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This War of Mine

This War of Mine

11 bit studios

2.9
2.64K Reviews
1.00M
Downloads
$13.99
Price
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Screenshots

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This War of Mine Pros and Cons

Pros

  • Emotionally powerful survival experience with meaningful moral choices.
  • Detailed crafting and scavenging systems encourage careful resource management.
  • Distinct survivor personalities create varied stories in every playthrough.
  • Atmospheric visuals and sound design effectively convey wartime tension.
  • Playable offline, making it suitable for travel or limited connections.

Cons

  • The slow pace may frustrate players expecting constant action.
  • Some outcomes can feel harsh or unpredictable despite careful planning.
  • Limited inventory space makes repeated scavenging trips unavoidable.
  • The interface can feel cramped on smaller phone screens.
  • Replayability may decline once you learn the most effective strategies.
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Analysis by All-app

I expected a conventional survival simulation when I started This War of Mine, but its first action quickly changed that impression. I was not building a comfortable settlement or chasing a high score. I was deciding who should search a dangerous location, what the shelter could afford to lose, and whether a useful item was worth the risk attached to it. That tension is the heart of the game, and it makes even a short session feel more personal than the usual resource-management routine.

Developed by 11 bit studios, this mature simulation places me in charge of survivors trying to endure a war from inside a damaged shelter. The store description is brief, but the experience is much more demanding than simply collecting materials and crafting equipment. Every decision affects the group’s immediate condition, their relationships, and my next set of options. I found myself thinking less like a commander with a perfect plan and more like someone trying to keep several exhausted people alive until morning.

The game is available for $13.99, carries a Mature 17+ rating, and has reached over a million installs. Its average rating is 2.9 from around 39 thousand ratings, which tells me that it is not a universally comfortable recommendation. I understand that reaction. This is deliberately bleak, sometimes punishing, and much less interested in making the player feel powerful than most games in the survival simulation category.

How the daily survival loop actually feels

I find the daily loop most compelling when I treat it as a series of linked choices rather than a checklist: shelter work shapes what is possible at night, and each return changes the next day’s priorities. That makes a useful habit to pause before committing a survivor and ask what the group will need if the trip goes badly. The same careful mindset also helps when deciding how to prepare before starting a session.

The first action is usually a compromise

A typical day begins with practical work inside the shelter. I assign survivors to tasks, examine what can be made, and decide how to divide limited time between immediate needs and future preparation. Crafting a weapon or another useful item can make later exploration safer, but spending materials on one improvement may leave the group short of something more urgent. That is where the game starts asking meaningful questions instead of handing me an obvious checklist.

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Exploration is the sharper edge of the loop. Sending someone out at night can bring back food, medicine, components, and other supplies, yet the destination may also contain danger, locked areas, or people whose situation complicates the decision. The safest choice is rarely the most profitable one. I learned to judge a location by what the shelter needed that day, not by the fantasy of returning with everything.

One useful habit is to treat each expedition as a specific job rather than a general shopping trip. If the shelter has enough food but no way to protect itself, I prioritize materials or equipment. If someone is sick, medicine becomes more important than a tempting pile of household goods. This sounds obvious, but the pressure of a scarce inventory makes it easy to grab whatever is available and only later realize that the trip solved the wrong problem.

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The control scheme supports this kind of planning without making the game feel like a spreadsheet. I select a survivor, choose an action, and watch the situation develop. The simplicity is helpful on a phone, although it also means that a mistaken tap or rushed command can feel costly. I recommend slowing down before confirming an important action, especially when several survivors are tired or when a dangerous encounter is close.

Feedback arrives through condition, behavior, and consequence

The game’s feedback rhythm is not built around bright rewards or constant progress bars. Instead, I notice the results through the shelter’s changing condition. A survivor may be hungry, wounded, ill, exhausted, or emotionally affected by what happened. A successful night can improve the group’s practical position while still leaving one person in a worse mental state. That mixture prevents me from judging a decision only by the number of objects brought home.

This is one of the strongest parts of the design. When a survivor returns safely with valuable supplies, I feel relief before I feel satisfaction. When someone comes back injured, the reward is immediately reduced by a new problem to solve. The game creates a clear action-and-feedback pattern, but it refuses to make the feedback simple. A good result can contain a new cost, and a bad result can still reveal what the shelter needs to change.

