Ultimate Epic Battle Simulator

Ultimate Epic Battle Simulator

Released Jun 2017

Here is a sandbox like no other. Create massive battles with absolutely no limits. Want to see 10,000 chickens fight an army of Romans?? Sure, why not. Want to see a company of WW2 U.S soldiers fight 11,000 Medieval soldiers?? There are simply no limits to the carnage you can achieve in UEBS.

76% positive · 12K reviews
Done
All announced content has been released
High confidence
Done
All announced content has been released
High confidence

Where to buy

Steam $14.99
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Evaluation

Ultimate Epic Battle Simulator (UEBS1) launched on June 1, 2017 as a sandbox battle simulator and received several content and performance updates over the following years, including new units, maps, and a lighting engine overhaul in the Version 1.9 update on October 30, 2020. By January 2021, the developer announced that development focus had shifted to a sequel, Ultimate Epic Battle Simulator 2 (UEBS2). In a post on January 30, 2021, the developer explained that the original game's aging crowd technology made further meaningful improvements impractical, and that UEBS2 — built on entirely new technology — was where the studio's energy was going. They also clarified they intended to continue releasing some updates to UEBS1 before UEBS2 launched. However, no further content updates to UEBS1 appear to have shipped after October 30, 2020. UEBS2 launched in Early Access on May 12, 2022, and reached its full 1.0 release on July 21, 2023. A July 21, 2023 post on the UEBS1 store page explicitly directed players to UEBS2, framing it as the continuation of the experience. No new content, roadmap, or development plans for UEBS1 have been communicated since. The original game is effectively complete. Its last content update was the V1.9 patch on October 30, 2020, and the studio has since moved on to the sequel. UEBS1 remains purchasable and playable as a finished sandbox experience.
Evidence
Developer posted on the UEBS1 page to announce UEBS2 has reached its full 1.0 release, directing UEBS1 players to the sequel. This is the last official communication on the UEBS1 store page.
news post · Jul 21, 2023 source development ending
high
Developer explained that UEBS1's aging crowd technology makes further meaningful improvements impractical, and that the sequel (UEBS2) is the vehicle for all major new development. Studio stated it would release some updates before UEBS2 launched but framed UEBS2 as the true continuation.
news post · Jan 30, 2021 source development ending
high

Media

Details

Publisher
Brilliant Game Studios
Achievements
—
Platform
Windows
Controller
—
Steam Deck
Playable
Players
Single-player

About this game



The Game:

Here is a sandbox like no other. Create massive battles with absolutely no limits. Want to see 10,000 chickens fight an army of Romans?? Sure, why not. Want to see a company of WW2 U.S soldiers fight 11,000 Medieval soldiers?? There are simply no limits to the carnage you can achieve in Epic Battle Simulator. Mess around with a massive variety of units. Everything from, Roman Centurions, Medieval soldiers, Knights, Orcs, Trolls, and yes, chickens! The main focus in this game is giving the player no restrictions to what he can do. That is why we decided not to limit the amount of units in battle. Want to see what a battle of 100,000 units looks like? We don't recommend going past 10,000 for most machines but its your CPU, do what you want! On top of that, you can play as any one of the units in the game, getting up close and personal to help change the tides of a massive battle, while rallying teammates and giving them orders!

The Technology:

Unfortunately there really aren't many engines that you can chuck 10,000 characters in and expect good performance. This is why I worked months on end to create the most powerful crowd rendering system ever conceived in Unity engine. The detail of each character has little effect on performance while each individual acts independently, but is working towards a greater good for his team. Each individual decides his own path and navigates complex environments. But I didn't stop there! With the large open environments, I needed a more dynamic lighting solution than the one built in to Unity engine. So I built my own dynamic global illumination lighting engine. This enables bounce light completely in real time. What does that mean? That means every piece of shiny armor is reflecting it's true surroundings, every bright surfaces illuminates it's surroundings and effects the overall lighting.

Yes I worked hard to bring this game to life, may you all inflict carnage upon it!
Last evaluated Jun 27, 2026
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