Sengoku Jidai: Shadow of the Shogun
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The Mandate of Heaven DLC brings players of Sengoku Jidai to another “country at war”. The expansion contains four dynamic historical campaigns set in the 16th and 17th centuries. These chronicle the decline of China’s Ming Dynasty and its conquest by the Manchu Qing Dynasty. It also includes the Mandate of Heaven sandbox campaign that enables players to freely choose the opposing forces fighting for supremacy over the Chinese mainland and Mongolian steppes. It also includes four new factions and many new units!
http://store.steampowered.com/app/502361/
About the GameSixteenth century East Asia is in turmoil. In Japan, the ruling Shogun family has lost its grip on the country. A civil war is brewing as regional lords actively expand their influence. In Korea, the Joseon dynasty is paralysed by factional struggle within the royal court. In China, the might of the Ming dynasty is waning due to rebellions and foreign incursions. These seemingly separate internal conflicts will pave the way for an international war involving the three countries.
Sengoku Jidai: Shadow of the Shogun is a turn-based tactical and strategic game set during this turbulent time; primarily focusing on the Japanese Warring States period and Japanese Invasion of Korea. Other armies from East Asia are also made available to simulate different conflicts across the region.
Take command of diverse armies which employ varying tactical doctrines. Lead your chosen army and their generals to victory in set-piece historical battles or “what-if” skirmish situations against an AI or human opponent. Become more ambitious and achieve regional domination through the operational campaign layer where you have to deal with the consequence of preceding battles.
To become the Japanese Shogun, to overthrow the Emperor of the Middle Kingdom, or to establish a Pan-Asian Empire, one requires mastery of the battlefield. In this time of turmoil, Asia is yours for the taking!
Features:
- Accurate simulation of East Asian battle in the 16th and 17th centuries, particularly the Sengoku Jidai (Japanese Warring States period) and Imjin War (Japanese invasion of Korea and Chinese intervention).
- Unique graphic style influenced by Japanese paintings.
- Historical scenarios covering key engagements of the period
- Campaign mode allows you to rewrite history as you play through key campaigns of the era. Terrain, manpower, supply, attrition, sieges and economic damage all need to be taken into account. The decisions you make on the strategic map will affect the forces available to you in battle. The results of each battle will have long-term effects on the strength, experience and elan of your units.
- Classic Turn-based, tile based gameplay.
- Easy to use interface, hard to master gameplay.
- Battalion-sized units.
- Named generals who can influence combat and morale of units under their command as well as engage enemy generals in personal combat.
- Single player and multiplayer battle modes.
- Skirmish system allows unlimited “what-if” scenarios using historically realistic armies from carefully researched army lists, on realistic computer generated terrain maps. Armies covered include numerous Japanese clans, Ikko Ikki, Wokou Pirates, Joseon Korean, Ming Chinese, Chinese and Tribal rebels, Eastern and Western Mongols, Jurchen and Imperial Manchu (Qing Chinese) armies. Each faction has multiple lists covering the development of their armies through the 16th and 17th centuries.
- Skirmish scenarios are randomly generated and include open battle, attack on a defensive position, defence of a defensive position, awaiting reinforcements, enemy awaiting reinforcements, flank march.
- In skirmishes players can pick their armies from the army list or allow the computer to pick the army for them.
- Effective AI makes sound tactical decisions. Historical battle AI customised to the historical tactical situation.
- 6 difficulty levels allow the challenge to increase as you develop your battlefield skills.
- Numerous different unit organisations, combat capabilities and tactical doctrines allow full representation of tactical differences and developments through the period.
- Mod friendly game system with built-in map editor.
- Multiplayer mode allows historical scenarios and “what-if” scenarios to be played by two players using Slitherine’s easy to use PBEM server.
Steam User 6
for me, the start of a passion and love for all things Asian, the period i'd not really visited or played war game wise since Shogun, since this game, everything from movies to TV series goes into a different place for me, this game fuelled that passion and direction and to me is something one day i'd like to see a remake of, in a later or new engine, as it plays so well, over 1k hours on the site version and same again in testing, things from here only got better, but this for me is where this period really took a turn in the right direction for me as it lit a flame that still burns, as before this, there was only Arnhem, now there's a whole new area to fight over in a period i knew little about.
so would i recommend it, if you haven't got this one by now, then your not a war gaming collector or play everything type of war gamer, so need not ask
Steam User 2
Sengoku Jidai: Shadow of the Shogun is a deliberate, methodical turn-based strategy game that places historical authenticity and tactical depth above spectacle or accessibility. Developed by Byzantine Games and published by Slitherine Ltd., the game is firmly rooted in the military conflicts of East Asia during the Sengoku period and its surrounding wars. Rather than focusing on individual heroes or dramatic narratives, it invites players to step into the role of a commander overseeing armies, logistics, and battlefield decisions where preparation and positioning matter far more than flashy abilities or cinematic moments.
