
Critical Moves - Strategy Gaming
Critical Moves Podcast
Show overview
Critical Moves - Strategy Gaming has been publishing since 2024, and across the 2 years since has built a catalogue of 88 episodes. That works out to roughly 80 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 3 days ago, with 26 episodes already out so far this year. The busiest year was 2025, with 52 episodes published. Published by Critical Moves Podcast.
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 88 episodesSteam Summer Sale Must Buys (Ep.87)
Upcoming Strategy Games We're Watching in 2026 (Ep.86)
Total War: Warhammer 40,000 — New Engine, New Galaxy, New Concerns (Ep.85)
Firaxis in Crisis: Is Civ 7 a Disaster, a Success, or Both? (Ep.84)
Space Tales: The RTS You Didn't Know You Needed | Interview with Saigon Dragon Studios (Ep.83)
Is Crusader Kings 3 Worth Playing in 2026? (Ep.82)
No Borders, No Worlds | Stellaris Season 10 (Ep.81)
Questions From The Critical Moves Community (EP.80)
Victoria 3: Is This Now Paradox's Best Game? (Ep.79)
Bad Guys, Evil Factions, and Moral Grey Areas in Strategy Games (Ep.78)
Our Most Legendary Strategy Gaming Moments (Ep.77)
Non-Strategy Games for Strategy Gamers (Ep.76)

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

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.

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

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.

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/

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

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

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.