
Is To End All Wars worth it for you?
We tell you who should skip it, too.
Play it if you…
Good fit- World War One history fans who want campaigns spanning several theaters
- Strategy players who prefer production, diplomacy and research alongside battlefield decisions
- Players interested in organizing forces from brigades to armies
Skip it if you…
Saves you a refund- Players seeking short, action-focused sessions rather than campaigns covering four years of war
- Players who prefer a small-scale command structure instead of more than 900 unit types and over 1,600 leaders
- Players who need a manual in a language other than English
Our take on To End All Wars
The emphasis on scale and historical detail sets expectations for a broad campaign rather than a narrowly focused battlefield game. The game includes only one tutorial and two main whole-war scenarios, so its variety comes mainly from strategic decisions within those campaigns.
What is To End All Wars?
Command one of the major powers in a World War One strategy game covering Europe, the Middle East and other regions from 1914 to 1918.
The map contains more than 3,000 regions with varied terrain, climate and development. Campaigns use production, diplomacy, research, weather, attrition, supply, fog of war and front lines. Players organize forces from brigades through armies, appoint historical leaders, and direct infantry, cavalry, artillery, aircraft and naval units. Regional decision cards and historical events create decisions involving espionage, uprisings, foreign intervention and technological change. The game includes a tutorial and two whole-war scenarios: one beginning in August 1914 and another allowing custom opening war plans. The manual is available only in English.
How To End All Wars plays
- 01Large Historical Map
- The campaign spans more than 3,000 regions across Europe, the Middle East and off-map areas elsewhere in the world.
- 02Extensive Unit Roster
- More than 900 unit types cover land forces, aircraft and battleships.
- 03Historical Commanders
- Over 1,600 leaders have ability ratings and can be assigned through the chain of command.
- 04War-Economy Management
- Production centers allocate national resources among military needs, economic activity, research and diplomacy.
- 05Decision Card Events
- Regional cards can introduce espionage, surprise attacks, trench-related effects and technological or tactical developments.
- 06Two Main Scenarios
- The whole-war campaigns offer either an August 1914 historical opening or a start with player-selected war plans.
To End All Wars compared to similar games
Old World centers on leading an empire across generations, including marriage, heirs and long-term legacy, while To End All Wars focuses on a World War One campaign with military production, front lines and chain-of-command organization. Xenonauts uses small turn-based squads against an alien invasion, whereas To End All Wars covers national-scale warfare with more than 900 unit types and over 3,000 regions.
To End All Wars: platforms & release
Is To End All Wars worth it?
It is worth it if: world War One history fans who want campaigns spanning several theaters. Skip it if: players seeking short, action-focused sessions rather than campaigns covering four years of war.
Where can I download To End All Wars?
Use the Download Now button on this page: it opens To End All Wars's store page, where you can choose how to get it.
What platforms is To End All Wars on?
Windows only.











