- Release Year: 2018
- Platforms: Linux, Macintosh, Windows
- Publisher: Splout Ltd.
- Developer: Splout Ltd.
- Genre: Strategy, Tactics
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: 4X, Real-time strategy (RTS)
- Setting: Fantasy
Description
Chieftain is a fantasy real-time strategy and 4X game where players aim for world conquest. Set in a procedurally generated world with up to 80 AI nations, players choose from seven distinct fantasy races, manage their economy, raise armies, and engage in diplomacy. The game features large-scale, real-time tactical battles on procedurally generated maps where players must command various unit types, each with unique strengths and weaknesses, to achieve victory and ultimate domination.
Gameplay Videos
Where to Buy Chieftain
PC
Guides & Walkthroughs
Chieftain: A Flawed Ambition in the Realm of Fantasy 4X
In the vast pantheon of video game history, there are titles that redefine genres, those that become cult classics, and those that serve as cautionary tales. Splout Ltd.’s 2018 release, Chieftain, is a game that desperately wanted to be the first but, through a combination of ambition, limited resources, and flawed execution, became a fascinating artifact of the latter two categories. It is a game of grand promises—a fusion of 4X grand strategy and real-time tactical battles set in a rich fantasy world—that ultimately buckles under the weight of its own design. This is the story of a chieftain who never quite earned its crown.
Development History & Context
Chieftain emerged from the UK-based Splout Ltd., a developer with a minimal public footprint, into a gaming landscape dominated by titans like Civilization VI and Total War: Warhammer II. Released on December 21, 2018, for Windows, Mac, and Linux, it was built using the ubiquitous Unity engine, a tool that offers accessibility but often demands significant artistic and technical prowess to stand out.
The vision, as gleaned from its Steam description, was audacious: to marry the deep, turn-based empire management of a 4X game with the visceral thrill of real-time battles featuring hundreds of on-screen units. This “hybrid” concept is a holy grail for strategy fans, famously executed by the Total War series. For a small indie studio to attempt this was a bold gambit, likely born from a genuine passion for the genre. However, the technological constraints for a small team are immense. Creating AI capable of managing diplomacy between 80 nations, designing a robust procedural generation system for both world maps and battlefields, and coding real-time battles with morale and fatigue mechanics is a Herculean task. The game’s modest $4.99 price point and minimal system requirements hint at a project scaled to its team’s size, yet its feature set suggests ambitions far beyond that scale.
Narrative & Thematic Deep Dive
Where Chieftain most sharply diverges from its stated goals is in its narrative and thematic content. The official materials promise a world of seven distinct fantasy races: Humans, Goblins, the undead Kioha, the snow-dwelling Freyja, the lizard-like Draco, the beastly Vacca, and the wolf-like Lupin. This is a classic high-fantasy setup, ripe for exploration of themes like racial conflict, the nature of conquest, and the burden of leadership.
However, the game provides almost no narrative scaffolding. There is no campaign, no story-driven context for your conquest, and no lore beyond the two-sentence descriptions of each race. The promise of “diplomacy” and “worlds of up to 80 AI nations” suggests a emergent narrative, but player discussions on Steam indicate this system is shallow at best. The races, while conceptually distinct, fail to feel meaningfully different in terms of narrative flavor or gameplay impact beyond superficial unit skins.
This stands in stark contrast to the convoluted and confusing narrative history attached to the name “Chieftain” from other sources. Wikis reference a separate, unrelated franchise involving audio novels and a character named Youska Chieftain, a narrative of sexual assertion, sisterly revival, and global chaos centered in China. This appears to be a case of mistaken identity or name reuse—a different IP entirely that somehow became entangled with this game in online databases. Splout Ltd.’s Chieftain is devoid of these characters and themes. Its narrative is not just thin; it is functionally nonexistent, reducing the entire experience to a generic, context-free skirmish for map painting.
Gameplay Mechanics & Systems
This is the core of Chieftain‘s promise and failure. The gameplay loop is bifurcated:
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The 4X Layer: On a procedurally generated world map, you manage your nation. You construct farms, villages, lumberyards, and iron mines to gather resources. You raise armies, settlers, and builders to expand your borders. You can engage in diplomacy with a vast number of AI factions.
