Ultimate General: American Revolution

American Revolution is a sandbox strategy game featuring the epic historical period during the rebellion of the American colonies against the British Empire.

Ultimate General: American Revolution is a grand strategy, america and strategy game developed and published by Game-Labs.
Released on December 20th 2024 is available only on Windows in 9 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian and Simplified Chinese.

It has received 743 reviews of which 491 were positive and 252 were negative resulting in a rating of 6.4 out of 10. 😐

The game is currently priced at 49.99€ on Steam.


The Steam community has classified Ultimate General: American Revolution into these genres:

Media & Screenshots

Get an in-depth look at Ultimate General: American Revolution through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 (64-bit)
  • Processor: Intel Core i3 or AMD equivalent
  • Memory: 8 GB RAM
  • Graphics: GeForce GTX 1060 or AMD equivalent, 4 GB VRAM
  • Storage: 12 GB available space
  • Sound Card: DirectX - compatible audio card

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
This game is not bad at all. Most of the negative reviews i see are people expecting this to be Total War, where you are constantly attacking your enemy, moving forward and attacking again, until the whole map belongs to you. That is not how war works, nor is it how this game works. You have to have patience and plan far ahead. This is how I assume most negative reviewers campaigns went: You are a fresh new general in the American Revolution, your first battle at Concord to secure ammo went very well! You destroyed the British troops attacking you, and sent them back to Providence. What's that? Providence is now only defended by a weakened British army that you just pounded into retreat? Forward we go! Onto Providence! You attack Providence and secure another key victory for the Americans. Now you have a warehouse full of supplies at your disposal. Nothing can stop you...right? This is where most make a mistake. The Total War mentality kicks in and instead of hunkering down in Providence, resupplying your ammo, reinforcing your lost troops, and waiting for additional regiments to arrive from Hartford, you just press on and attempt to sack the town of Middleborough. You see, Middleborough (and Salem up North) are very close to Boston, where 90% of the British army is stationed. Once you attack either of these, the British come at you in full force to defend them. You get annihalated and sent back to Hartford at best, or even killed and ending your game at worst. This game is designed to be played slowly over a long period of time. You will win territory, then you will lose territory. Play offense, but dont forget to play defense, and that is why I love it. The tactical battles still give me the feeling i had back in UGCW, where tactics matter tremendously. You cannot expect to send your regiments of local militia into the formed lines of the greatest army in the world at the time, and expect them not to route. "But theres 400 men still alive why are they running???" Because they are blacksmiths, bankers and candlemakers buddy. Not trained professional soldiers. In my opinion, this game is definitely worth it. Took me a while to buy it because of the price point compared to other games, but it was on sale so I bit, and boy am I glad that I did. Just remember that it is a strategy game first, and tactical battle game second. Secure supply lines between cities to keep your army provisioned, Research and build critical buildings, produce weapons and ammo in your large cities, and just take your time. I am sure you will not regret your purchase.
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Nov. 2024
First, I love this game! It’s an amazing experience with incredible depth. However, I’ve gathered some ideas for improvements that could make it even better for players and developers alike. ________________________________________ Weapon Balancing • Howitzers vs. Field Guns: The 5.5" Howitzers are very similar to the 6" field guns. Traditionally, Howitzers should have a greater arc, allowing them to shoot over obstacles more effectively. Grape shot shouldn’t have the same range as other field guns—it should be a tech tree upgrade. This would enhance its role as a defining feature of cannons. • Grape Shot Range: Why is the range nearly equal to musket range? I should be able to choose to use grape shot at any range, understanding it becomes less effective at longer distances. Grape shot could even be its own ammo type for more flexibility. • Musket to musket comparison has balance issues too. The newer style muskets should definitely have a bump in stats. I currently only see a difference in stats at the maximum ranges for each weapon type. If this is where the effectiveness really matters, then this musket to musket comparison is fine. It doesn't change the discussion for artillery though. Note that every battle I have fought end up with the infantry locked in at maximum effective ranges. This causes me to always put my artillery in line with infantry to enable graph shot. The previous discussion on user selecting of grape shot at any range could fix the way I apply this tactic. Of course, I should be able to select round shot at close ranges too if I still want to shot over other units. This would also allow me to use grape shot more effectively when attacking a