! 2. Reworks of interface, mainly for improvement of visual perception of the given orders (they were sometimes difficult to distinguish before). 3. We've added different in-game tips (now for players of any level), which can be turned off in settings. Also we have made several changes in balancing, taking into account the update "Famine". In the next update w
2016-08-25 14:24 UTC · Community Announcements · kurutah
We're glad to inform that now you can adjust the animation speed for single player game in the settings. It is not actual in multiplayer game, but it will be very helpful in game vs. AI. Also (finally :) ) you can adjust the sound and music volume in the settings. And, as usual, we've made some changes in units and heroes balancing. Enjoy the game!
2016-08-18 14:57 UTC · Community Announcements · kurutah
The new important update, which will help to fight back after the first failures, has been added in the game: now in case if you has less units than your opponent has in the 1 vs.1 game, you can reset the cooldown for creation (or resurrection) of the next unit using crystals. The price depends on the number of turns, which you want to reduce, and the turn number from the beginning of the game. We are still working on the balancing of the update called "Heroes" and now all numbers in this update is already more optimal than it was in the first version - you can play each of the heroes and win.
2016-08-12 14:04 UTC · Community Announcements · kurutah
We are pleased to present the very big update called "Heroes". Now every unit in the game corresponds to the certain type of hero. Everybody gets the three basic heroes at the start, the others can be unlocked in the section "Updates". Hero selected for the duration of the combat can use and improve his or his avatar's active skill. Select Ancient Vampire as a hero, strengthen the selected vampire and get vampirism for all your troops. Select High Archer as a hero, strengthen the selected archer and use the possibility to move one hex further by all units from time to time and etc. This opens
2016-07-06 12:53 UTC · Community Announcements · kurutah
It's interesting that some of non English-speaking players have played "Tactical Genius" (even its previous versions) for more than 500 and 700 hours: http://steamcommunity.com/profiles/76561198097695582/recommended/377150/ http://steamcommunity.com/profiles/76561198214391749/recommended/377150/ While English-speaking players underestimate replayability and rarely take seriously enough the game. This is largely due to the poorer awareness - they don't know how to play, that's why they don't understand how they can enjoy the game for such a long time. Do you want to make a stream or tell about
2016-07-06 12:52 UTC · Community Announcements · kurutah
There are two news: the bad one and the good one. Start with the bad news: apart from the fact that the last update has been released a long time ago, the next one also isn't expected during the nearest weeks. And now the good news - the fact is that we're working on a really important for the game comprehensive update. And it's not only the new game mechanics ("Heroes"), which has been described in outline here: http://steamcommunity.com/games/TacticalGenius/announcements/detail/597103984568856725 but also the other updates in gameplay (for example, "altars" on the map) and the adoption of th
2016-06-15 14:51 UTC · Community Announcements · kurutah
A variety of map types with really different location of forts and different dominant types of terrain have appeared in the duel mode. You still can come across the "classical" maps, but from time to time you will meet something new. For example, you can play on a desert map and units will get penalties to defence all over the map. New type of terrain - water has appeared in the game. As opposed to mountains, you can shoot through the water.
2016-06-03 19:12 UTC · Community Announcements · kurutah
A variety of map types with really different location of forts and different dominant types of terrain have appeared in the duel mode. You still can come across the "classical" maps, but from time to time you will meet something new. For example, you can play on a desert map and units will get penalties to defence all over the map. New type of terrain - water has appeared in the game. As opposed to mountains, you can shoot through the water. Also, in the current update we have corrected the characteristics of some units in the framework of balancing. And we are working on even more important u
2016-05-25 14:47 UTC · Community Announcements · kurutah
Now we are working in two directions, which will seriously affect the game. First, it is new templates for the random maps. Forts and others map elements will be placed in different ways, accordingly, games will become more diverse. The current template will remain in the game as a "classic". Second, we are working on global update called "Heroes". Now at the beginning of the round player will choose a hero, who with the gaining of experience will patronize one of units, increasing its characteristics or training his own active skill. This will look similar to the card games, where in addition
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