Total War: Warhammer III
The Creative Assembly · Strategy, Action
Overview
The cataclysmic conclusion to the Total War: WARHAMMER trilogy is here. Rally your forces and step into the Realm of Chaos, a dimension of mind-bending horror where the very fate of the world will be decided. Will you conquer your Daemons… or command them?
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The last roar of a dying god ruptures the boundary between worlds, opening a portal to the Realm of Chaos. From this maelstrom, the four Ruinous Powers – Khorne, Nurgle, Tzeentch and Slaanesh – emerge, spreading darkness and despair.
The stern warriors of Kislev and the vast empire of Grand Cathay stand at the threshold, as a vengeful Daemon Prince vows to destroy those who corrupted him. The coming conflict will engulf all. Will you conquer your daemons? Or command them?
With seven unique races and hundreds of units under your command, raise an army and dominate in epic real-time battles across a world of breathtaking scale and spectacle.
In the most ambitious and groundbreaking Total War title to date, dive into a captivating narrative that will take you to the mind-bending Realm of Chaos and back again. Forge your empire in a strategy sandbox that ensures no two campaigns are ever the same.
Play as 10 Legendary Lords! Will you side with the Chaos Gods and take one of their Daemonic Champions, play as an ancient transforming Dragon from Grand Cathay, defend the frozen nation of Kislev with the Ice Queen or play the ultimate villain as the Daemon Prince?
Customise the Daemon Prince to your own unique design with a huge suite of body parts and powers, creating billions of potential combinations to suit your own playstyle.
Multiplayer is now bigger than ever. With the vast 8-player Realm of Chaos multiplayer campaign, the intense 1 v 1 Domination mode, the story-driven multiplayer campaigns built around Kislev and Grand Cathay and ranked & custom battles, there’s no shortage of ways to cause chaos with friends.
From the game's Steam store page.
THE GAMEQ VERDICT9,999 reviews analyzed
What players are actually saying
1. Summary
The praise for Total War: WARHAMMER III is mostly about how much there is to play. Reviewers describe dozens of factions and lords that each play differently, a combined Immortal Empires map that they say brings together all three games, and real-time battles where monsters, magic and thousands of soldiers collide. Many call it the best Total War, and some say they keep coming back after hundreds or thousands of hours. Mods and co-op campaigns with friends stretch that further. Reviewers credit the Lords of the End Times expansion, which by their accounts added Nagash and reworked the Vampire Counts, with winning back a few players who had turned negative.
The price of the full game is the catch. 40% of negative reviews bring up the DLC, and positive reviews raise it too. Reviewers report that the base game unlocks only a handful of factions, that core armies such as the Empire and the Dwarfs require buying the first two games, and that even owned factions have units split across extra packs. Newcomers who arrive through deep sales often feel they bought a prologue. Technical problems come next: crashes, patches that break saves and mods, campaign AI that either cheats or freezes in place, clumsy sieges and units that ignore orders. Even reviewers who recommend the game tend to advise buying on sale and checking the DLC list first.
2. What keeps coming up
What players praise
Faction variety and replayabilityHigh
Players stress that each faction, and often each legendary lord within a faction, has its own mechanics, starting position and playstyle, so a new campaign feels like a different game. One reviewer wrote that "each campaign and faction feels varied so no two playthroughs feel even remotely the same." Veterans with thousands of hours say they still have not tried everything. A minority counters that the variety sits on a familiar recruit, expand and snowball loop that grows samey over hundreds of hours, and that some of the most distinctive content is paid.
Mods and the Steam WorkshopHigh
Overhauls such as SFO and Radious, AI mods and the Community Bug Fix mod are credited with keeping the game fresh and with fixing problems reviewers say the developers left in. Some fans see the irony: "A good game CARRIED by the modded community." A number of negative reviews make the same point from the other side, saying a paid game should not need mods to work properly, and that major updates keep breaking the mods they rely on.
Battles and the Warhammer world brought to lifeHigh
Reviewers praise the spectacle: dragons, steam tanks, ratmen with nukes, giant bears and thousands of soldiers on the field, with detailed models and animations worth zooming in on. Fans of the tabletop setting describe it as the Warhammer Fantasy game they always wanted, and some newcomers say it got them into the lore; one says it got them into painting the miniatures. "What stands out is seeing a battle in a believable size (several thousands) and then performing magic during it making a tremendous impact." Critics of the battles (see below) argue the spectacle comes at the cost of tactical depth.
Co-op and multiplayer campaigns with friendsMedium
Playing with friends is a recurring highlight. Reviewers single out simultaneous turns, campaigns that they say take up to eight players, and the option to share units in battle. "One of my favorite games of all times, especially when able to play with friends." The same players are the ones hit by multiplayer bugs and desyncs, covered under frustrations.