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The RTS Layer: When armies clash, the game zooms into a real-time battle on a procedurally generated tactical map. Here, you command your units—peasants, musketmen, cavalry, bowmen—with an emphasis on tactics like flanking, unit fatigue, and morale. Units can break and flee.
On paper, this is compelling. In practice, as evidenced by Steam user reviews and discussions, both halves are deeply flawed.
- The 4X elements are described as shallow and underdeveloped. The economy is simplistic, the diplomacy is reportedly barebones and unintelligent, and the AI of the 80 nations is not capable of providing a challenging or engaging strategic opponent. The UI, as seen in screenshots and described anecdotally, is functional but lacks polish and clarity.
- The RTS battles, the game’s main selling point, are its biggest disappointment. Players reported clunky unit control, poor pathfinding, and a lack of tactical depth despite the promised mechanics. The “hundreds of soldiers” often result in a chaotic, unreadable mess rather than a thrilling spectacle. The transition between strategic and tactical modes feels disjointed, not seamless.
- A Critical Flaw: Steam user “Loginaut” noted in a December 2018 discussion that the “Auto resolve is a joke,” indicating that the battle simulation is broken, forcing players to manually fight every trivial skirmish—a fatal flaw in a game of this scale.
The game’s systems are a collection of good ideas hamstrung by inadequate execution, poor AI, and a lack of balancing and polish.
World-Building, Art & Sound
Chieftain’s world-building is its most tragic missed opportunity. The seven races have intriguing names and brief descriptions that suggest a unique fantasy universe. The Freyja from the snow-lands and the Vacca “beasts of burden” could have offered fascinating cultural and visual design choices.
However, the Unity engine assets used are generic. Screenshots reveal a flat, untextured visual style with low-detail unit models and environments. The battlefields, though procedurally generated, lack distinctive features or artistic direction. There is no sense of atmosphere, no visual storytelling, and no cohesion to the world.
The sound design is similarly unremarkable. There is no mention of a notable soundtrack or impactful sound effects in any available material. In a genre where atmosphere is paramount, Chieftain presents a sterile, forgettable world that fails to immerse the player. The art and sound do not contribute to the experience; they merely facilitate it at a bare-minimum level.
Reception & Legacy
Chieftain was met with a quiet and mixed reception. On Steam, it holds a “Mixed” rating based on 18 reviews, with only 55% positive at the time of writing. It has no critic reviews on Metacritic or MobyGames. User discussions on its Steam forum are sparse and focus on technical issues, desired features like naval battles and siege equipment, and deep criticisms of its core systems.
Its commercial performance was undoubtedly limited. It is not a game that broke through into the cultural consciousness of the strategy genre. Its legacy is that of a footnote—a well-intentioned indie attempt at a AAA concept that serves as a case study for the importance of scope, polish, and focused design. It did not influence subsequent games; instead, it highlighted the pitfalls that other indie developers should avoid.
The confusion with the unrelated “Chieftain” audio novel franchise only further muddles its historical place, ensuring it is remembered not for its own merits or failures, but often in connection with something entirely different.
Conclusion
Chieftain is not a bad game out of malice, but out of ambition exceeding its grasp. It is the video game equivalent of a drawing that sketches a magnificent epic in faint, shaky pencil lines but never goes back to ink it in. Its core concept—a streamlined 4X/RTS hybrid—remains a compelling one for the indie space, but Splout Ltd. was unable to execute it.
The game’s failures are comprehensive: a complete lack of narrative, shallow and broken systems, generic presentation, and poor AI. Its successes are merely conceptual; it had ideas worth pursuing. For $4.99, a curious strategy enthusiast might find a few hours of entertainment in its janky systems, but they will quickly encounter its myriad limitations.
In the annals of video game history, Chieftain‘s place is secured not as a champion, but as a poignant reminder that grand vision must be matched with rigorous execution. It is a chieftain who rallied its troops, charged into battle, and immediately tripped over its own sword.