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Crafting also works best when I connect it to a future problem. Making tools and weapons is not just a way to spend spare components. It changes what locations I can approach and how confidently I can respond to threats. However, the reward is indirect. I do not always see an immediate payoff, so impatient play can make preparation feel wasteful. In my experience, the players who enjoy this game are comfortable investing now for a safer decision later.

The shelter itself becomes a quiet source of feedback. Empty beds, unfinished improvements, and shortages make the consequences visible without a narrator explaining every mistake. I can tell that my priorities were wrong when the group has no food, no rest, and no practical way to recover. That clarity is useful, but it can also be harsh for a first attempt because the game does not always protect me from learning through failure.

The reward is a better chance, not a victory lap

Progress in This War of Mine feels valuable because it expands my options rather than simply raising a score. A useful item can let me repair, defend, trade, or prepare for a later night. A healthier survivor can perform more reliably. A developed shelter can reduce some pressure. None of these improvements removes the central uncertainty, which is why the reward remains interesting instead of turning the game into routine maintenance.

I particularly like the way small gains accumulate. Bringing home one important resource may not transform the shelter, but it can make the next decision less desperate. That creates a satisfying chain: I take a risk, receive something useful, spend it carefully, and gain a slightly better chance of surviving the next cycle. The reward is not spectacle. It is breathing room.

There is also a moral dimension to the reward structure. Some actions offer practical benefits but make me question whether they fit the kind of group I want to manage. The game does not let me separate efficiency from consequence as neatly as a typical city builder might. That makes the reward harder to evaluate, because “successful” can mean materially useful while still feeling personally wrong.

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For an everyday example, I can imagine playing after work with only a short period available. I might send one survivor to search for food, leave another resting, and use the remaining time to craft something needed for the next night. If the search succeeds, I can close the game feeling that I made progress. If it fails, I may still want another session because I now understand the shortage and have a clearer plan. The game turns a small amount of playtime into a decision with a lingering effect.

Why the next session begins after the reset

The reset between sessions is not a clean restart in the usual sense. When I return, the shelter carries forward the consequences of earlier choices. Supplies may be lower, a survivor may need care, and a new opportunity may require resources I spent elsewhere. This persistence is what makes another session feel necessary. I am not merely repeating a level; I am trying to repair the position created by my last set of decisions.

That structure can be frustrating if I want a relaxed game that lets me recover easily. A poor night can create several problems at once, and the most tempting response is often to take an even bigger risk. Sometimes that works, but often it deepens the shortage. I had better results when I treated a damaged shelter as a reason to stabilize first rather than chase a dramatic turnaround.

One of the more important trade-offs is assigning people according to their current condition rather than their ideal role. A capable survivor who is exhausted may be less useful on an expedition than someone who is rested. Likewise, keeping everyone busy can look productive while leaving the group too tired to handle the next crisis. I found that alternating demanding tasks with recovery was more reliable than trying to maximize activity every day.

The game also rewards accepting an imperfect reset. I do not need to repair every weakness immediately. Sometimes the correct move is to preserve food, avoid a dangerous location, and let the shelter regain stability. This is a non-obvious lesson because the interface constantly presents things I could improve. The better question is not “What can I do?” but “Which problem will become dangerous first if I ignore it?”

Where it stands beside more comfortable alternatives

Compared with friendlier settlement simulators, this game offers much less creative freedom and far more emotional pressure. I cannot treat the shelter as a canvas for decoration or optimization alone. The damaged environment, limited supplies, and vulnerable survivors keep the focus on triage. If I want a calm building game with generous resources, this is probably the wrong choice.

Compared with action-heavy survival games, it is also slower and more deliberate. The important skill is not aiming quickly or mastering a large combat system. It is reading risk, planning around shortages, and understanding that a single night can affect several following days. Players who enjoy making decisions under pressure may find that more engaging than direct combat, while players looking for constant movement may find the pacing too restrained.

It differs from many mobile management games because the reward is not designed to keep me tapping through an endless stream of upgrades. The game asks me to live with consequences. There is no comfortable separation between a resource decision and the people affected by it. That focus gives it a distinctive identity, but it also explains why the average rating is not especially high: its difficulty and subject matter will not suit everyone.