Immortal EmpiresMedium
Many reviewers treat the combined map as the real game. They call it a massive sandbox that can absorb hundreds of hours, and a few recommend skipping the Realms of Chaos campaign and going straight to it. Playing the older factions on that map requires owning the earlier games or their DLC.
The one-more-turn pullMedium
Players describe losing whole evenings and nights to the campaign, often half as a warning. "just 1 more turn turns into into 4 am real quick"
Where players are split
Whether the game is finally in good shapeHigh
Edited reviews show a recommendation that swings with each patch. Some reviewers say the game has improved a great deal since its rough 2022 launch: "Night and day difference from launch to where we are now." Others edited their reviews back to negative after a later patch broke something new, or say long-standing bugs were never fixed. Several reviewers describe an update in late 2025 that left the Lizardmen and Tomb Kings AI inactive, and some say they changed their vote back only once it was fixed. Veterans tend to describe a cycle of breakage, outcry and repair rather than a steady climb.
Lords of the End Times and update 9.0Medium
Reviewers who write about the expansion mostly welcome it. They praise Nagash, the Vampire Counts rework and the new end-game scenarios, and a few say it is why they switched to a positive review. "You can tell that they put a lot of effort into 9.0 and the end times feels epic. The DLC is overpriced but you can't deny the quality." The criticism is specific: the new lords' mechanics break in multiplayer ("The new DLC, Lord of the End Times, is a lot of fun. IF YOU ARE PLAYING BY YOURSELF."), the final battles feel overtuned, Nagash dominates campaigns around him, and some players hit new crashes. One reviewer put it bluntly: "End Times not only destroyed the world, but the game too."
Learning curve and the prologueMedium
Players disagree on how welcoming the game is. Some newcomers praise the prologue as a clear tutorial with a good story and say the systems click after the first restart: "You will probably restart at least one campaign after realizing you had no idea what you were doing." Others say the tutorial explains too little, that they needed hours of YouTube to understand the basics, or that the prologue bugged out and soft-locked. Several say the prologue alone runs past Steam's refund window, so they found the DLC wall too late to get their money back.
Compared with Warhammer IIMedium
Reviewers who bring up the previous game disagree about it. Some call WARHAMMER III the definitive version, with better diplomacy, simultaneous co-op turns and the full map. Others say Warhammer II had better battle maps, more responsive units, fairer DLC value and a more stable state, and tell newcomers to buy it instead.
The Realms of Chaos campaignLow
The game's original story campaign divides opinion. A few players enjoy its structure and story, especially through Kislev, while others call it a race for souls that ignores normal Total War play and recommend going straight to Immortal Empires.
What frustrates players
The DLC wall and pricingHigh
DLC comes up in reviews of every kind, positive and negative, from new players and veterans. Reviewers report that the base game unlocks only a small share of the lords on the selection screen, that iconic factions such as the Empire, Dwarfs, Greenskins and Skaven require buying the first or second game, and that factions they own still have key units split across several packs. Totals quoted for everything run from a few hundred dollars upward, and paying for blood effects is a running sore. Players who arrived through deep sales or free keys describe the moment after the prologue as the low point: "I finished the prologue campaign and was ready to proceed to the main one, but it said I have to buy it separately." Free-key reviewers add confusion over the upgrade pack: "This is not even the base game. It is only a tutorial mission."
Plenty of reviewers share the complaint while still recommending the game, often in a single line: "Recommend for the play not for its monetization." Defenders argue that the base game alone offers dozens of hours, that DLC from the earlier games carries over, and that sales make the cost reasonable: "If you'd pay $30 to go see a 2 hr movie, then you're getting your money's worth out of this one." Some defenders concede the store gives no clear guide to which pack unlocks what.
Bugs, crashes and patches that break thingsHigh
After the DLC, bugs and crashes are what negative reviews raise most, about as often as the AI. Players report crashes on campaign load, at end turn and when entering battles, saves that stop loading after many hours, and new bugs arriving with each patch or DLC. "Crash to desktop. Reload save. Crash to desktop. Reload save. Crash to desktop." Long-time players say updates repeatedly break saves and the mods they use to fix the game: "Keep breaking mods and savegames with useless updates". Some reviewers, especially newer ones on strong PCs, report no crashes at all, so experiences vary by setup and mod list.
Campaign AI that cheats or stops workingHigh
The campaign AI draws two opposite complaints. One is that it cheats: enemies field stack after stack from tiny economies, respawn defeated lords immediately and dogpile the player, while AI allies sit idle. "Vlad von Carstein can maintain eight full armies with only two provinces." The other is that it freezes, parking armies around a settlement for turns on end. "There is a game breaking bug where the AI will completly stop doing anything & just keep their lords next to their settlements and do nothing." Players also describe whack-a-mole campaigns spent chasing small armies that dodge battle to raid weak settlements. A smaller group says the campaign is simply too easy once a player learns the AI's habits.
