- Release Year: 2015
- Platforms: Linux, Macintosh, Windows
- Publisher: Digital Tribe Entertainment, Inc.
- Developer: The Secret Games Company
- Genre: Strategy, Tactics
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Turn-based strategy
- Setting: Fantasy
- Average Score: 54/100

Description
Rise: Battle Lines is a simultaneous turn-based strategy game set in a fantasy world, where players draft an army from a random selection of units and engage in tactical battles. The game emphasizes quick yet deep strategic gameplay, with both players issuing orders simultaneously before watching the outcomes unfold in a dynamic, top-down 2D environment. Matches are designed to be fast-paced, lasting around 15 minutes, making it accessible for both casual and competitive players.
Gameplay Videos
Rise: Battle Lines Reviews & Reception
steambase.io (65/100): Rise: Battle Lines has earned a Player Score of 65 / 100.
games-popularity.com (44/100): 44.44% positive (16/36)
Rise: Battle Lines: A Deep Dive into a Bold, Fleeting Experiment in Turn-Based Strategy
Introduction: The Promise of Simultaneous War
Rise: Battle Lines (2015) is a game that dared to ask a simple yet radical question: What if turn-based strategy didn’t take turns? Developed by The Secret Games Company and published by Digital Tribe Entertainment, this indie title emerged during a golden age of tactical revivals—XCOM: Enemy Unknown had reignited the genre, Into the Breach was on the horizon, and Fire Emblem was enjoying a renaissance. Yet Rise carved its own niche with a simultaneous turn-based system, where both players issue orders at the same time, creating a tense, unpredictable dance of wits.
At its core, Rise is a 15-minute duel of drafting, positioning, and psychological warfare. Players select units from a shared pool, place them on a hexagonal grid, and then engage in a battle where every move is a gamble—will your opponent charge forward, or retreat? Will they feint left while striking right? The game’s brilliance lies in its accessibility masked by depth; the rules are simple, but mastering the mind games requires the cunning of a chess grandmaster and the adaptability of a battlefield commander.
Yet, despite its innovations, Rise remains a cult curiosity—a game that garnered praise for its bold mechanics but struggled to find a lasting audience. This review will dissect why: examining its development, mechanics, reception, and legacy to determine whether Rise: Battle Lines was a flawed gem or a missed opportunity in the pantheon of turn-based strategy.
Development History & Context: From Noodle Soup to Digital Battlefields
The Birth of a Passion Project
Rise: Battle Lines began not in a boardroom, but in a London pub, where a group of strategy enthusiasts—including director Jeremy Hogan—sketched out paper prototypes over bowls of noodles. The team, veterans of the industry who had worked together at an unnamed studio, sought to create a game that distilled the essence of tactical warfare into something fast, social, and unpredictable.
In an interview with Review Fix, Hogan described the development process as “fun”—a rare admission in an industry often marred by crunch. The team’s love for classic TBS games (Advance Wars, Fire Emblem, Tactics Ogre) was evident, but they wanted to subvert expectations. Their solution? Simultaneous turns, a mechanic that had been experimented with in games like Combat Mission (real-time wargames with “WeGo” systems) but rarely in pure turn-based strategy.
Technological & Design Constraints
Built in Unity, Rise was designed to be cross-platform from the outset, with releases on Windows, Mac, and Linux in 2015. The game’s minimalist 2D art style and top-down hexagonal grid were deliberate choices—both to ensure smooth performance and to emphasize clarity in combat. The team avoided the pitfalls of overcomplicating the UI, opting instead for a clean, menu-driven interface that let players focus on the battle.
One of the most fascinating design challenges was balancing the simultaneous turn system. Unlike traditional TBS games, where players take alternating actions, Rise required both players to commit to moves blindly, creating a prisoner’s dilemma on every turn. This introduced psychological depth—players had to predict, bluff, and adapt rather than rely on brute-force optimization.
The Gaming Landscape in 2015
Rise launched into a crowded but receptive market:
– XCOM 2 was looming (February 2016), promising deeper strategy.
– Into the Breach (2018) would later perfect the “short, sharp” tactical experience.
– Hearthstone and Clash Royale proved that quick, competitive multiplayer could thrive.
– Indie TBS games like Frozen Synapse (2011) had already explored simultaneous turns, but Rise differentiated itself with drafting, fantasy themes, and a tighter time frame.
However, Rise faced an uphill battle:
– Multiplayer dependency: Without a strong single-player mode, its longevity hinged on an active community.
– Early Access risks: It launched in Steam Early Access (October 2015) before full release in November, a move that often signals polish issues.
– Niche appeal: The game’s 15-minute matches were perfect for quick sessions but lacked the campaign depth of Fire Emblem or the procedural replayability of Slay the Spire.
Despite these challenges, Rise was a labor of love—a game that prioritized innovation over safety, and in doing so, created something unique, if imperfect.
