March of Giants is poised to challenge the established MOBA landscape by merging traditional lane-based combat with unique strategic elements. Inspired by the gritty atmosphere of trench warfare, the game casts players as mythical giants commanding armies in 4v4 matches that aim to conclude in 30 minutes or less. Developers, some of whom previously worked on Rainbow Six Siege, are seeking to innovate within a genre often dominated by titans like Dota 2 and League of Legends.
The core gameplay loop involves contesting lanes, destroying enemy fortifications, and managing resources to upgrade giant champions and construct defensive or offensive structures. Unlike the rigid formulas seen in many MOBAs, March of Giants emphasizes player agency in shaping the battlefield. Players can deploy troops, build fortifications, and utilize unique giant abilities to control the flow of conflict.
Matches begin with players gathering experience and requisition points (money) from destroyed city sections. Requisition points are used to upgrade individual giants, while supplies fuel the construction of battleworks. These battleworks can range from defensive trenches and anti-giant bunkers to offensive units like tanks and cavalry. The destruction of buildings naturally creates a "no man's land," a dynamic element that prevents matches from becoming stalemates and reinforces the game's trench warfare theme.
Strategic depth is further enhanced by the game's approach to character design and customization. Each giant possesses a unique set of skills, and players can significantly alter their effectiveness through skill leveling order, itemization, and augment point allocation. This allows for diverse builds, enabling a single character to function as a support, a tank, or a damage dealer, encouraging complex team compositions and counter-picks during the draft phase.
Commanding soldiers is another key feature. A simplified two-key system allows players to direct their troops for scouting, resource gathering, or direct assault. Soldiers bypass standard targeting, dealing a unique, unresistable damage type. Giants can also imbue their soldiers with special properties, transforming them into werewolves, cultists, or ghosts, adding another layer of strategic unpredictability.
The ultimate objective is to destroy two of the enemy's three final citadels. While the map is designed to be more compact than those in other major MOBAs, promoting faster engagements, the developers aim for a balance between accessibility and the genre's inherent complexity. The emphasis on freedom in character builds and battlefield manipulation suggests a design philosophy that embraces emergent strategies, prioritizing buffs for effective counterplays over direct nerfs.
