Play When Two Worlds War Online

Design units, engage in combat, and conquer planets in strategic battles.

When Two Worlds War Game
When Two Worlds War game

🎮 Game Controls

Mouse capture required. Tap screen to active.

  • WASD / ↑↓←→ Move
  • Space / Enter Action / Fire
  • Ctrl / Alt Attack / Strafe
  • Esc Menu
  • Y / N Yes / No Answers
Lock Mouse: Tap Screen | Unlock: Esc

About When Two Worlds War

When Two Worlds War thumbnail
Category
Strategy
Platform
MS-Dos
File size
1954072
Release year
1993
Developer
Edward Grabowski Communications Ltd.

When Two Worlds War is a science fiction strategy game released in 1993 for MS-DOS. Developed by Edward Grabowski Communications Ltd. and published by Impressions, the game presents a top-down perspective on interstellar conflict. It falls within the managerial and sci-fi genres, focusing on military conquest across two planets.

Players command one of two factions vying for dominance. The primary objective is to defeat the opposing force through military means, as the game does not include systems for diplomacy, trade, or planetary development. Progression is achieved by researching new technologies, gathering resources, and designing military units. A central gameplay system is a detailed ship and vehicle designer, which allows players to construct custom units by selecting components such as chassis, weapons, and engines. These units can be built for land, sea, air, or space operations. Another key system is the option to play in either real-time or turn-based modes, with the ability to pause during real-time play. Players can also assign automated behaviors to units using a simple programming language, creating command libraries for actions like patrolling or attacking specific targets.

The game includes features such as a comprehensive tutorial to explain its interface and mechanics. It also offered support for voice recognition control via specific sound cards of the era, allowing for spoken commands. Multiplayer is available through serial or modem connections for competitive play against another human. The strategic depth comes from managing limited resources and time, requiring decisions on whether to invest in advanced custom unit designs or to produce more standard forces rapidly.

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