The heart of the experience lies in its hex-based tactical combat, which is clearly inspired by traditional tabletop and computer wargames. Battles unfold at a measured pace, emphasizing formations, morale, unit cohesion, and terrain rather than raw unit strength alone. Samurai, ashigaru, cavalry, archers, and foreign troops all behave differently on the battlefield, and understanding these distinctions is essential to success. Terrain plays a decisive role, with forests, hills, rivers, and fortified positions shaping movement and engagement outcomes. Charging blindly into battle is often punished, while careful advances, use of reserves, and coordinated attacks are rewarded.
What sets Sengoku Jidai: Shadow of the Shogun apart from more mainstream strategy titles is its commitment to realism and restraint. Units do not perform superhuman feats, and victories are often earned slowly through attrition, positioning, and morale collapse rather than annihilation. Morale management is particularly important, as units can rout or falter if pressed too hard or flanked at the wrong moment. This creates battles that feel tense and believable, where momentum can shift gradually rather than explosively, and where a single poor decision can unravel an otherwise solid plan.
The campaign layer builds upon this tactical foundation by linking individual battles into broader military operations. Players move armies across a strategic map, deciding where and when to engage, how to allocate forces, and when to rest or reinforce. Outcomes from battles carry forward, meaning casualties and fatigue have lasting consequences. This continuity reinforces the sense that you are commanding a real army rather than resetting conditions between missions, and it encourages a cautious, long-term mindset rather than reckless aggression.
Faction variety adds another layer of depth. While the Sengoku clans form the core of the experience, the game also includes forces from neighboring regions and conflicts, each with their own doctrines and strengths. This diversity encourages different tactical approaches and prevents the experience from feeling repetitive across scenarios. Facing cavalry-heavy armies requires different preparations than engaging disciplined infantry formations, and adapting your tactics to the enemy is often more important than sheer numbers.
Visually, the game adopts a restrained and functional aesthetic. The battlefield presentation prioritizes clarity over flourish, using clean icons, muted colors, and readable terrain layouts. While it lacks the dramatic animations or detailed unit models seen in larger-budget strategy games, this simplicity serves its purpose by keeping the focus on decision-making. The presentation feels closer to a digital war table than a cinematic battlefield, which aligns well with the game’s overall philosophy.
The learning curve is steep and unapologetic. Sengoku Jidai does not aggressively tutorialize its systems, and many of its deeper mechanics reveal themselves only through play and experimentation. This can make the early hours intimidating, especially for players unfamiliar with traditional wargames, but it also gives the game a sense of depth that rewards patience. Mastery comes not from memorizing optimal builds but from understanding how systems interact and anticipating enemy behavior over several turns.
That same dedication to depth can also be a barrier. Battles can feel slow, especially when maneuvering large formations into position, and players looking for constant action or rapid feedback may find the pacing demanding. The lack of strong narrative framing or character-driven storytelling means the experience relies almost entirely on its mechanics to hold interest. For some, this makes the game absorbing and immersive; for others, it may feel dry or austere.
Ultimately, Sengoku Jidai: Shadow of the Shogun is a game designed for players who appreciate careful planning, historical military detail, and thoughtful tactical execution. It does not attempt to broaden its appeal through simplification or spectacle, instead committing fully to a traditional wargame sensibility. For those willing to invest time in learning its systems and embracing its deliberate pace, it offers a rewarding and intellectually engaging strategy experience that captures the complexity and tension of pre-modern warfare with quiet confidence.
Rating: 7/10
Steam User 1
Wokeness in modern games made me come back to appreciate games like this more.
I bought all 4 games but not getting deep into them yet, currently my favs go in this order:
1. Pike and Shot - Best performance, guns
2. Sengoku Jidai - Good performance, interesting period
3. FoG2: Medieval - Good performance, best GUI
4. FoG2 - mid performance, don't notice anything different from medieval
Steam User 0
I wish there is a third option between thumb up and thumb down. My feeling for this game is mixed. It definitely has its charm, its historical context is an unique selling point since no other game exists on a similar level for the same historical context. On the other hand, the game has some serious flaws, the stats that are attributed to some units are debatable, showing a lack of research. For instance, how could Ashigaru has the same Body Armour stat as a Ming armoured cavalry? The ashigaru, unlike the Ming armoured (heavy) cavalry, did not have officially issued weapons and armours, so they relied heavily on their own personal gear. Some were well protected, others dressed like farmers except their jingasa. The Ming heavy cavalry had their armours issued by the authority, much more standardised (shown in many historical paintings and historical records). It was much more likely to have some hundreds Ming heavy cavalry adequately armoured in the same style than some hundreds of ashigaru all armoured uniformly and as well protected as the heavy cavalry. Another issue is the campaign, it is basically a "battle generator", you fought a few battles then it's done; there are not too many strategic elements. Overall, this game is unique in many aspects and has great potential, but the stats need to be tweaked manually and the campaign lacks depth.
Steam User 0
My friend call this poor man Shogun Total War, I call this Shogun Total War if it could be better and its lit at
Steam User 0
Same format with some improvements on P&S:C.
Turn times still capped at a slow speed- worsened by much larger armies.
Small new features which could have had additional functions eg commanders and subcommanders but you can't designate what troops belong to who.
Steam User 0
Great