Narrative & Thematic Deep Dive: War as a Game of Wits
The Absence of Story (And Why It Works)
Rise: Battle Lines is not a narrative-driven game. There are no cutscenes, no lore-heavy codexes, no dramatic betrayals. Instead, the game’s storytelling is emergent—each battle is a self-contained duel of generals, where the only plot is the tension between prediction and surprise.
This minimalism is intentional. The developers wanted a game that felt like a board game brought to life—something you could jump into with a friend, draft an army, and fight without needing to digest hours of exposition. The fantasy setting is generic (knights, archers, mages), but this works in its favor, as it lowers the barrier to entry.
Themes: Strategy as Psychology
While Rise lacks a traditional narrative, it excels in thematic depth through its mechanics:
1. The Fog of War – Since both players move simultaneously, you never know your opponent’s exact plan. This mirrors real warfare, where intelligence is incomplete and deception is key.
2. Risk vs. Reward – Placing your general near the front lines grants initiative (units closer to the general move first), but at the cost of vulnerability. This forces players to weigh aggression against survival.
3. The Draft as Resource Management – The pre-battle draft, where players alternate picking units from a shared pool, is a microcosm of war logistics. Do you take the powerful but slow knight, or the fragile but fast archer? Every choice has opportunity costs.
Characters & Personality
The game’s heraldry system—where players unlock titles and banners—is its closest nod to characterization. Winning battles earns Glory, which unlocks cosmetic upgrades, giving a sense of progression without tying it to stats. This was a smart design choice—it rewards skill while keeping the playing field level.
The AI opponents (added in later updates) have distinct playstyles, though their personalities are more mechanical than narrative-driven. For example:
– “The Aggressor” charges forward recklessly.
– “The Tactician” plays defensively, waiting for openings.
While not deep, these archetypes give the single-player mode just enough variety to feel engaging.
Dialogue & Tone
The game’s writing is sparse but effective. Unit interactions are limited to battle cries and death groans, reinforcing the abstract, game-like nature of the conflict. The soundtrack, composed by Murugan Thiruchelvam, is a soaring fantasy score that elevates the experience—epic brass for charges, eerie strings for tension.
Ultimately, Rise’s narrative strength lies in what it doesn’t say. It’s a game about war as a mental contest, where the real story is your own evolving strategies—not a scripted tale.
Gameplay Mechanics & Systems: The Art of the Blind Gamble
Core Gameplay Loop: Draft, Position, Predict
Rise: Battle Lines structures its matches in three distinct phases:
-
The Draft (Pre-Battle)
- Players take turns selecting units from a randomized pool of six types:
- General (commander, grants initiative bonus)
- Knight (high HP, melee)
- Archer (ranged, fragile)
- Mage (AoE magic, slow)
- Spearman (anti-cavalry)
- Scout (fast, weak)
- Draft order matters—first pick gets priority, but later picks can counter.
- Problem: The randomness can lead to unbalanced armies (e.g., one player gets two archers, the other gets none).
- Players take turns selecting units from a randomized pool of six types:
-
Positioning (Deployment)
- Units are placed on a hexagonal grid before battle.
- General placement is critical—units move in order based on proximity to the general.
- Terrain matters—forests block movement, open fields allow charges.
-
Simultaneous Turns (The Heart of the Game)
- Both players issue orders at the same time (move, attack, hold).
- After 2 minutes (or when both submit), the game resolves all actions in initiative order.
- Key mechanic: You don’t know what your opponent will do—will they retreat, flank, or stand their ground?
- Psychological warfare: Bluffing becomes essential. Do you commit to an attack, or feint and reposition?
Combat & Unit Interactions
- Melee vs. Ranged: Archers and mages attack first if in range, but melee units can close the gap.
- Initiative System: Units move in order of distance to general (closer = earlier).
- General’s Death: If your general falls, all units lose 1 HP (a brutal penalty).
Strengths of the System
✅ Fast-Paced & Accessible – Matches take 10-15 minutes, perfect for quick sessions.
✅ High Skill Ceiling – Mastering prediction and adaptability separates good players from great ones.
✅ Unique Simultaneous Turns – Creates tense, unpredictable battles unlike traditional TBS.
Flaws & Missed Opportunities
❌ Over-Reliance on Luck – Since you can’t see opponent moves, guessing correctly often decides battles.
❌ Limited Unit Variety – Only six unit types lead to repetitive matchups.
❌ Draft Imbalance – First pick advantage and random unit distribution can feel unfair.
❌ Weak AI – Early versions had predictable, non-challenging AI, though later updates improved this.
Progression & Meta-Game
- Glory System: Earned from wins, unlocks cosmetic heraldry.
- Leaderboards & Stats: Tracks win/loss records, encouraging competition.
- Asynchronous Multiplayer: Players could take turns via Steam notifications, a clever feature for busy gamers.