fort. ________________________________________ Mortars • Accuracy Issues: Mortars frequently miss targets, hitting along the entire angle of fire. This makes them ineffective outside of sieges and even worse against moving targets. • Psychological Impact: Mortars should scare enemy troops more and impose a morale penalty to reflect their psychological effects. • Limited Use: As they stand, mortars are only useful for attacking forts. This limitation undermines their potential value on open fields. ________________________________________ Reload Times • Better Clarity: Display reload times in seconds rather than as percentages. This makes it easier to compare units’ firing speeds and understand how long they can sustain fire before exhausting their ammo. ________________________________________ Naval Customization • Ship Upgrades: Reintroduce ship upgrades from Ultimate Admiral. Allow players to improve ships with extra sails, better rudders, lighter hulls, or increased firepower. • Crew Management: Enable micro-managing ship crews to improve specific ships or assign them to reserves. What if I want a smaller crew for a ship because I plan for it just to be a faster gun ship. How can I do that like I could in Ultimate Admiral? • What is the use of transport and merchant ships? Can this be exampled better in a tutorial. • The "Apply" bottom when editing the ship units sometimes has money associated with it. What is that money for? Where is that explained? • I wish you could position ships prior to ship battles. I wish that ship battles followed the same format as the Ultimate Admiral game. For example loading the ships with the equipment they need. ________________________________________ Post-Campaign Statistics • Detailed Stats: Add post-battle stats, such as kills, units lost, resources expended, weapons produced or stolen, and total unit efficiency. A graph of army/navy size and strength over time would add depth to campaigns. ________________________________________ Prisoner Management • Moving Prisoners: Let players transfer prisoners between localities to capitalize on production bonuses. To balance this, the movement of prisoners could require a larger garrison or impose a locality penalty and maybe should be escorted or transported similar to supplies. ________________________________________ Infantry and Unit Mechanics • Firing from Two Lines: This tactic should be an early tech tree upgrade and should also be utilized more by the AI. • Line Thickness Adjustments: Allow players to modify the thickness of infantry lines for better cover utilization or gap coverage. • Shooting Over Obstacles: Infantry units stationed on hills or ridges should be able to shoot over other units. • Unit Retreat Cancellation: Add the ability to cancel accidental retreat commands from the tactical map. • Army formation: Enable players to form armies directly from the garrison view without needing to remove units first. • Melee scores for Grandiers did not correspond to the higher/highest melee scores for the officer influenced stats. What? This doesn't make sense. ________________________________________ Tactical Map Features • Expanded Field of View: Broaden the tactical map view to enhance situational awareness. • Pre-Battle Ship Positioning: Allow players to position ships before naval battles. • Flag Mechanics: Explain the effects of capturing flags during tactical battles in the tutorials (e.g., morale boosts or penalties). • Hill Fighting: Their should be a bigger distinction of infantry units being able to shot over one another if on a rig or hill. ________________________________________ Resource Management • Supply Prioritization: Let players deprioritize supplies for certain units while in towns, focusing resources on training priority units. • Resource Dependencies: Why can’t a lumber mill on one side of the map support a dockyard at the port? This connection needs clarification. • Settlement Supply Priority: Implement a three-ranked priority system for resupplying settlements, similar to what exists for individual units. • For trading, I would like to be able to also auto buy/sell muskets/cannons/ships if I want to. ________________________________________ Construction and Population • Highlighted Territories: When selecting settlements in construction or loyalty tabs, highlight them on the map for easier navigation. • Population Growth: Add a tutorial explaining how population growth influences settlement upgrades and how players can impact this (e.g., infrastructure investments). • Tax Adjustments: Allow players to exempt low-loyalty settlements from taxes to stabilize morale, with or without a tax office. ________________________________________ Tech Tree Suggestions • Defensive Structures: Let players build temporary defensive bases or fortifications near cities for more complex defense/attack strategies. This could be a tech tree upgrade. • Infantry Tactics: Introduce "Fire and Advance" or "Volley Fire" as military tactic upgrades to reduce micromanagement during tactical battles. This will reduce my micro management of this tactic during a tactical battle and still obtain the same effect. • We should also be able to scatter troops when they are getting hit by artillery. Just like how the skirmishers usually are. • Another technology could be "cannon barrage," less accuracy but faster reload and limit by time due to the faster loss of the condition of the troops. What about rifled cannons to increase accuracy. How about explosive shells for howitzers and field guns too? Quicklime shots? • Infantry firing from two different lines in guard mode should be an early tech tree upgrade. It should also be used more by the AI. ________________________________________ More to follow...