The paid entry price makes more sense for someone who wants a complete, serious experience rather than a casual time filler. The listed in-app purchases cost $2.99 per item, so I would check the purchase flow before handing the game to a younger player, especially because the content rating is Mature 17+. The minimum operating-system requirement is Android 5.0, and the current version is 1.6.9, which makes it accessible to a broad range of Android devices that meet that requirement.

Small decisions that improve a difficult run

My first practical tip is to keep a reserve instead of spending every component as soon as it becomes available. A shelter that looks efficient on one evening can become helpless after an unexpected injury or shortage. Saving a little flexibility is often more valuable than completing a minor improvement immediately.

Second, I would avoid sending the same survivor into every dangerous situation simply because that person seems the most capable. Fatigue and injury can turn a dependable character into a liability, while rotating responsibilities preserves more options. This is especially important when the shelter needs someone available for care, defense, or essential work during the day.

Third, I recommend entering an expedition with a clear exit condition. I decide in advance what would make me leave: finding the key resource, reaching a dangerous area, or noticing that the risk has become unreasonable. Without that limit, the possibility of one more useful item can tempt me into staying too long. The best expedition is not necessarily the fullest one; it is the one that improves the shelter without creating a crisis on the way back.

Finally, I would not judge the game by a single failed run. Failure teaches the relationship between preparation, timing, and risk, but it can still feel severe. If I want a game that rewards experimentation with quick retries and obvious power growth, another simulation may be a better fit. Here, the reset matters because it makes me reconsider my habits rather than simply repeat the same actions faster.

Who should play and who should skip it

I recommend this game to players who enjoy morally complicated choices, careful resource use, and stories that emerge from systems rather than long conversations. It is a strong match for someone who likes survival games but wants the main challenge to be judgment instead of reflexes. It also suits people who appreciate a session that can end with a practical plan for the next attempt.

I would skip it if you want a light mobile distraction, a forgiving progression system, or a shelter builder focused mainly on creativity. The mature setting is not decorative, and the emotional weight can make the experience uncomfortable. The game is also a poor fit for anyone who dislikes losing progress through a chain of decisions, even when the loss is understandable in hindsight.

For me, the most convincing reason to return is the loop itself. I take an action, receive complicated feedback, earn a narrow improvement, and begin again because the improvement has exposed another need. That cycle is demanding, but it is coherent. The game never lets preparation become a permanent solution, so each advantage feels temporary and worth protecting.

My final view is that This War of Mine is a thoughtful, difficult simulation rather than an easy recommendation. 11 bit studios has built a game where crafting, shelter management, and exploration all point toward the same question: what can I risk today without making tomorrow impossible? If that question sounds compelling, the paid experience can offer unusually memorable sessions. If you prefer comfort, speed, or uncomplicated rewards, the same design may feel more exhausting than enjoyable.

Frequently Asked Questions

What is This War of Mine about?

This War of Mine is a survival game focused on civilians trapped in a war-torn city rather than soldiers on the battlefield. You manage a small group of survivors, search abandoned buildings for food and medicine, craft essential items, and make difficult moral decisions. The game emphasizes scarcity, emotional consequences, and the human cost of conflict.


Is This War of Mine suitable for children?

Although the game uses a side-scrolling, illustrated visual style, its themes are mature and can be emotionally intense. It includes war, death, hunger, illness, violence, theft, and morally difficult choices. Parents should review the age rating before downloading it, as the subject matter is considerably darker than the presentation may initially suggest.


Does This War of Mine require an internet connection?

The main survival experience can generally be played offline after the game has been installed, making it suitable for playing during travel or in areas with limited connectivity. An internet connection may still be needed for downloading the app, receiving updates, restoring purchases, or accessing certain platform-related services, depending on the Android or iOS version.


Is This War of Mine difficult to play?

This War of Mine is intentionally challenging, especially during the first few attempts. Resources are limited, characters can become sick, injured, depressed, or exhausted, and seemingly helpful decisions may create new problems later. The controls are relatively easy to understand, but success depends on planning, prioritizing supplies, and accepting that some losses cannot always be avoided.


Does This War of Mine include different stories or replay value?

Yes. The game offers strong replay value because survivor groups, starting conditions, locations, and events can vary between playthroughs. Your choices also influence relationships, morale, and the direction of the story. Different scenarios and additional content can provide new perspectives, but the experience remains focused on survival management and narrative decisions rather than fast-paced action.

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