"Sharp squad tactics and shelter-building, snagged on a stingy AP system"
About
Urban Strife is a turn-based tactical RPG built on the framework of old squad games like Jagged Alliance 2 and Fallout, transplanted into a zombie apocalypse around a ruined Atlanta. You recruit local survivors into a militia, take them out on missions to fight the undead and rival human factions, then haul loot back to a shelter you rebuild and defend. Between fights you brew booze, feed your people, patch wounds, and repair guns, so combat and settlement management feed each other. Fights run on an action-point system with cover, stealch, and interrupt shots. The game is in Early Access.
Verdict
There's a good tactics game here, and the way looting the wasteland feeds the shelter you're rebuilding gives the fighting real stakes. It's held back by an action-point system that half the players love and half find stingy, by writing that rarely rises above serviceable, and by an Early Access UI that hides the numbers you need and freezes when you least want it to. Fans of the old squad-RPG tradition will find enough to dig into, and the depth is real. Just go in knowing it's unfinished, and that the AP debate might decide it for you before anything else does.
You'll like it if …
- +You want a slow survival RPG where every raid feeds a base you're rebuilding
- +Old squad tactics in the Jagged Alliance and Fallout mould are your comfort zone
- +You can tolerate an Early Access game that still needs patches
You'll dislike it if …
- −A fiddly, expensive action-point system spoils combat for you
- −You need a polished UI with tooltips that explain the maths
- −Crashes and menu freezes are a dealbreaker rather than a known EA risk
Breakdown
- +Turn-based squad combat with cover, stealth and interrupt shots that most players find genuinely tactical
- +Positioning and squad coordination reward planning rather than raw stats
- −The action-point economy divides players hard: 20 AP to move three steps, 12 to fire a .22, so basic turns feel stingy
- −Enemy AI and hit-chance numbers draw complaints, with weapon ranges and AP costs that don't always feel earned
- +Base building and faction relations give the fighting a reason, and keeping the shelter fed and stocked is a real strategic layer
- +Broad loot, weapons and character customization support genuinely different runs
- +The open structure and survival needs create replay value beyond individual battles
- −Crafting is underdeveloped and thin compared to the systems around it
- −Mission design gets repetitive, which caps long-term pull
- +Some players find the characters and dialogue suspenseful, with choices that carry weight
- −Dialogue lands as corny for many, and character relationships stay shallow
- −The main story runs linear, so player choices leave less mark than the survival setup promises
- +Isometric art and animation are solid for an indie of this scope
- +Ultrawide support and several localisations (Russian, Chinese, Italian) are in place
- −No voice acting, and sound design is functional without character
- −Character models can look like they float above the ground, which undercuts the grounded tone
- +A share of players report a clean interface and no crashes at all
- −The UI is a flashpoint: missing tooltips, screens that ignore ESC and common inputs, no clear read on what drives combat results
- −Menu freezes and crashes, including a reproducible hang opening the map screen, hit some players hard
- −Onboarding is steep and the tutorials leave core mechanics unexplained
score