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Warface: Clutch
DevelopersCrytek Kiev[a]
Blackwood Games (2019-2021)
MY.GAMES (2021–present)
Publishers
  • MY.GAMES (worldwide)
  • Astrum Entertainment (CIS)
EngineCryEngine 3
PlatformsMicrosoft Windows, Xbox 360,[2] PlayStation 4, Xbox One, Nintendo Switch
Release
  • Microsoft Windows
  • 21 October 2013
  • Xbox 360
  • 22 April 2014
  • PlayStation 4
  • 14 August 2018
  • Xbox One
  • 25 September 2018
  • Nintendo Switch
  • 18 February 2020[1]
GenreFirst-person shooter
ModeMultiplayer

Warface: Clutch (formerly known as Warface) is a free-to-play online first-person shooter video game developed by Crytek Kiev, co-produced by Crytek Seoul, and published by My.com.[3] The full version of the game was released on 21 October 2013 as playable in North America and Europe.[4] The game was developed with Crytek's in-house CryEngine 3. Warface: Clutch centers around online firefights in player versus player (PvP) matches, with microtransactions allowing players to purchase weapons, equipment, and cosmetic gear. The Xbox 360 port, which was developed by Crytek UK, was discontinued in February 2015. The console version of the game was relaunched for the PlayStation 4 and Xbox One in 2018 and on the Nintendo Switch in 2020. Members of the game's development team split from Crytek Kiev in February 2019 to form a new development studio, Blackwood Games, who will handle future development duties for Warface: Clutch.[5] A tactical shooter spin-off game named Warface: Breakout was released on 26 May 2020 for the PlayStation 4 and Xbox One.[6]

Gameplay

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Warface play area at IgroMir 2013

Classes and weapons

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Players can choose between five different classes: Sniper, Rifleman, Engineer, Medic, or SED (humanoid robot). Each class has its own specific combat role, with Medics reviving fallen and healing injured teammates, Engineers restoring and repairing armor and being able to revive SEDs, Riflemen providing additional ammunition, SEDs for suppressive fire and eliminating large groups of enemies in a short amount of time, and Snipers for engaging in long-range firefights.

Each class comes has its own unique weapons and equipment, often split into two categories. Riflemen can choose between a variety of assault rifles and light machine guns, and have the ability to distribute ammunition to themselves and other players. Snipers can wield bolt-action and semi-automatic marksman and sniper rifles. Medics have access to automatic and pump action shotguns, as well as the ability to heal and revive teammates. Engineers can use SMGs and personal defense weapons, and can replenish armor, place explosive mines, revive SEDs and quickly interact with explosives. SEDs however, are different as they have access to heavy weaponry, as well as a grenade launcher that does medium damage along with a flash effect.

Every class carries a secondary firearm, and an additional melee weapon. Each soldier's tool belt is supplied with a hand grenade, and can be modified or expanded with extra smoke or flash-bang grenades. The Engineer can also carry anti-personnel mines. Weapons have customization slots that can be used to outfit a firearm with scopes, bipods, handles, flash guards, and suppressors.

Game modes

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Players can compete online in PvP matches. [Such as: Team Death Match, Free For All, Storm, and many more.] Or combine their efforts against AI-controlled enemies in PvE battles, as well as Spec Ops. As players complete matches and missions, they can earn Experience Points, Warface Dollars, and Vendor Points. The amount of rewards earned varies depending on the number of players, the mission played, the mission's duration, the amount of checkpoints, and other criteria.

In-game currency

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Warface Dollars can be used to rent weapons, and purchase armor and other items. Experience Points allow each player increase their personal Rank (level) in the game. Vendor Points are used to progress through the Arsenal tree, which features three categories of items that are unlocked in line with the player's in-game progression: Weapons, Attachments, and Equipment. VIP Booster Packs, which can be purchased from the in-game store, allow the player to earn additional Experience Points, Warface Dollars, and Vendor Points after a match. Another form of in-game currency, Kredits,(Ks) are a premium currency that allow the purchase of the VIP Booster packs, player skins, bundles, special weapons, and more. Kredits are purchased with real-world money and are often required to purchase high-end items including but not limited to: golden guns, skinned guns, boxes, and armor.[citation needed]

Development

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Promotion at Gamescom 2015

In August 2011, Crytek announced that Warface would be released for PC in Western markets in 2012.[7] In February 2012, the game was announced to be published by Nexon in South Korea and Taiwan. The game was released for its open beta stage on Mail.Ru's game client in Russia.[8] In July 2012, Trion Worlds announced itself as the publisher of the game in the United States, New Zealand, Turkey, Australia, and Europe.[9] The closed beta version of Warface was released in western markets on 17 January 2013.[10]

