
Game intel
Warhounds
Warhounds is a turn-based tactics game about an elite mercenary squad with an old-school action-movie vibe. Recruit fighters with personality, upgrade your bas…
This caught my attention because the community has argued for years about “fake RNG” in XCOM-style games – the frustration of impossible point-blank misses is real, and Warhounds looks like a design answer rather than a marketing tweak.
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Publisher|Everplay DMCC
Release Date|2026
Category|Turn‑based tactics
Platform|PC (Steam)
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Warhounds wears its inspirations – XCOM and Jagged Alliance — on its sleeve, but its core tweak is surgical: every bullet in a burst is calculated independently. That removes the comforting-but-hypocritical “we’ll secretly boost your aim on lower difficulties” pattern that has dogged a lot of modern tactics games. Instead of hidden odds, you get deterministic hit chances for the first shot(s) and a clear, stated penalty for follow‑ups (example given by the developer: a three‑round attack might be 100%, 90%, 80%).
The randomness shifts from whether you hit at all to how much each hit actually hurts: successful shots deal damage drawn from a known range (a starter rifle might do 1-2 damage per bullet). That feels like a cleaner philosophical stance — players are accountable for positioning and target selection, while still wrestling with variance at the damage step.

Two tactical consequences jump out. First, “no safe shots” matters. Missed bullets continue along their trajectory and can create collateral outcomes (exploding barrels, accidental friendly fire, or flanking an unintended enemy). That forces more careful LOS checks and angle considerations than many peers — it’s less about abstract percentages and more about spatial thinking.
Second, the per‑shot penalty simulates the diminishing accuracy of multi‑round bursts, which encourages players to mix single, precise shots with controlled bursts depending on the situation. Crits and grazes are explicitly tied to cover and range, which should make cover mechanics feel more consequential than in games where hits are mostly binary.
Everplay DMCC expects average missions to run 25-40 minutes and offers classic class archetypes (assault, specialist, sniper, machine gunner, grenadier) plus base‑building and a campaign layer where your choices alter future missions. That scope is familiar in the genre and, if executed well, will let Warhounds feel both tactical and strategic.

The studio also disclosed temporary use of AI‑generated placeholder portraits in playtest builds, promising over 100 hand‑made portraits will replace them before release. They specifically noted no AI involvement in code, 3D models, writing, dialogue or voice acting — a level of transparency I appreciate, though the presence of placeholders may still affect early impressions.
Warhounds is appealing because it answers a recurring complaint with a concrete design philosophy: stop disguising randomness, and make player decisions the central risk. That said, this approach raises new design challenges. The user interface will need to communicate per‑shot chances and trajectories clearly, or the math could feel opaque rather than empowering. Balance will be delicate — too deterministic and the game could feel unforgiving; too much damage variance and you recreate the very frustration it’s trying to avoid.
If Everplay nails clarity (showing per‑bullet probabilities and trajectories) and tunes damage ranges well, Warhounds could become the go-to option for players who want tactical weight without the salt of “point‑blank misses.” If it stumbles on UI or balancing, it risks appealing mostly to niche simulation fans who enjoy heavy math in their tactics.

For tabletop and tactics enthusiasts who loathe hidden RNG, Warhounds is worth adding to the playtest list. Expect careful aiming, meaningful angles, and moments where a single missed bullet changes the whole fight. For casual players who prefer cinematic randomness, Warhounds may feel more demanding and less forgiving — but the promised difficulty options should accommodate different tastes.
Warhounds swaps behind‑the‑scenes luck for transparent per‑bullet math, per‑shot accuracy penalties, randomized damage ranges, and consequential missed shots that remain in the world. It’s a smart philosophical move for tactics purists, but its success will hinge on UI clarity and balancing. Steam launch slated for 2026; playtest access is open now.
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