Final Verdict on Gameplay
Rise’s mechanics are brilliant in theory but flawed in execution. The simultaneous turn system is its greatest innovation, but the lack of unit diversity and over-reliance on prediction hold it back from greatness. It’s a game that rewards creativity and adaptability, but punishes those who can’t read their opponent’s mind.
World-Building, Art & Sound: A Minimalist Fantasy Sandbox
Visual Design: Clean, Functional, Charming
Rise adopts a 2D top-down aesthetic with:
– Hexagonal grids for precise movement.
– Color-coded units (red vs. blue) for instant recognition.
– Simple but expressive animations (archers nocking arrows, knights charging).
The art style is not groundbreaking, but it serves the gameplay perfectly—clarity over spectacle. The heraldry customization (unlockable banners, titles) adds a personal touch, making your army feel uniquely yours.
Sound Design: A Symphony of War
Composer Murugan Thiruchelvam crafted a dynamic, orchestral score that shifts between:
– Epic battle themes (trumpets, drums).
– Tense ambient tracks (strings, woodwinds).
– Victory/Defeat stings (triumphant fanfares or somber dirges).
The sound effects are crisp and satisfying:
– Clashing steel for melee.
– Twang of bowstrings for archers.
– Booming spells for mages.
Atmosphere: A Game of Kings and Pawns
Rise doesn’t immerse you in a living world, but it captures the feel of a tactical board game—like Chess meets Magic: The Gathering. The lack of story is compensated by the emergent narratives of each battle:
– “I predicted his flank!”
– “He fell for my bait!”
– “My general died—now it’s a desperate last stand!”
The fantasy setting is generic but effective, avoiding the overwrought lore of games like Total War: Warhammer in favor of pure, distilled strategy.
Reception & Legacy: A Cult Classic That Faded Too Soon
Critical Reception: Mixed but Respectful
Rise: Battle Lines received modest attention upon release:
– Steam Reviews: 65/100 (Mixed) – Praised for innovation, criticized for lack of depth.
– Geeky Hobbies: “A simple, quick light strategy game with interesting ideas.”
– Player Feedback: Many enjoyed the simultaneous turns but wanted more units, better AI, and a campaign.
Commercial Performance: A Niche Success
- Peak Players: ~500 concurrent at launch (SteamDB).
- Long-Tail Decline: Dropped to <100 players within months.
- Why It Struggled:
- Multiplayer-dependent – Without a strong community, matches became scarce.
- Lack of Single-Player Depth – No campaign or roguelike mode.
- Overshadowed by Giants – XCOM 2 and Into the Breach dominated the TBS space.
Legacy: The Game That Could Have Been
Rise’s biggest contribution was proving that simultaneous turn-based strategy could work in a fast, accessible format. Later games like:
– Frostpunk’s simultaneous planning phase.
– Wargroove’s real-time order issuing.
– Auto Chess variants (though not TBS).
What If?
– If Rise had more unit types, it could have avoided repetition.
– If it had a rogue-like mode, single-player would have been more engaging.
– If it launched after Into the Breach, it might have found a bigger audience.
Final Reception Verdict
Rise: Battle Lines was ahead of its time but flawed in execution. It innovated boldly but lacked the polish and content to sustain long-term interest. Today, it remains a hidden gem—a game that strategy enthusiasts should try, but one that faded before it could rise to greatness.
Conclusion: A Flawed Masterpiece Worth Rediscovering
Rise: Battle Lines is not a perfect game, but it is a fascinating one. It dared to reinvent turn-based strategy with a simultaneous move system that forced players to think like generals, not just tacticians. Its drafting mechanics, quick matches, and psychological depth make it unique in the TBS landscape.
The Good
✔ Innovative simultaneous turns – A fresh take on TBS.
✔ Fast, accessible, but deep – Easy to learn, hard to master.
✔ Strong presentation – Great soundtrack, clean visuals.
✔ Emergent storytelling – Every battle feels like a personal duel.
The Bad
✖ Over-reliant on luck – Guessing opponent moves can feel unfair.
✖ Limited unit variety – Only six types lead to repetition.
✖ Weak AI & single-player – Lacks depth outside multiplayer.
✖ Small community – Hard to find matches today.
Final Verdict: 7.5/10 – A Bold Experiment That Deserves a Second Look
Rise: Battle Lines is not for everyone. If you crave deep lore, complex campaigns, or endless unit customization, look elsewhere. But if you want a pure, distilled strategy experience—one that tests your ability to outthink, outmaneuver, and out-bluff your opponent—then Rise is worth your time.
It may not have risen to the top of the TBS pantheon, but it carved its own path—and in an era of safe sequels and iterative design, that’s something to celebrate.
Should you play it?
– Yes, if you love innovative strategy games and don’t mind a steep learning curve.
– No, if you prefer single-player depth or long, narrative-driven campaigns.
Rise: Battle Lines is a game that dared to be different—and for that alone, it deserves to be remembered.
Final Score: 7.5/10 – “A brilliant but flawed innovation in turn-based strategy.”