Store data
- UK price
- £3.59
- US price
- $3.19
- Positive reviews
- 100%
- Total reviews
- 3
- Release date
- 24 September 2026
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| Month | Peak | Gain | % gain | Average | Avg % gain |
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| Last 30 days | 2 | -1 | -33.3% | 0 | -89.8% |
| November 2026 | 1 | -1 | -50.0% | 0 | -82.0% |
| October 2026 | 2 | -1 | -33.3% | 0 | -85.1% |
| September 2026 | 3 | — | — | 0 | — |
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Four Crossings of the Chishui River Simulator is a turn-based, hex-grid wargame on the Red Army's 1935 campaign of the same name. Acting as the Central Revolutionary Military Commission, you command the army groups of the Central Red Army in daily turns, from the withdrawal at Tucheng on January 26, 1935— breaking out under incomplete intelligence, with the Yangtze river defenses to the north, Hunan divisions blocking the east, and the Central Army's relentless pursuit at your back. This is not a scripted level to walk through. It is an open campaign simulation.
■ An Open Breakout — Three Mutually Exclusive Routes
Choose one of three escape routes: north across the Yangtze, east into Hunan to join the Red 2nd and 6th Army Groups, or west through Yunnan toward the Jinsha River. Succeed on any one of them and you win. Nothing is rigged against you.
The northern and eastern routes are genuinely winnable under the rules — their difficulty comes entirely from forces that actually existed: Sichuan Army river-defense brigades holding the Yangtze in strength, the Chuanjiang police flotilla patrolling its waters, and four Hunan divisions dug in across eastern Guizhou. Scout and decrypt before committing your main force, and you can weigh the price of every route in advance.
Emergent objectives appear as the campaign unfolds: concentrate the army at Zhaxi for reorganization, hold the Maotai crossing, or threaten Guiyang to pull the Yunnan Army out of position — each pays off in tangible mechanical benefits.
■ The Intelligence Contest and Electronic Deception
The fog of war hides the enemy, never the terrain. Enemy positions are unknown by default.
Intercept and decrypt KMT telegrams — most quoted from archival originals, a few reconstructed from historical records — triggered by time windows, unit positions, and enemy states. Chiang Kai-shek's orders, Long Yun's hesitations, Pan Wenhua's river-defense arrangements are all there in the traffic: read the telegrams, and you will know what the enemy intends to do next.
Intelligence on each escape route is disclosed in stages. The Commission's original plan was to cross the Yangtze — whether to change course after decrypting the river-defense telegrams is your call.
Deception tools: radio disguise sends a decoy detachment with a transmitter to draw enemy direction-finding; any unit can deliberately draw fire to shield the column; forged KMT radio orders rewrite enemy march destinations — turn the enemy's command system into your own weapon.
■ Command and Logistics in a War of Movement
A dozen-plus commands: march, forced march, bridging, bridge demolition, detach, reorganize, recruit, reconnoiter, conceal, attack, defend — plus the radio-deception set.
Split and merge: send detachments along mountain trails to scout and infiltrate while the main force moves by road — the two scales differ in action points and terrain capability.
Supply is a hard constraint. Every unit consumes fixed rations each day; every hex holds a finite larder, stripped bare once used; mountains offer almost nothing to forage; towns supply in tiers; captured stocks help. The army cannot sit still — it must live on the move.
Combat resolves through seven modifiers — strength, attack versus defense, terrain, morale, faction, scale, and supply. Winning against the odds is a matter of terrain and timing.
■ Serious Historical Research
A hex battlefield of 82×73 — nearly six thousand hexes — with terrain built from AMS military-map grids and SRTM satellite elevation data. The Yangtze, the Chishui and the Wu rivers, Loushan Pass, Zunyi, Maotai, Tucheng and other crossings and towns are anchored by their real coordinates.
Weather for all 100+ days comes from documentary research — 52 days from primary sources such as the diaries of Tong Xiaopeng and Chen Bojun. Rain and snow bog down marches, fog shrinks vision, storms ground enemy aircraft, and bridging in the rain takes longer. The rules are symmetric: the Red Army could dare move on stormy nights precisely because enemy planes could not fly either.
Forces follow historical figures. The Red Army takes the field with roughly 24,000 combat troops (the 30,000-plus headcount includes non-combat headquarters personnel); the 200,000-odd fielded and garrison enemy are physical units on the map, while the "400,000" counts the entire strategic encirclement net.
Each enemy faction behaves as it did in history: Sichuan units hold their own soil and push no deeper into Guizhou; Guizhou troops garrison key points and fight poorly; the Central Army pursues relentlessly; the Yunnan Army holds the Yunnan–Guizhou border and moves only when the Red Army actually enters Yunnan; the four Hunan divisions appear under their real designations.
The enemy has intelligence assets too: aerial reconnaissance and radio direction-finding keep searching for you. Concealment, disguise, and weather are your counters.
■ Debrief and Replay
A black-box replay system records every turn — orders issued, combat resolution numbers, enemy movements, telegrams, and events — in the save file. After the campaign, replay it turn by turn and audit every decision.
Four difficulty levels: Novice, Standard, Hard, and Historical Hardcore. Historical Hardcore restores the enemy — above all the KMT Central Army — to its true historical order of battle, with far more units on the map. Structural difficulty, not stat inflation.