Sieges and settlement battlesMedium
Most of the players who complain about sieges have hundreds of hours in the game. They describe ladders appearing from nowhere, units that ignore open gates and blob at walls, tower-defence style barricades, too few siege maps and a siege rework they say was promised and never arrived. "Sieges are almost always very frustrating, as both the attacker, and the defender." Some say they now auto-resolve every siege.
Unit responsiveness and pathfindingMedium
Players describe units that do not do what they are told: ranged units that stop firing, melee units that stand idle beside an enemy, cavalry that will not finish off routers, and armies that string out in a line. "Ranged Units sometimes refuse to fire, for no discernable reason." Several compare it unfavourably with Warhammer II, where they found units more responsive.
Balance, power creep and neglected older factionsMedium
Veterans complain that each new DLC faction or lord arrives stronger than what came before, and point out that AI-controlled DLC lords appear in every campaign whether or not the player owns them. "The power-creep on the new DLC factions is ridiculous." Reviewers name Bretonnia, Norsca and the Tomb Kings among the factions left behind. Single legendary lords that can beat whole armies are a fun power fantasy for some players and a balance problem for others.
Loading times and performanceMedium
Long loading screens, slow end turns with hundreds of AI factions, and a campaign map that runs worse than the battles come up from new and old players alike. Some reviewers say an SSD is effectively required. "The load times are atrocious, like playing PlayStation in 1997." Others mention blurry UI scaling at 1440p and higher, heavy hardware demands, and overheating since Lords of the End Times.
Multiplayer breakageLow
Co-op players report desyncs, disconnects, being unable to join friends after updates, and DLC mismatches inside Steam family sharing. Reports that the End Times lords' mechanics break in multiplayer add to this.
A shallow late gameLow
A recurring minority says the campaign gets repetitive once an empire snowballs, with thin diplomacy and an end game that turns into clean-up or auto-resolve. "as wide as the ocean & as deep as a puddle" Others say the new end-game scenarios fixed this.
Online checks and launcher problemsLow
A small group objects to Denuvo, to the game claiming they are offline, to needing an internet connection to start, and to a launcher that reorders or disables mods.
No naval battlesLow
A handful of players keep asking for real naval combat, and some point out that sea-themed factions never get to fight at sea.
3. The player conversation
Many thumbs-up reviews are one-line endorsements. The long reviews tend to be either detailed praise with a DLC warning attached or detailed lists of bugs from players with hundreds of hours. Reviewers here edit a lot: many reviews carry dated edits that switch between recommended and not recommended as patches, DLC packs and fixes land, so a single reviewer's verdict can change several times.
Who raises what differs sharply. Players with only a few hours mostly talk about money: locked factions on the selection screen, the need to buy the earlier games, the upgrade pack, and running past the refund window during the prologue. Players with hundreds or thousands of hours talk about the game itself: AI behaviour, sieges, unit responsiveness, balance, broken mods and saves, and Lords of the End Times. DLC pricing comes up at a broadly similar rate in every group.
The weekly share of positive reviews stayed in a fairly narrow band through 2026. It dipped through late April and May, in weeks when reviewers mention a deep sale, a free weekend and a patch that broke mods, and newcomers wrote about hitting the DLC wall. The busiest week, in late September, was also one of the most positive, as reviewers greeted Lords of the End Times; it eased back in the following weeks as reports of multiplayer and end-game bugs came in.
4. What the developers could do
- Make the DLC structure clear inside the game and cheaper to enter. Beyond the price, reviewers complain about confusion: they want the selection screen and store to say exactly which pack unlocks each lord and unit, the upgrade pack explained before purchase, outposts that do not list units the player cannot recruit, and bundles or permanent discounts on older content.
- Fix the frozen campaign AI and keep it fixed. Veterans describe AI armies standing still around settlements for many turns, and several reviews tie their negative vote directly to how long such breakages took to fix.
- Test patches against saves, mods and multiplayer before release. Players keep reporting updates that break long campaigns, disable their mod lists and break co-op, including the End Times lords' multiplayer mechanics.
- Hunt down crashes on campaign load, end turn and battle load. Negative reviews describe crash-to-desktop loops and saves that stop loading after long campaigns.
- Rework sieges and settlement battles. Reviewers want reliable gate and wall pathing, fewer conjured ladders, more siege maps and the siege rework they say was promised.
- Restore unit responsiveness. Ranged units that stop firing, idle melee units and poor pathing are specific, repeated reports that players say were better in Warhammer II.
- Rein in AI economic cheats and DLC power creep. Players ask for an AI that wins through play rather than free armies, for new DLC lords to arrive balanced, and for updates to long-neglected factions such as Bretonnia and Norsca.
- Shorten loading screens and end-turn times. Long waits between turns and battles come up across all playtimes and wear on players over long campaigns.






