Warhammer 40,000 Games Codexery

Warhammer 40,000: Sanctus Reach

A turn-based strategy game set in the Warhammer 40,000 universe.

Warhammer 40,000: Sanctus Reach is a turn-based strategy video game set in the Warhammer 40,000 universe. It was developed by Straylight Entertainment and published by Slitherine Software for Windows on January 19, 2017. The game is based on The Red Waaagh! campaign from Games Workshop's tabletop wargame.

Quick Facts

Developer
Straylight Entertainment
Publisher
Slitherine Software
Series
Warhammer 40,000
Platforms
Windows
Released
January 19, 2017
Genre
Turn-based strategy
Modes
Single-player, multiplayer

Facts from the source article.

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Reception

Warhammer 40,000: Sanctus Quest landed to a mixed reception from critics, as reflected by its "mixed or average" score on Metacritic. GameSpot's Daniel Starkey described it as mediocre at its best and frustrating at its worst. Rock Paper Shotgun's Fraser Brown praised the unit and faction design along with the flexible mechanics, but felt they were let down by a campaign that needed improvement and objectives that were too often reused. Strategy Gamer's Joe Robinson offered a more positive take, calling it a solid and satisfyingly tactical turn-based strategy game set in the grimdark future, with only minor teething issues. He later reviewed the second DLC, Sons of Cadia, noting that while it could feel like more of a slog compared to other campaigns, the developers' creativity and reverence for the setting still shone through in moments of glory. Alex Connolly, also writing for Strategy Gamer, reviewed the third DLC, Horrors of the Warp, and suggested that if Straylight could refine the finicky interface and bring more flair to map and mission design—matching the quality of the unit models—such expansions would truly excel. As it was, he found the expansion merely good, with enjoyment depending on one's affinity for Chaos. In a retrospective, PC Gamer's Jody Macgregor summed up the game as not bad but basic, criticizing the presentation—from unit types to animations to level details—as feeling like the absolute minimum, which clashed with Warhammer 40K's ethos of maximalism.

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