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Slitherine And Akella Extend The Collaboration As Commander: Europe At War Lands In Russia

Today Slitherine and Akella announced a further extension of a long term and profitable collaboration to launch Commander: Europe at War in Russia.

JD McNeil, Business Development Director of the UK based developers explained why Slitherine has once again chosen Akella as a publishing partner in Russia: "We are extremely pleased to sign with Akella for Commanders Europe at War. Over the years Akella have proved to be a trustworthy and reliable partner and we are certain that they will do an excellent job with this title"

Vladimir Kudr, Publishing Vice-President of Akella, says: "We know that today one of the most important aspects of Slitherine's work is their ability to capture the essence of strategic games design. They are real professionals and with every title they improve quality, they just get better and better. We are extremely happy that they have chosen us again to be their publishing partner for Commander: Europe at War in Russia, its a real indication of Slitherine confidence and Akella will try to justify this."

Commander: Europe at War is the first in a series of high level turn based strategy games. It is being jointly developed by Firepower Entertainment and being released through Slitherine Software's Kameleon Project. The first game spans WW2, allowing players to control the axis or allied forces through the entire war in the European Theatre.


Huge hex based campaign map covering the USA to the west, Africa to the south, Scandinavia to the north and the Ural's to the east; 6 epic scenarios including the operation Barbarossa, D-Day and the Grand Campaign; Research over 50 inventions from 5 different technology areas; 12 different unit types including Light Tanks, Heavy Tanks, Destroyers and Motorised Corps, each with their own strengths and weaknesses; Recruit and attach Historical Commanders to your units; Detailed and realistic combat that models supply, morale, terrain, leadership, equipment, training, strategic weapons and fog of war; Easy to learn, hard to master game play that is the cornerstone of Slitherine game designs; Multiplayer via e-mail, hotseat, Internet and including optional timed turns and 7 difficulty settings; Use of Osprey publishing artwork in game, a leading publisher of military history books; Easily modable script files that allow players to alter many aspects of gameplay including research, unit stats, terrain effects and many more.

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