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Nov. 2024
If you're expecting a Total War experience, strap in. You can't just go from settlement to settlement capturing. Your resources are limited and the decisions you make now will drastically impact the situation you're in later. There is very little guidance, there's no annoying advisor trying to get you to win every 5 seconds. This is NOT a Total War experience, so throw that away. Now, if you're into FromSoft games, Ultimate General: American Revolution is for you. It's a "Hey, here's the game. figure it out." I'm 45 HRs in and I'm still learning mechanics of the game. You are going to fail. You are going to lose settlements. You are going to get wrecked. But... you're also going to learn. And as you learn, you get better. And when you succeed from those learnings this game really shines. Remember, you are a loosely held together group of rebels against the world's largest and most powerful empire, shouldn't it be hard (and fun)?
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Oct. 2024
Honestly a pretty good game. I like the combination of the battle system from Ultimate General Civil War and the large scale Total War kind of map. The American campaign is very good and I love how the map expands over time as you gain more generals and a larger force to fight with. This also allows you to gain experience in preparation of the larger, whole conflict. The British campaign was just added and I like the idea and most of the execution. It is a little hard at the start of the British campaign since you begin with the entire American map showing so you have to make some hard choices on what to control and what to give up to the rebels. About some other reviews, there was some unhappiness with the difficulty level at release as well as some misunderstanding about some of the difficulty functions. I'm glad to say that this has been fixed and more options have been added so you can customize the difficulty however you want. There is also many comments on there being no tutorial for some reason. There IS a tutorial system, it just appears inside the game during the campaign. On the right of your screen you will get recommended actions that give you resources as a reward when completed and if you click on these notifications you can see an explaination of what to do with some very helpful videos. Overall I'd recommend buying the game since its got a lot of good mechanics and two campaigns now which I think make it worth the current price tag. If the base price tag is too high though, getting the game on sale would be a definite buy in my opinion. There are most likely openings as well for more campaigns to be added in the base game or as dlc (7 years war, war of 1812, native wars) and I can see support for this game and new content being added for years.
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Aug. 2024
So there are alot of bad reviews for this game, and I do understand the issues they mention (the crashing on AMD gpu systems, sound being very placeholder and music not 100%) but I personally believe this is the best addition to the series of games released by this studio. The scale is great with a slow introduction of new regions making it not seem so daunting straight away, alot of people have complained about the british fleets/armies appearing throughout the campaign like for some reason that did not happen in 1775? I admit at first I too felt it was very unfair, but use of troop movement, strategies and proper allocation of munitions (once you get a hang of the supply and market system) the armies really are just roadblocks, created in line with historical events within the time period set. Its hard for some people to realise victories were won on both sides during this conflict and supply was sparce for a while for the US. A tip from me is to clear up a single port/sea route, alot of foreign aid events happen following this and supplying forces becomes easier once a nice amount of factories are both build and funded for ammo and guns. I will likely add to this review in the future, but currently I am really enjoying this game, alot of people gripes at the moment seem to come from it being a early access game and so unfinished by proxy, however all my mentioned notices of problems have already been focussed by the devs in their roadmap and i am sure they will be sorted. Or people complaining its hard, for a nation, with almost no support to begin with, and only militia to fight THE global super power of the time. Once researching line inf and better weapons, more generals etc, the game really opens up. Many seem to have given up and complained before then. Tldr - game is early access, issues have already been highlighted as being worked on and will be fixed. Game is hard yes, read a book, the time was hard
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Last Updates

Steam data 23 December 2024 00:43
SteamSpy data 18 January 2025 03:30
Steam price 22 January 2025 12:51
Steam reviews 21 January 2025 10:05
Ultimate General: American Revolution
6.4
491
252
Online players
152
Developer
Game-Labs
Publisher
Game-Labs
Release 20 Dec 2024
Platforms