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HistWar : Austerlitz
Genre: Strategy
Platforms: PC
Languages: English, French
Feb 23, 2014 @ 5:53pm
Aug 1, 2014 @ 12:54pm
Recent Announcements View All (2)
HistWar : the weather...
New 3D Models...
Release date: Spring 2017
HistWar, a unique gameplay for demanding players.

Built around a realistic AI, HistWar: Austerlitz immerses you in the Napoleonic battles of 1805 in an epic decorum where hundreds of uniforms shimmer on a sumptuous battlefield.

HistWar: Austerlitz will simulate the major battles of the Austrian campaign of 1805: Haslash, Elchingen, Dürenstein, Schrödingen and Austerlitz. These historically accurate maps will recreate the battlefields where the armies of the 3rd coalition met.
At Austerlitz, on a battlefield of 190 km², maneuver your troops and lead them to victory.

HistWar allows huge armies taking into account the historical chain of command and modeled after the orders of battle relayed by historians. It will have three different scales, 1/6, ½ and1/1. In the latter, each soldier will be represented by its own model (1).
Watch a charge of 1200 cuirassiers.... or observe the firepower of a deployed artillery battery where each canon is represented by a model.

HistWar, play by email (1 vs 1) or multiplayer (8 players), offer unique features.
In multiplayer, players can use dispatches to communicate among each other where delays in order transmission are taken into account for more realism.

The game difficulty is determined by many options:

Fog of war: There are multiple levels of fog of war that can be applied to enemy as well as friendly units. In the most advanced setting, the commander in chief will only learn the position of enemy troops after a certain delay. This delay represents the time needed for a messenger dispatched from the scouting unit to reach him. This unknown adds to the uncertainty to what Von Clausewitz, military theorist, referred to as “friction”.

Order delay: Although it is possible to play without delayed orders, adding delays is more realistic. The order is not executed when it is thought of but when it reaches all its target units. This can take some time, even a long time…the delay is affected by the value of the commanders, the number of units in a Corps, division or brigade, and language barriers. In the advanced mode this could take more than an hour; you will have to anticipate enemy movements or let your Marshals react.

Interception of messengers: What an opportunity it is to intercept enemy dispatches. Take full advantage of that and exploit the weakness revealed by the enemy plan.

Loss of corps commanders: This option allows the loss of corps commanders. This will greatly affect your army.

Ammunition: unlimited or historical. This will change how you manage your units. If artillery runs out of ammo, it will leave the field.

There are many other options… A gameplay video details each of these. This video is subtitled in English.

There are multiple levels of AI that simulate the chain of command:

Army: This AI formulates an initial tactical plan at the beginning of each battle. As the battle unravels, it will adapt to take advantage of any weakness your army might have. Although the AI does take initiatives, it might decide to avoid a battle if its enemy is camping on good defensive ground.

Corps: This AI takes orders from the player or the Army AI. These orders are on a tactical level: To deploy or engage in diversionary actions along a defined line, defend a sector, support another corps to synchronize their progression, or to march to concentrate troops easier in a defined sector. Each order can have many parameters such as time of execution, formation, organization, and reserve ratio. Thus one can try to best simulate the engagements of the era.

Division or Brigade: This AI facilitates more complex movements. A good commander would use it sparingly.

The Corps, Division and Brigade AIs ensure a good cohesion and a synchronized movement to the front. They will also help determine the units that are in difficulty and replace them as best as possible with fresher units as to try and maintain the moral and cohesion of the whole.

Regiment: This AI will try to carry out the orders received. The unit moral will be crucial in determining the outcome. Each regiment has its own characteristics (valor, initiative, retreat and rout thresholds among others) and its own attributes (moral, fatigue, cohesion…) that regulate its behavior. Thus, a unit can sometimes rout with little casualties if it sees a friendly guard unit retreat or rout. This AI is quite complex; for example, an infantry unit will form a square when threatened by an enemy cavalry. The latter will ask for artillery support to blow wholes in the square before charging it…

While the default behavior is for these AIs to be active, they can be all disabled to the point where a unit will look out for itself but wont take any initiative. In this setting it will be up to the player to micro manage these tasks.

Lines of operation: Each side relies on two lines of operation. Defending them should be a major objective in any plan. To this end, you should detach some units of chasseurs or hussars to scout for major threats. To lose one, is a major blow, to lose both is critical. In the case both are lost, it is possible for your whole army to rout and for all control to be lost.

Reinforcements: Reinforcements play a major role in how a battle is managed. They usually arrive to a specific sector at an approximated time…

Tutorial: HistWar: Austerlitz has three tutorials. In addition, « gameplay » videos will ease the learning curve. Two of these are currently available; two more are planed for the two coming months.

