Critical Moves - Strategy Gaming

Critical Moves Podcast

Critical Moves is a strategy games podcast that takes RTS, 4X, and tactics seriously. Most gaming podcasts treat strategy games as an afterthought. We don’t. Every week we cover real-time strategy, turn-based tactics, 4X empire builders, indie experiments, and overlooked classics with long-form analysis and no wasted time. This isn’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 without the marketing filter, getting into the mechanics and design choices that actually shape the games. If you want a RTS podcast, a 4X podcast, or a place for smarter conversations about tactics and strategy gaming, this is it. Critical Moves is made for players who think about systems, mechanics, and design—not just surface impressions. New episodes every Friday. https://criticalmovespodcast.com

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

    JAN 30

    Defcon 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

    1h 24m
  2. Our Best Strategy Games of 2025 Are a DLC, Another DLC, and a 21-Year-Old Remaster (Ep.61)

    12/26/2025

    Our 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.

    1 hr

About

Critical Moves is a strategy games podcast that takes RTS, 4X, and tactics seriously. Most gaming podcasts treat strategy games as an afterthought. We don’t. Every week we cover real-time strategy, turn-based tactics, 4X empire builders, indie experiments, and overlooked classics with long-form analysis and no wasted time. This isn’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 without the marketing filter, getting into the mechanics and design choices that actually shape the games. If you want a RTS podcast, a 4X podcast, or a place for smarter conversations about tactics and strategy gaming, this is it. Critical Moves is made for players who think about systems, mechanics, and design—not just surface impressions. New episodes every Friday. https://criticalmovespodcast.com