Europae Invicta: Pike and Shot

Take on the role of a noble or military entrepreneur in Central Europe around 1600. Control your characters and armies in real time and lead them into tactical battles.

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Europae Invicta: Pike and Shot

Command armies.
Fight battles.
Shape your story.

A historical strategy game combining a real-time campaign map with directly controlled tactical battles.

Pike and shot formations in Europae Invicta: Pike and Shot 01

Pike & Shot

From heavily armed mounted pistoleers and formidable formations of pikemen and greatswordsmen to devastating field artillery, the game features everything the Pike & Shot era has to offer.

Strategy map in Europae Invicta: Pike and Shot 02

War Feeds War

Recruit soldiers, equip them and lead them into the field. Every victory provides the resources needed to maintain your army and finance your next campaign.

Large tactical battle in Europae Invicta: Pike and Shot 03

Engaging Tactical Battles

Command your troops yourself or leave individual formations or even your entire army to the AI and simply watch the events unfold on the battlefield – however you prefer.

Official Trailer

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trailer.

Europae Invicta: Pike and Shot — strategy, warfare and tactical battles in Central Europe around 1600.

Europae Invicta: Pike and Shot official trailer
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Europae Invicta: Pike and Shot Official Trailer

Campaign Map Vision

A living
historical sandbox.

A world where people, armies, settlements and the economy are all part of the same simulation.

The campaign map of Europae Invicta: Pike and Shot is intended to be an open historical sandbox in which population, soldiers, characters, settlements, armies and the economy are all connected.

Soldiers are not created from abstract recruitment pools. They are recruited from the actual population and can potentially be recruited almost anywhere, not only from territory controlled by the player. Whether people are willing to fight may depend on money, loyalty, political or religious convictions, or their personal circumstances. Poverty and hunger may make military service more attractive — unless the prospective employer was responsible for their misery in the first place.

Recruitment also affects the regions those people came from. Men who join an army are no longer available as workers, which may influence harvests and local production.

The civilian population reacts to changing conditions. People may leave regions affected by hunger, war or devastation and will appear elsewhere in the world, where they may become part of new social, economic or military developments.

Smaller settlements and their surrounding countryside supply larger cities, creating regional economic cycles that can be disrupted by warfare, plundering and failed harvests.

Cities act largely autonomously. They produce weapons and armour, train militias and employ specialists. These things actually exist in the game world. Specialists such as blacksmiths, cannon founders and logisticians are individual people who may be valuable to both cities and armies.

Soldiers also remain persistent individuals within the simulation. They gain experience, possess their own equipment and try to improve their situation. After battles, usable equipment from defeated soldiers is recovered and reused.

Deserters do not disappear. They retain their experience and equipment and seek new opportunities. Former soldiers may join another army or form independent armed groups, meaning that the collapse of an army can itself create new problems in the world.

Important characters have traits, convictions, debts, obligations and personal relationships. Favours can be granted and later called in, while shared experiences and past conflicts shape future diplomacy.

All important characters exist within the same simulation. The player should be able to take control of another character from an existing save game, while AI-controlled characters follow the same rules as the player.

The campaign map will focus roughly on modern-day Germany, Austria, Bohemia and Switzerland, while foreign powers such as France, Sweden or the Ottoman Empire can still exert political, financial or military influence from beyond the map.

The campaign is deliberately not intended to be perfectly balanced. Failure is part of the experience, and min-maxing is not the goal.

The aim is for stories to emerge naturally from the interaction between systems rather than from predetermined event chains.

The world is simulated so the player can make meaningful decisions and experience their consequences — not so they have to manage every detail.

Join the Development

Discuss ideas, share feedback and help influence the direction of Europae Invicta: Pike and Shot.

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Support the Project

Support the
development.

Europae Invicta: Pike and Shot is being developed independently. Your support helps make it possible to invest more time and resources into the game.

Supporters get access to development updates, early builds, playtests and supporter-only discussions.

Support on Patreon ↗

Support is completely optional. Every supporter receives the same core benefits regardless of how much they choose to contribute.

Previous Releases

More from
Puntigames.

Two completed historical games are already available on Steam.

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Skies above the Great War

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2022 · Strategy

Roma Invicta

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