PLAY PODCASTS
Critical Moves - Strategy Gaming

Critical Moves - Strategy Gaming

Critical Moves Podcast

81 episodesEN

Show overview

Critical Moves - Strategy Gaming has been publishing since 2024, and across the 2 years since has built a catalogue of 81 episodes. That works out to roughly 75 hours of audio in total. Releases follow a weekly cadence.

Episodes typically run thirty-five to sixty minutes — most land between 46 min and 1h — and the run-time is fairly consistent across the catalogue. None of the episodes are flagged explicit by the publisher. It is catalogued as a EN-language Leisure show.

The show is actively publishing — the most recent episode landed 6 days ago, with 19 episodes already out so far this year. The busiest year was 2025, with 52 episodes published. Published by Critical Moves Podcast.

Episodes
81
Running
2024–2026 · 2y
Median length
52 min
Cadence
Weekly

From the publisher

Critical Moves is a strategy games podcast that takes RTS, 4X, and tactics seriously. Most gaming podcasts don’t even bother with strategy games. We do. Each week we cover real-time strategy, turn-based tactics, 4X empire builders and indie experiments, plus shining a new light on old classics.These aren't quick reviews or recycled talking points. It’s sharp criticism and honest discussion about strategy game design. If a game is shallow or broken, we’ll say so. If it does something clever, we’ll explain why it works. We talk to developers and key industry figures, getting into the mechanics and design choices that shape the games we love.We're an RTS podcast, a 4X podcast, a place for smarter conversations about tactics and strategy gaming. Critical Moves is made for players who think about systems, mechanics, and design.New episodes every Friday.https://criticalmovespodcast.com

Latest Episodes

View all 81 episodes

Questions From The Critical Moves Community (EP.80)

May 8, 20261h 8m

Victoria 3: Is This Now Paradox's Best Game? (Ep.79)

May 1, 202654 min

Bad Guys, Evil Factions, and Moral Grey Areas in Strategy Games (Ep.78)

Apr 24, 202644 min

Our Most Legendary Strategy Gaming Moments (Ep.77)

Apr 17, 202640 min

Non-Strategy Games for Strategy Gamers (Ep.76)

Apr 10, 20261h 3m

Ep 75The DLC Debate: Best, Worst, and Everything In Between (Ep.75)

Al is joined by Adam and Jack to dig into the world of downloadable content — what makes a great DLC, what makes a cynical one, and how the industry has shifted from the era of the standalone expansion pack to today's drip-fed content model. From Stellaris and Hearts of Iron to Civilisation 7's ongoing struggles, the trio unpacks Paradox's DLC machine, Firaxis's existential crisis, and why Supreme Commander: Forged Alliance might be the gold standard nobody talks about anymore. Plus: City Skylines takes a late hit, Adam drops a hot take, and the beauty-is-in-the-eye-of-the-beholder defence gets its moment in court. https://criticalmovespodcast.com/winning-over-the-heart-of-the-machine/More from Critical Moves Podcast: Web: https://criticalmovespodcast.com Forum: https://criticalmovesforum.com Newsletter: https://criticalmoves.beehiiv.com Discord: https://criticalmovespodcast.com/discord Facebook: https://www.facebook.com/criticalmovespodcast Twitter: https://twitter.com/CriticalMoves_ Instagram: https://www.instagram.com/criticalmovespodcast Reddit: https://www.reddit.com/r/CriticalMoves

Apr 3, 202653 min

Ep 74RTS Games: Is There a Future? With Perafilozof (Ep.74)

Is the RTS genre dying, or is it on the verge of a real breakthrough? Tim and Al are joined by Perafilozof, one of YouTube's most dedicated RTS content creators, to dig into the state of real-time strategy gaming, what's holding it back, and what could push it forward. They cover the funding problem facing indie RTS developers, the tension between single player and multiplayer, the role of big IPs in reviving the genre, and why the audience's nostalgia might be part of the problem. Peter also shares his watchlist of upcoming RTS titles and gives his opinion on some of the most anticipated games in development.

