
Game intel
Apes Warfare
Lead your ape army to victory in APES WARFARE, a modern turn-based strategy game. Command diverse units, outsmart your enemies, and conquer dynamic battlefield…
Advance Wars-style tactics are having a moment again, and Apes Warfare is swinging in at the right time. This caught my attention because the indie scene’s taken several shots at reviving that clean, grid-based feel-from Wargroove to Tiny Metal-while Into the Breach showed how far you can push the formula. Now we’ve got simian armies, a playful tone, and a promise of modern multiplayer in Steam Early Access on November 25, 2025, with a free demo available now. Cute premise aside, what matters is clarity, balance, and whether the multiplayer will keep people playing after the novelty wears off.
Apes Warfare, from GigaQuests and Stoic Entertainment, is pitching itself as easy-to-learn, hard-to-master grid tactics with a tongue-in-cheek war between apes and humans. You’ll capture bases, build diverse units, and deal with dynamic terrain and weather. The team promises a campaign and multiplayer, with more content rolling out during Early Access.
The marketing hook is the “playful chaos”: forests and cities sit alongside lava fields, icy plains, and whirlpool zones. That sounds fun, but it’s also where tactics games can lose the plot. Advance Wars works because information is readable, damage is predictable, and terrain effects are learnable at a glance. If whirlpools or ice slides introduce swingy outcomes you can’t reliably plan around, it stops being tactics and starts being slapstick. There’s room for chaos-as long as it’s communicated clearly and remains counterplayable.
On units, we’re getting the usual spread of specialties and synergies, which is where these games live or die. Variety is good; strict rock-paper-scissors isn’t. Wargroove learned that the hard way until balance patches opened viable comps beyond Archer spam. I’ll be looking for transport options, artillery that pressures but doesn’t stalemate maps, and air/naval units that feel impactful without dominating.

The ex-Call of Duty angle is interesting. That pedigree doesn’t automatically translate to airtight tactics design, but it does suggest production polish, netcode experience, and strong feel in VFX/audio—underrated qualities that help multiplayer feel crisp. If those strengths meet thoughtful systems design, we might be in business.
Since Advance Wars 1+2 Re-Boot Camp refreshed memories and Wargroove 2 iterated on commanders and groove mechanics, players expect modern conveniences. Rebindable keys, fast-forward and undo, danger zone overlays, combat previews, replays, and robust tutorials aren’t luxuries anymore—they’re baseline. Into the Breach also raised expectations for telegraphed information and meaningful micro-decisions each turn. Apes Warfare can lean into personality—apes vs. humans is inherently silly—but it can’t hide shaky systems behind memes.
The “chaos terrain” could be a differentiator if it creates calculable gambits. Ice tiles that extend movement at a cost, lava that denies zones like temporary walls, whirlpools that rotate positions in predictable cycles—those are cool if the rules are consistent and previewed in the UI. Random slide-and-pray? That ends friendships.

Price isn’t listed yet, so value is an open question. A free demo is the right move—try it and see if the unit readability and turn pace click for you. For me, Early Access is a soft commitment at best; I want to see a living roadmap, quick fixes to community pain points, and a firm stance on monetization (ideally: no gacha skins for banana grenades).
Apes Warfare looks like a charming, modern riff on Advance Wars with risky “chaos terrain” and a multiplayer focus. If the UI is clean, the AI competent, and the devs ship fast balance patches, this could be a keeper. I’m cautiously optimistic—and the demo will tell us if these apes are here to outthink us, not just throw bananas.
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