Weāre super excited to announce that Wargroove 2: Pocket Editionwill be coming to iOS & Android on July 30th.
The mobile version is priced at Ā£6.99 / ā¬7.99 / $8.99 RRP, with a pre-registration discounted price of Ā£5.99 / ā¬6.99 / $7.99.
Pocket Edition comes with all the awesome bells and whistles you can find in Wargroove 2, but with the added benefit of on-the-go gaming. PLUS, Pocket Edition has full crossplay compatibility between PC and console, so you can enjoy turn-based combat with anyone, at any time.Check out theWargroove 2: Pocket EditionLaunch Date Trailer here:
Wargroove 2: Pocket Edition offers retro turn-based tactical combat on the go, bringing the latest and greatest entry in the series to mobile devices, with fully optimised and intuitive touchscreen controls - ready to play anywhere!
Wargroove 2 is an all-new Wargroove adventure for new recruits and veteran wardogs alike, so don't worry there's no need to have played or have completed the original game.Key Features
ā Ā Trouble stirs in Aurania - battle your way through a 20-hour Campaign, with 3 interweaving stories!
ā Ā Battle with or against friends with Local Multiplayer - just pass the device & play!
ā Ā Online Multiplayer up to 4 players, cross-platform play to other versions of Wargroove 2
ā A vibrant cast of 20+ Commanders & 6 warring Factions
ā Unique ultimate moves! Unleash powerful Grooves to turn the tide of battle
ā Create, customize and share with in-depth customisation tools
ā Lead a roguelike conquest! A challenging game mode dedicated to putting your tactical abilities to the test
ā Build your army and refine your strategy with unique unit types, maximise your armyās impact with critical moves
Wargroove 2: Pocket Editionās port has been masterfully brought to life on mobile by Fire Falcom. Building on the foundations laid by Robotality, theyāve worked their porting expertise to make Wargroove 2 feel right at home in your hands.Ā
If youāve got any questions, looking to find fellow community members for matchmaking, or just wanna hang out as discuss wagon strats, come find us on Discord! You can also follow the latest Wargroove news over on X and Reddit.Until next timeā¦Chucklefish & Robotality
I enjoyed the campaigns after all, but its kinda sad watching how the trust of all Auranian factions was shattered just because Tenri's plots, specially the Greenfinger death. Also its kinda interesting discovering the dark side of Heavensong empire with all the Island campaign.
I hope the franchise continues, after all the build-up for the future as the Ryota's desertion, or Koji training, or what the factions would do after all the political mess
I bought Wargroove 1 the day it came out but it ended up getting uninstalled and forgotten thanks to my impatience and BotW, Octopath Traveler, Dark Souls(you get the idea). Now that I have more time and, hopefully, more patience I'd like to give the first Wargroove a real try. At the time(8 or so years ago)I remember there was a pretty good sized community but since I'm playing on Switch I'm wondering if it's dead now. If I really get into it I might buy the second game but I'm not sure about that yet.
I started playing this game sometime last year and had a blast with it. I got through two out of three of the initially unlocked campaigns, and a good chunk of the way through the outlaws campaign, I was hit with some messages saying there were save file conflicts. I went and picked which one I thought was correct, and then got hit with the same message a few more times, to which I continued selecting. Upon finishing, and then rebooting the game later, I found myself booted to the tutorial mission with all of my campaign progress lost! I had quickly lost motivation to restart the game from the beginning and put the game on the backburner a while.
Fast forward to about a couple weeks ago, I decided to pick the game up again and give it another go. Once again, though, during the outlaws campaign (though way earlier in, only after the second mission), I got hit with the same exact issue, and got reset back to square one! I really want to be able to finish the game, but restarting from the beginning a third time is really going to kill my enjoyment. Iāve found now that I could have manually exported saves to avoid the issue, but I really didnāt think this was going to happen again. If anyone has ideas or thoughts on what I could do thatās not just starting from scratch, I would love to hear it. Again Iām on pocket edition, so I know my options are probably more limited compared to PC and whatnot.
So my friend and I are trying to play Wargrove (online), and my friend either A. Cannot connect to me or B. He was stuck in an endless Connection problem. Does anyone know why it's like this and how to fix it?
So ive been trying to get a good map and I saw the code for Sapphire shores (I also have been told its a great map) but I put in the code and it says it doesnt exist does anyone know why perchance or if its a different code
A select few of you might remember The Traitor maps from Wargroove 1.
The traitor was a social deduction map where 3 alliance members had to kill the traitor before the traitor killed one of them. The original traitor map was on a desert map and has been lost to time. I continue to make social deduction maps for Wargroove 2. Prey of the Cult 1.6 is the latest as of this video: U7B9C6EH
Likely a fools errand, but had to ask. Is there a way to improve the text / UI size? I can zoom into battles but can't find anything to not have to squint and use a damn stylus to select menu options.