Mar 27, 202657 min

Ep 73The Innovation Problem in Strategy Games | Dr. Ben Angell Returns (Ep.73)

Dr. Ben Angell returns to Critical Moves to lead a discussion on innovation in strategy games, the topic he chose when we interviewed him on his work for the Age of Empires 2 Chronicles DLC. Jack and Tim join him in examining why so many RTS releases are clones of four foundational titles, whether Paradox is genuinely pushing its games forward or just layering complexity, and what cross-genre pollination has produced in recent years. The conversation covers turn-based design, tutorialization, RPG elements in strategy, the challenge of designing a third faction for Beyond All Reason, and the first major post-launch changes arriving in Civ 7's Test of Time update. Ben draws on his development experience at Ensemble Studios, Ubisoft Düsseldorf, and Capture Age to give a behind-the-scenes perspective on why innovation is harder than it looks and where the genre might actually find room to move.https://criticalmovespodcast.com

Mar 20, 20261h 13m

Ep 72Just One More Turn - Turn-Based Games Deep Dive (Ep.72)

It's Turnbased Thursday Fest week, and Al, Sid, and Jack are leaning in hard. This episode is a full deep dive into the turn-based genre: what makes it so compelling, why "just one more turn" became gaming's most universal phrase, and whether turn-based has quietly replaced RTS as the dominant strategy genre in 2026. The conversation covers Football Manager as a closet tactics game, Worms as a gateway to strategy, the surge of roguelikes and deck builders, why indie developers keep choosing turn-based over real time, and the debate that will never die: is Total War turn-based or RTS? Come for the strategy chat, stay for Sid trying to wiggle out of naming his favourite turn-based game.

Mar 13, 202642 min

Ep 71Heart of the Machine 1.0 — Narrative Strategy, Time Loops & the Future of Arcen Games (Ep.71)

Chris McElligott-Park (Arcen Games) returns to Critical Moves to discuss the 1.0 full release of Heart of the Machine, launching March 6th via Hooded Horse. We dig into what makes this strategy RPG unlike anything else in the genre — its branching morality system, the parallel timeline mechanic, and why Chris deliberately built a game that doesn't lock you into being a hero or a villain. Chris also talks about the complexity modes added to accommodate different playstyles, what a "complete" game means when you're dealing with 20–175 hours of content depending on how deep you go, and how he thinks about post-launch content without FOMOing players into anything. If you've been waiting for 1.0 to dive in, this is the episode to listen to first.https://criticalmovespodcast.comhttps://store.steampowered.com/app/2001070/Heart_of_the_Machine/

Mar 6, 20261h 32m

Ep 70Steam NextFest 2026: The Good, The Bad, and The Unfinished (Ep.70)

Timothy, Jack, and Adam review their Steam Nextfest demo experiences across a wide range of strategy titles, from a god game that felt genuinely finished to an RTS sequel that felt like 1994. The discussion moves beyond individual game impressions into a broader debate about what a demo should actually deliver in the current market, whether developers are arriving at Nextfest too early, and what Steam could do to help players navigate the volume of content on offer.https://criticalmovespodcast.com

Feb 27, 202653 min

Ep 69Space 4X: Explore, Expand, Exploit, Exterminate (Ep.69)

Al is joined by Joe and space 4X expert Sid to trace the complete history of the space 4X genre — from its board game roots in 1974 through the golden age of Master of Orion, the dry spell of the late 90s, the modernisation wave of 2010, and what the genre looks like today.Sid also drops his top 5 space 4X games of all time, we debate why space 4X has never cracked the mainstream, and ask whether Star Trek and Star Wars IPs are perfect candidates for the 4X treatment — and why nobody has ever properly done it.https://criticalmovespodcast,comhttps://www.myabandonware.com/game/star-trek-the-next-generation-birth-of-the-federation-bcm

Feb 20, 202648 min

Ep 68The Paradox Problem: DLC, Developer Relations, and Broken Launches (Ep.68)

Al, Jack, and Timothy examine Paradox Interactive's business practices, from their DLC-heavy approach to their handling of development studios. The conversation covers why Paradox games launch incomplete, the nearly £400 cost of owning all Stellaris content, and what happened between Paradox and Colossal Order over City Skylines 2.The episode compares Paradox's model to other strategy publishers like Creative Assembly and Firaxis, discussing why sequels never arrive for flagship titles while DLC releases continue for years. The hosts explore whether this represents smart business or exploitation of a captive audience, why the community accepts buggy launches as standard practice, and how Paradox's treatment of satellite studios creates human costs behind the games.Discussion includes EU5's troubled launch, the subscription model as an alternative to buying hundreds of pounds in DLC, and why mod support serves business interests rather than altruism. Despite criticizing the practices, all three hosts admit they'll continue playing Paradox games because no other developer makes grand strategy titles at this scale.