Switch freely between the 2D staff map and 3D terrain views.
| # | ||
|---|---|---|
| 01 | First Crossing | 39.7% |
| 02 | Underdog | 39.7% |
| 03 | Bridge Builder | 38.2% |
| 04 | Four Crossings | 35.2% |
| 05 | Annihilate | 25.0% |
| 06 | Iron Will | 23.5% |
| 07 | Maotai | 23.5% |
| 08 | All Survive | 20.5% |
| 09 | Qinggangpo | 20.5% |
| 10 | Erlangtan | 19.1% |
| 11 | Tucheng | 17.6% |
| 12 | Escape North | 14.7% |
| 13 | Wujiang | 14.7% |
| 14 | Escape West | 13.2% |
| 15 | No Recon | 13.2% |
| 16 | Taipingdu | 13.2% |
| 17 | Supply Master | 11.7% |
| 18 | Check General | 7.3% |
| 19 | Escape East | 7.3% |
| 20 | Historical Hardcore | 2.9% |
| 21 | Loushanguan | 1.4% |
| 22 | Full Transparency | 0.0% |
| 23 | No Bridge | 0.0% |
Enemy MovementEnemy pursuit units can now cross rivers at ferries and bridges (the Yangtze excepted, at higher movement cost). Previously pursuers stalled at the riverline, leaving rivers as permanent cover.Burning a bridge still locks the ferry for a few turns, but once the blockade expires the enemy crosses there. Backing against a river to delay pursuers indefinitely no longer works.Enemy movement along roads is back to normal speed. A penalty inversion previously made pursuers detour through mountains rather than follow the highway.FixesFixed 3D-view keyboard and gamepad panning being reversed in all four directions. Mouse dragging was unaffected.Fixed enemies passing through ferry blockades during the lock window after a bridge is burned.Fixed Pan Zuo's brigade spawning on an impassable peak tile.
Read full update on Steam ↗Historical Arc Scoring (New)Nine Historical Arc waypoints added: First Crossing of the Chishui, Zhaxi, Second Crossing, Loushan Pass, Zunyi, Third Crossing, Fourth Crossing, crossing the Wu River south, and drawing out the Yunnan Army. Each waypoint passed earns +30 points, 270 in total.The Flawless Victory threshold changes from 1700 to 1900. Ratings for survival-focused play are unaffected; a bid for Flawless Victory now requires marching the historical arc.East-line escapes and direct sprints earn no arc points and fall back to the four-star band.The results panel adds a "Historical Arc" row with waypoint details; defeat screens also show waypoints passed.Enemy Mutual Support (New)Adjacent friendly units now assist in defense: Yunnan, Hunan and Sichuan Army units provide 1 supporter each; Sichuan Army and Central Army up to 2; Guizhou Army units fight alone. Red Army units follow t...
Read full update on Steam ↗v1.0.2 UpdateFixesAfter the "draw out the Yunnan Army" telegram chain is sent, the west-line border no longer reinforces further. Previously, even after successfully drawing the Yunnan Army out, entering the west corridor still triggered border reinforcement, contradicting the historical record. The Yunnan Army's existing defense line is unchanged.City garrison units (the 99th Division and the Security Regiments) are no longer pulled off post by faction-wide orders. Guiyang's defenses can no longer be stripped bare by accident. Orders naming a specific unit directly are unaffected.When "Forged KMT Order" impersonates the call sign of Zhou Hunyuan or Wu Qiwei and the ruse succeeds, it now triggers the matching historical fake-order event, and both enemy columns divert as they did in history. This event could hardly appear in a normal game before.The related progress in the "One-Way Mir...
Read full update on Steam ↗Achievement FixesFixed an issue where the achievement "One Finger Severed" could not be unlocked. Its condition had been flawed since launch and was nearly impossible to fulfill; it now works as intended.Fixed the "Against All Odds" check: some victories won with superior strength were triggering it incorrectly, while disadvantaged stalemates were not excluded as documented. It now unlocks only when a numerically weaker attacking force repels the enemy. Previously mis-granted unlocks are not revoked.Achievement state is now reconciled on startup: achievements earned while Steam was unavailable are uploaded automatically on the next launch.Rules: Yunnan Border DefenseThe western route into Yunnan is now held from turn one by dedicated Yunnan Army border forces: the Bijie line, Daguxinchang (Liu Zhengfu Brigade), Qianxi (Sun Du Column 14th Regiment), and the Luquan Garrison. These force...
Read full update on Steam ↗1 positive · 0 negative.
£2.87 → £3.59.
Enemy MovementEnemy pursuit units can now cross rivers at ferries and bridges (the Yangtze excepted, at higher movement cost). Previously pursuers stalled at the riverline, leaving rivers as permanent cover.Burning a…
1 positive · 0 negative.
Historical Arc Scoring (New)Nine Historical Arc waypoints added: First Crossing of the Chishui, Zhaxi, Second Crossing, Loushan Pass, Zunyi, Third Crossing, Fourth Crossing, crossing the Wu River south, and drawing ou…
v1.0.2 UpdateFixesAfter the "draw out the Yunnan Army" telegram chain is sent, the west-line border no longer reinforces further. Previously, even after successfully drawing the Yunnan Army out, entering the west corr…