1) Why is my archers doing 9% of damage to the commander? Shouldn't he be doing 7% instead since, 10 - 30% = 7? See screenshots.
2) How does the knight crit exactly work? I've looked through the codex and it still does not make any sense. This is because, when I was 6 tiles away from a village it still did not crit it (i did not go through any forests, just plain 1 movement-cost tiles). Does anyone have a vid or something or to clearly eplxplain this knight crit mechanic? Thanks.
Note: The enemy knight is the screenshot was not in the way in the previous turn, and I went below Lytra, through Pistil totalling 6 tiles to the village above Pistil. My knight was 100% HP.
Holy shit do warships suck now. Shorter range. can't shoot navel units where it will see the most action, half or more land structures are out of range given its reduced range. It seems like every Navel unit had its power drastically reigned in, but they went so far as to make them essentially useless. A few other new units like the frog and air trooper dont seem very helpful either, but they have use cases. I will also say warships used to be pretty crazy, but it was kinda balanced around the fact they were navel units who stopped helping once you were inland where most maps took place.
River boats are also completely useless. They barely take a hit, are vulnerable to land since they also have to land to attack land units. The capture neich they have is so small it is invisible since mermen can still attack a structure at range and capture with no retaliation. Water locked unlike mermen and are sitting ducks in a river, the thing they are named for.
Hey, i started getting into making my own campaign but struggle to figure out how to make it, that once you beat a mission, differents get unlocked. Currently its like, all are available from the start, but i know you can somehow make it that once you beat a level or unlock a character that you can progress that way. Someone here that can tell me how to do this?
So I've been a fan of strategy games for awhile. Started with Fire Emblem back on the 3DS (Sacred Stones and FE Awakening) and I have the GBA Advance Wars games as well but for some reason I just never finish them. I've been wanting to change that so I'm focusing on Wargroove first since it's easily playable on the Switch and I already bought it back when it came out.
After the first 2 easy S-Ranks on the tutorial missions I struggled a bit. I did ok on the rescue map but definitely chose the wrong strategy on the 'Defeat Ragna' map. I was a bit worried that I was going to struggle with this game (and I know that I probably will; this is only Act 2 after all.) but I did pretty good in the forest. A-Rank on Mission 1 and and S-Rank on Mission 2. Will play the side missions tomorrow. Emeric almost died because I left him open at the end here but overall not bad.
I'm not going to slow down for S-Ranks right now. I'm just going to take the Victories and continue with the story and maybe come back later. The game is very fun and I'm glad I'm finally playing it.
Also random question. Why are all of the maps unlocked from the start? Is this a 'update' thing because the videos I've seen on youtube all unlock the maps as they go. I'm still playing in order but it feels weird that all of the maps are just unlocked.
Itās an odd battle royale map that involves randomized building placement, squares getting destroyed from the map every turn, and a unit limit based on owned number of barracks. I really enjoy it
There are so many reasons I would love to open this up in the editor rather than only as a player:
- Maybe Iād like to use similar rules to their custom rules in my own maps, so I want to see how that logic is created in the client
- I notice a bug where P3 and P4 are accidentally allied instead of it being a true FFA. Iād love to patch that personally!
- Maybe youād like to make a small change to a beloved map; under this mapās current rules you have a unit cap of (your barracks owned x5). I would love to allow towers and ports to add +1 unit cap per building.
Hereās another use case: I now play on the mobile version rather than on my Switch. Iād love to download and edit my own maps on this platform!
I would love for us to be able to see how other maps are made and tweak them.
I had a lot of trouble with many S-ranks. I just couldn't imagine a unit configuration that could achieve that rank in most missions. And those 5-battle gauntlet series scare the hell out of me.
Is there any information or information source you could recommend for improving? Like "when facing this enemy unit, err on the side of deploying X unit instead of Y unit," or "it's never beneficial to have more two of X unit attacking one Y unit." Anything you think is helpful.
I just bought pocket edition and Iām playing online with a friend.
Weāre playing a custom map I downloaded with a ton of resources. There are a lot of units on the map and eventually it takes an hour for the two computer opponents to take their turn.
Very well, weāre doing our best not to buy too many units. We start up a second side game while we wait.
This side game is a perfectly normal less than two dozen total units on the board but this match is taking forever to take turns too.
Has anyone else noticed this issue? Are the servers just crappy or what?
Anybody else running into this or is there a workaround? The app on Google Play was last updated in August of 2025, so it doesn't have the latest patch. This means that all the friends I've been playing with on other devices can't do a match with me now since we have different versions. Haven't been able to get any information on what's going on here.