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Warshift 2: Machines of Madness Arrives on Xbox Series X|S and PC via Play Anywhere

Warshift 2: Machines of Madness is out now on Xbox Series X|S and PC, a solo-developed hybrid RTS-TPS by Fortell Games at $19.99.

Warshift 2: Machines of Madness key art with an armored mech, spacecraft and an aircraft carrier before a red planet
Warshift 2: Machines of Madness · Credit: Fortell Games

Warshift 2: Machines of Madness shipped September 2 on Xbox Series X|S and PC, released by publisher Fortell Games at $19.99 via Xbox Play Anywhere, sharing progress, save data, and Achievements across console, PC, and the ROG Xbox Ally handheld family.

The title comes from a single developer, Cyril Megem, who handled design, artwork, and programming. Xbox Series X targets 4K at 60 frames per second. Megem has described the game's central idea as a strategy experience where the commander is not separated from the battlefield: players can drop from a top-down strategic map into third-person hero control at any point in a match, with units and structures visible and responsive in both views.

The hero unit carries upgradeable weapons, equippable support drones, and a unique super-ability that shapes how each campaign and skirmish plays out. Fortell Games lists seven game modes at launch, including a single-player campaign, training missions, and Skirmish against AI. Skirmish settings let players dial enemy behavior from deliberate build-up to continuous pressure waves, and add AI-controlled heroes to either side to adjust the balance.

A second playable faction, the Alien forces, introduces an Evolution mechanic that transforms lower-tier units into stronger forms mid-battle, replacing the standard tech-tree progression with on-field unit conversion. New superunit types, Battleships and Aircraft Carriers, can project force over a wide front and be repositioned as conditions change across terrain, air, water, volcanic, underwater, and outer-space environments. The sequel extends the mode-switch concept its predecessor introduced at smaller scale to these larger, multi-environment campaigns.

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Ryan Doyle

Ryan Doyle covers the games industry for techshooked, from engine releases and graphics hardware to streaming, creators, and esports. He writes comparison-anchored, testing under documented conditions and explaining what a frame-rate or latency figure means for the people actually playing.