Master of Command: A Roguelike Twist on Total War's Historical Battles (2026)

April 1761 - The New Battlefields: A Master of Command Review

Are the oceans now battlefields? That's the question that comes to mind when you hear the name Master of Command. It's not a mobile strategy game with misleading ads, nor is it just for the 'Master and Commander' crowd. Instead, it's a roguelike Total War game set in 18th-century Europe during the Seven Years' War. And it's a game that's worth your attention, especially if you're a fan of the Total War series.

Master of Command puts you in command of an army that has to roam the countryside, attracting new recruits, scavenging for supplies, and upgrading your gear. At first glance, it might seem like a bit of a madhouse, given the historical context. But the narrative justification for all this meandering makes enough sense that you'll quickly stop questioning it and just roll with it. The idea of multinational forces with coats and muskets isn't exactly new; the British army regularly included German troops, and Napoleon's Grand Armee featured everyone from Poles to Austrians to the Irish.

And living off the land was a legitimate tactic, too. Napoleon himself relied on it all the time, which is one of the biggest contributors to his disastrous retreat in Russia. Putting a roguelike slant on all this makes it close enough to the time period's reality to make sense. And in this context, it's maybe the most interesting thing about Master of Command. We've played tactics games and shooters with roguelike tendencies, but Total War's enormous real-time battles are something new, and as a huge fan of that series, I've been really impressed with Master of Command's attempts at replicating Creative Assembly's formula.

And I do mean replicate: from the main menu down to the in-battle interface, Master of Command isn't so much looking over Total War's shoulders as it's just tracing right over its lines. Which is fine, because aside from cavalry being kinda broken and OP, and there being a few less tactical options for your units, for the most part, Master of Command plays exactly like a battle in Empire or Napoleon Total War. In some ways, it's even better, like the way units will break much more easily here, resulting in lower and more realistic casualty counts, while some nice battlefield additions like a musket reloading progress bar over your units helps you better plan your tactics.

There's a campaign and a loose act-based structure here, where you have to complete sidequests before tackling an end-of-level army, but the basic loop throughout remains the same. You fight real-time battles, you wander around reinforcing, having random encounters and messing with your army, then you get back on the battlefield and do it all again, juggling your resources and keeping an eye on your objectives the whole time. And I really like it. The battles are snappy enough that I never feel too bogged down playing so many of them in quick succession, and the roguelike structure makes me very invested in keeping as many of my guys alive as possible.

I'd also like to take this opportunity to apologize to both the game and its art. I was recommended this game by many, many people last year and noped out immediately because the art shown in the game's trailer looked so bad. On the screen, though? It's fine! Many of the loading screens are better than fine; they look great!

Even if you're not a huge muskets and horses person, the roguelike implementation here is still really interesting. Seeing these trappings added to an existing genre is something we all encounter at every waking moment of our lives these days, but the way it's done here, and how it slides so seamlessly into your feeling of investment and control over your army, is fantastic. If this had just been a tactical RTS, I'd be nowhere near as into it as I am, knowing how much it costs to replace every casualty I suffer and every musket ball I expend.

Master of Command: A Roguelike Twist on Total War's Historical Battles (2026)

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