Feb 13, 20261h 0m

Ep 67Menace Early Access: We Played the Demo But Know Nothing About the Game (Ep.67)

Menace released into early access yesterday. We recorded this episode ten days beforehand having played the demo and knowing almost nothing about what the early access version would include.The demo showed solid turn-based tactical combat with a complex action point system, deep squad customization options, and strong art direction. It also showed a game from respected developers Overhype Studios and publisher Hooded Horse that had somehow reached nine days before early access without communicating basic information about content, roadmaps, or the strategic layer completely absent from the demo.This raises questions about whether these studios are trading on goodwill from Battle Brothers and previous Hooded Horse releases to avoid the scrutiny a major publisher would face for the same approach. We discuss what worked in the demo, what the information vacuum means for early access, and whether the game's tactical depth compensates for questionable design decisions around unit specialization and equipment balance.The game might be great. The marketing and communication is not.Web: https://criticalmovespodcast.comDiscord: https://criticalmovespodcast.com/discord

Feb 6, 202657 min

Ep 66Defcon Zero: $4.5M Funded RTS (Ep.66)

Amir and Almog from Tri Arts Games talk about their RTS project Defcon Zero: Frontlines of Tomorrow. They worked for two years without pay on a tech demo that got them 12,000 wishlists through organic community building alone. Then they secured $4.5 million in funding from RTS fans with money to spend, not a publisher trying to squeeze ROI out of the genre. Tim Campbell from Westwood is their development advisor now. That's the same Tim Campbell who helped build Command & Conquer. They explain how they went from posting a single tank screenshot in a community forum to hiring a proper team and moving into offices. The game has weapon priority systems so your units don't fire tank shells at individual infantrymen when there's an actual tank 50 meters away. Cover mechanics where infantry automatically seek protection when shot at instead of standing in the open watching their health bars drain. Two asymmetric factions with very different approaches to warfare, though they're keeping most of the differences under wraps for now. They're aiming for a playable demo around September or October 2025, with full release in 2.5 to 3 years. The campaign has 30 missions built around the lore instead of being missions with story bolted on afterward. They already have 40,000 years of world history written out. Both developers bring experience from outside traditional game development. Almog was a psytrance DJ running festivals for 15,000 people before teaching himself 3D art at 35. Amir managed the 80,000-member Command & Conquer Facebook group and worked as a gaming influencer for years. They talk about how their Discord community influences development decisions and why they refuse to use paid promotion when organic reach works better. This is a long interview. We cover their design philosophy, why they chose Unreal Engine for an RTS, how living through conflict shapes their approach to depicting warfare, and whether the RTS genre is experiencing a rebirth or just a temporary spike in interest.Links:https://store.steampowered.com/app/2923140/Defcon_Zero_Frontlines_of_Tomorrow/ https://discord.com/invite/hvC6g76d5B

Jan 30, 20261h 23m

Ep 65Terra Invicta: The Long War From The Shadows (Ep.65)

Terra Invicta just hit 1.0 after years in early access. It's a grand strategy game where you run a shadowy organization trying to control Earth's nations while aliens show up uninvited.Al hasn't played it. Tim and Joe have hundreds of hours between them. The game has three layers: geopolitical manipulation on Earth, orbital infrastructure, and hard sci-fi space exploration across the solar system. Real physics, real nations with actual GDP figures and political metrics, and launch windows that matter.Seven factions compete with different endgames you don't learn until you're deep in. The complexity is brutal. Learning curve is steep. Tutorial won't save you - hit Reddit first. But if you can stomach the initial wall, you get a modern grand strategy game that fills a gap Stellaris can't touch.Tim and Joe walk through faction design, agent mechanics, research trees, space combat, and why China is the hardest nation to infiltrate. Made by Pavonis Interactive, the team behind XCOM's Long War mod.