Guide: At the beginning of each battle, at the request of the player, a check-list will help the player review and change his preferences prior to starting the battle: Activation of the different AIs, initiative level, scouting orders, detached units, level of reserves …

Season and weather: HistWar: Austerlitz allows you to fight the battles in the historical season and weather conditions as well as weather conditions of your choosing: sunny skies, rain, fog, snow… Different weather conditions will affect the battle due to different visibility, movement speeds, as well as fire efficiency. Similarly, different seasons will also alter visibility by altering the length of the day.

HistWar: Austerlitz will be available soon.

Next HistWarGame on the Steam list : HistWar : Waterloo

Popular Discussions View All (13)
Feb 11, 2016 @ 8:31am
In what way will this game be better than TW:Empire?
Feb 23, 2016 @ 8:02pm
Whats up with this game?
Apr 26, 2014 @ 8:24am
Concerned about the UI
Captain of the Empire
< >
Ser John Dec 15, 2016 @ 7:22pm 
Awesome, take your time DEVS!
Joachim Murat Dec 13, 2016 @ 3:11pm 
JMM, I'm curious to know why you do not wish to publish HW:N on Steam. I do not know much of the process and about any of the workings when it comes to publishing on Steam, but it seems to be a good boost to publicity while still retaining control.
HistWarGames  [author] Dec 13, 2016 @ 2:11pm 
Hi All
Thank you for your comment.
Now we only work on the internal engine and the implementation of new 3D models.
After that, we'll develop the campaign editor. Just patience.
I know our march is very slow but the team is very small like you know.
That said, my activity on HistWar will be very important on the next year, probably 50 hours / week..
I don't want to release HW:N on this site, just HW:Austerlitz and several other battles (HW:xxx)
Have a nice day
Ser John Dec 12, 2016 @ 9:13pm 
Sorry for being pesky, but are you guys still planning on adding the campaign feature? I bought Histwar: Napoleon but I couldnt find a campaign editor or campaign for that matter unless it is still being integrated (developed). Again i apologize about inquiring into your brilliant work, this game is so addicting even in the state that it is. 1/1 scale is super epic!!! Cant wait!
Joachim Murat Dec 4, 2016 @ 10:39am 
Why don't you just offer Histwar: Napoleon through Steam? It would get a lot more attention and publicity than through the minimal word-of-mouth it's using now.
HistWarGames  [author] Oct 25, 2016 @ 1:52am 
Toujours en activité avec quelques nouveautés dont un ordre de mise en défense géré par le joueur. Cet ordre devrait permettre une meilleure gestion de la ligne défensive.
L'interface homme machine va aussi un peu évoluer avant la nouvelle.
Quant au moteur interne de gestion des placements, il me paraît maintenant très robuste.
@ bientôt pour la suite... et pour la version HW:Austerlitz.

Still working with some new features including a new defence order. This player order should allow better management of the defensive line.
The GUI will also change slightly before the new one.
Now, the internal engine, for getting the units position, seems very sturdy.
I hope a new version very soon ... and the release of HW : Austerlitz

SampapaQc Oct 16, 2016 @ 6:16am 
Je commente pour m'informer tout simplement. Cela fait longtemps que je surveille l'actualité du jeu, facilement plusieurs années. Je serais curieux de savoir d'où est rendu le progrès dans son sens global. Je comprend vos réalités et je place aucun ''stress''. J'aimais bien lire vos blogues qui se font toujours bien rare! Je crois que montrer certains avancements du jeu pourrais être profitable pour le visuel, pour le ''marketing''. Je vous encourage et j'espère avoir droit à de l'actualité...
Pour bientôt une petite vidéo youtube ?

Celles-ci bien représentées sont très aggréables pour les yeux et les oreilles.
HistWarGames  [author] Aug 28, 2016 @ 12:36am 
Hi Murat,

Always in development; the beta test team begins to check in September on the internal engine (AI).

It is possible to buy the game from the USA... and we have sold several hundred of game in your country...
Could you send me an email for knowing your account in the store ? Maybe it is an issue with your address..

Best Regards
Joachim Murat Aug 25, 2016 @ 5:58pm 
Looking forward to this, if it ever makes it to Steam. I would buy from the website but apparently it's not possible to purchase it if you are in the US.
HistWarGames  [author] May 9, 2016 @ 2:43am 
Take a look at
The picture presents the set of uniforms... Each one can be coloured so we have several hundreds of different uniforms, probably the biggest collection of precise uniforms for a Napoleonic wargame.

Thank you for your patience... and your support.