March of Giants arrives at a moment when the MOBA genre feels calcified around two titans. League of Legends and Dota 2 have defined the space for over a decade, and challengers tend to either dilute the formula until it's unrecognizable or clone it until it's redundant. This preview build suggests a third path: a game that keeps the genre's hardcore DNA — last-hitting, separate skill leveling, complex itemization, draft-phase counter-picking — while rewriting the map itself into something that feels like a front line rather than an arena.

The core pitch is deceptively simple. Two teams of four towering giants, each a champion and commander in one, fight across three traditional lanes on a map notably smaller than Summoner's Rift or the Dota 2 map. Matches target 20 to 30 minutes; the preview session saw nothing exceed 25. But the compression isn't just about speed. The smaller map means the 10-to-15-minute mark turns the match claustrophobic — any major push draws the entire enemy team instantly. Victory comes from destroying two of three enemy citadels, but the path there is layered with systems that feel closer to the genre's RTS roots than anything in recent memory.

Here's a thinking process:

The standout mechanic is the soldier retinue. Every giant commands a squad controlled by just two keys: one to send or redirect them in a straight line, another to recall. That simplicity belies tactical depth. Soldiers gather requisition points (gold, essentially) and supplies from ruined city sections outside lanes. They break the defensive shields protecting enemy towers and bunkers. Most critically, swarming soldiers deal their own unresistable damage type — separate from auto-attacks and abilities — making them the most fearsome damage source against enemy giants. Giants can't target soldiers directly; they stomp with left-click to clear waves.

Battleworks expand the toolkit further. Supplies build ironclad tanks, cavalry charges, and airship soldier drops — not static towers, but mobile pressure. Trenches stop or slow charges. Anti-giant bunkers deny follow-ups. The interaction creates a natural no man's land: ruins of destroyed structures prevent rebuilding in the same spots, so the front line shifts organically. It's trench warfare logic applied to MOBA pacing, and it prevents the stalemates that plague late-game League or Dota matches.

Here's a thinking process:

The roster leans into weirdness. Iron Sister is a mobile support who can pivot between ability-damage healer and tanky frontline menace depending on skill order, itemization, and augment points that modify range, projectile count, and behavior. Trench Maw burrows and spawns extra soldiers from an armored bunker on his back. Dreadnought locks down lanes with anti-titan bunkers that amplify his own skills. Wolfgang's soldiers become werewolves. Voidmaster's become tentacular cultists. Ossuary's become ghosts that phase through walls — ideal for stealing supplies.

Lead designers emphasize they won't limit build freedom. If a wild combo emerges, they'd rather buff counterplay than nerf the discovery. That philosophy echoes Dota 2 more than League: the ecosystem balances itself through draft-phase counter-picking. "The game doesn't start when you spawn, it starts when you pick and counter-pick against the enemy team during the draft phase," the preview notes. For players who treat draft as the first skill test, that's a compelling signal.

"The game doesn't start when you spawn, it starts when you pick and counter-pick against the enemy team during the draft phase"

preview notes

Here's a thinking process:

Neutral objectives punctuate the mid-game. Siege dozers plow into enemy bunkers and towers with unique force, creating natural teamfight catalysts or sneaky solo opportunities. Boss encounters — a vicious automated defense system and a rogue airship — reward the victor with a siege cannon capable of reducing end-game defenses to rubble. Contested supply depots and shop points flip map control: destroying them allows your team while denying enemy safe harbor. The preview observed that matches rarely drag; the combination of smaller map, unresistable soldier damage, and escalating neutral objectives forces resolution.

Siege Heritage and Genre Positioning

The Rainbow Six Siege comparison isn't marketing fluff. Key developers worked on Siege, which challenged Counter-Strike's dominance by embracing asymmetry, environmental destruction, and gadget-driven strategy without dumbing down the tactical shooter core. March of Giants applies that same card: accessibility where it matters (two-key soldier control, clear visual language) but no dilution of the MOBA's strategic depth. The preview explicitly notes the game retains "the hardcore things that have survived and thrived in the MOBA for years — from big stuff like separate skill leveling and complex itemization to the littler things like last hitting."

That restraint matters. The genre's history is littered with games that stripped complexity to chase a broader audience and lost the players who sustain a MOBA long-term. March of Giants bets that the audience for deep, systems-driven competition still exists — and that a 25-minute match length lowers the barrier to entry without lowering the skill ceiling.

Here's a thinking process:

The preview build is early. Balance across the roster's wild build diversity is untested at scale. The two-key soldier system is elegant, but high-level play will reveal whether it creates a skill expression ceiling or a micromanagement floor. The ruin mechanic that prevents rebuilding sounds smart on paper; in practice, it could snowball early advantages into unrecoverable map states. And the draft-first philosophy lives or dies by matchmaking quality — if counter-picking requires coordinated voice comms, solo queue may feel punishing.

Still, the preview's most telling observation is tactile: "watching the hundreds of soldiers dance around the screen didn't get old during the time I had to play. In fact, I felt like I was barely scratching the surface of an unexplored, complex new game system." That sense of unexplored depth — the feeling that the systems have more to give than the preview could uncover — is the strongest argument March of Giants has made so far.

ℹ️ Note: March of Giants is currently in development; no release date or platform confirmation has been announced. The preview was conducted on an in-development PC build.

For players burned out on 45-minute League games or intimidated by Dota's knowledge burden, March of Giants offers a tantalizing middle ground: the strategic density of the classics compressed into a lunch-break timeframe, with a battlefield that breathes and breaks under your command. Whether it can sustain that promise through live balance, monetization, and the inevitable meta calcification remains to be seen. But the foundation is genuinely novel — and in a genre this stagnant, novelty that respects the fundamentals is the rarest commodity of all.

wants to turn the arena into a battlefield
— lead designer

Frequently asked questions

How long do matches in March of Giants typically last?

Matches aim to take 30 minutes or less, with the game designed to have matches take roughly 20 to 30 minutes.

What is the main objective to win a match in March of Giants?

To win, you just take out two of your enemy's three final citadels.

What are requisition points used for in March of Giants?

The requisition is your money—used to upgrade your giant's own body.

What are battleworks in March of Giants?

Battleworks aren't just defenses, either, but ironclad tanks, cavalry charges, and airship soldier drops.

What kind of characters are available in March of Giants?

There's also a skeleton. A werewolf. A tree. A cthulhu. A… whatever a Trench Maw is.