Jan 23, 202645 min

Ep 64300 Hours to Game in 2026: Empire Total War, Cities Skylines, and Dwarf Fortress (Ep.64)

Most gamers over 40 get five hours a week to play games. That's 300 hours for the entire year. We picked strategy titles that work when you can only play in short bursts between work, family, and everything else competing for your time.Al recommends Empire: Total War for its blend of grand strategy and tactical battles, plus it runs on iPad. Jack argues for Cities: Skylines because you can jump back in after a week and know exactly where you left off. Joe champions Dwarf Fortress for its ant-farm gameplay and the ability to set small goals each session.We also cover Paradox's predatory move with Colossal Order, stripping Cities: Skylines from the original developer and relocating it to Ice Flake Studios in the same city. The plan appears designed to poach talent and kill the studio that built the franchise.

Jan 16, 202645 min

Ep 63Strategy Games Coming in 2026: Dawn of War 4, Total War 40K, Space Sims, and Indies (Ep.63)

Jack, Al, and Sid go through strategy games shipping in 2026. Sanctuary Shattered Sun from the Supreme Commander lineage. Dawn of War 4 returning to classic RTS after Relic lost the license. Total War 40K launching with four factions, no confirmed fleet battles. Three space strategy indies trying different approaches: Falling Frontier's physics-based combat, Fragile Existence's solo dev survival angle, Beyond Astra's grand strategy focus. Heroes of Might and Magic Olden Era already proved itself in the demo. Stronghold coming back.We question whether small teams can deliver on ambitious scopes, why King Art keeps releasing updates while others go silent, and what Total War 40K needs to do right given Warhammer Fantasy's foundation.

Jan 9, 20261h 10m

Ep 62Strategy Gaming in 2026: What the Media Gets Wrong. Critical Moves Year in Review (Ep.62)

The Critical Moves team reviews our first full year covering strategy gaming and explains why "the gaming industry is dying" headlines miss the point completely. We interviewed developers from Luke Hughes (Burden of Command) to Brandon Castile (Tempest Rising) to Thomas Vandenberg (Kingdom series). Covered games from solo developers and Xbox Game Studios teams. Went from zero listeners to half a million YouTube views in 14 months without spending money on advertising. The discussion covers why AAA layoffs do not equal industry collapse. How 100,000 copies sold can sustain an indie strategy studio. Why we rejected review codes for poor games instead of lying to our audience. What makes strategy gaming coverage different when you answer to listeners instead of publishers. Strategy gamers, indie developers, and anyone tired of gaming journalism that inflates scores and avoids criticism will find this conversation relevant. We turned down opportunities to compromise. We will continue doing that in 2026.

Jan 2, 20261h 2m

Ep 61Our Best Strategy Games of 2025 Are a DLC, Another DLC, and a 21-Year-Old Remaster (Ep.61)

Our best games of 2025 are a DLC for a 2023 game, a DLC for a 2022 game, and a remaster of a 2004 game. That tells you everything about the state of strategy gaming this year. Adam picked Spell Force Conquest of Eo's Children of Norn expansion because the developers keep supporting a game that deserves more players. The complexity puts it somewhere between Heroes of Might and Magic and Age of Wonders 4, with combat that stays interesting instead of devolving into auto-resolve spam. Tim went with Victoria 3's Charter of Commerce, the mechanics pack that fixed the global economy and turned trade from a micromanagement nightmare into something that works. Al chose Dawn of War Definitive Edition, which proves a 21-year-old RTS still plays better than most modern releases when you update the graphics and preserve mod support. Civilization 7 was up for Game Awards strategy game of the year despite being a cash grab that copied Humankind's worst ideas. They've already patched in the ability to keep the same leader across ages because the backlash was immediate. Tempest Rising almost made Al's top pick but lacks the campiness that made Command and Conquer memorable. Broken Arrow exists but you still can't save during campaign missions. Final Fantasy Tactics Reborn won the Game Awards, which is fine, but it's another remaster. The podcast covers why Spell Force's combat stays fresh, how Victoria 3's economy finally works, what Relic got right with the Dawn of War remaster, and why 2026 looks significantly better with Total War 40K, Dawn of War 4, and other releases on the horizon.

Dec 26, 202559 min
Critical Moves 2024-2025