On 28 August 2013, Crytek announced that Warface would be released for the Xbox 360 in early 2014.[11] The game was released for the Xbox 360 on 22 April 2014.[12] On 3 December 2014, Crytek announced that it would cease support for the Xbox 360 version of the game, with support being fully withdrawn on 1 February 2015.[13]

Warface was released for PlayStation 4 on 14 August 2018[14] and for Xbox One on 25 September 2018.[15] In November 2018, the game added a Battle Pass to the PC version of the game known as 'The Syndicate'.[16]

In February 2019, the game's development team formed a new studio, Blackwood Games, which would take over further development of Warface from Crytek Kiev.[5]

Reception

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Warface received "mixed or average" reviews from critics, according to review aggregator Metacritic.[17][18]

Awards

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Notes

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References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Warface: Clutch (formerly known as Warface) is a online that emphasizes class-based multiplayer , including intense player-versus-player (PvP) modes and cooperative player-versus-environment (PvE) missions and raids. Players select from five distinct soldier classes—, , , , and —each equipped with unique weapons, gadgets, and tactical abilities to suit different playstyles, such as frontline , support, , long-range precision, or high-tech . The game features a vast customizable arsenal of hundreds of realistic weapons, modules, and equipment, set in a near-future world devastated by , where players join the elite private military unit Warface to battle the oppressive corporation Blackwood. Originally developed by Kiev and released for Microsoft Windows on October 21, 2013, Warface quickly gained a global audience with its fast-paced action and team-oriented mechanics. Console versions followed, launching for and in 2018, and in 2020, expanding its accessibility across platforms. In 2017, publishing rights for and shifted to My.com (later rebranded as ), which oversaw ongoing updates and content expansions. By 2019, the core development team, led by creative director Michael Khaimzon, departed to establish the independent studio Blackwood Games, continuing work on the title under . In 2021, assumed direct development responsibilities following Blackwood Games' departure. In November 2023, the game underwent a significant to Warface: Clutch, marking a new era focused on unifying PC and console experiences, introducing enhanced ranked matches, new weapons, and large-scale updates to align content and patches across platforms. This relaunch also involved separating the game into two independently developed titles to better cater to global audiences, with Warface: Clutch targeting PC and console players worldwide while maintaining its core emphasis on competitive and cooperative play. Over the years, the game has amassed millions of players through its model, supported by microtransactions for cosmetic and gameplay enhancements, and regular seasonal events like the Northern Lights update.

Gameplay

Classes and equipment

Warface: Clutch features five playable classes, each tailored to specific combat roles that emphasize and strategic customization through unique abilities and . These classes form the backbone of player loadouts, with primary weapons restricted by class type to reinforce their intended playstyles, while secondary weapons like pistols and options are more universal. Class-specific gadgets and perks enhance role fulfillment, influencing stats such as , movement speed, and resistances, and advanced is unlocked via rank progression and in-game currencies like Warface Dollars or crowns. The serves as the versatile frontline assault class, wielding assault rifles for effective mid-to-long-range engagements. Its core allows deployment of ammo crates to resupply for all teammates, ensuring sustained combat capability in team scenarios. Rifleman equipment includes and grenade launchers for area denial, with armor sets offering balanced health and speed stats alongside perks like improved reload times or minor explosive resistance to support aggressive advances. In , Riflemen lead assaults while bolstering allies' , creating opportunities for coordinated pushes. The functions as the primary support class, focused on ally preservation using shotguns for close-range protection during advances. Key abilities involve tossing health packs to restore health and wielding a defibrillator for quick revives of downed teammates, directly amplifying team endurance in intense firefights. Medic gadgets emphasize mobility, with armor providing slightly elevated speed for rapid response and perks such as reduced ability cooldowns or enhanced healing output. Medics excel in team play by keeping squad members operational, often positioning near objectives to maximize support efficiency. The acts as the utility and defensive specialist, employing submachine guns (SMGs) for mobile close-quarters combat while setting up support structures. Signature abilities include using repair kits to restore armor integrity for the team and deploying directional mines or automated sentries to control chokepoints and deter enemies. Engineer loadouts feature gadgets like boost pads for speed enhancements, with armor sets granting higher health pools or explosive resistance and perks for accelerated device placement. Within teams, Engineers fortify positions and maintain ally durability, enabling bolder tactics from other classes. The is the precision long-range operative, equipped with sniper rifles to neutralize distant threats and disrupt enemy formations. While lacking direct support gadgets, the class leverages high-accuracy and environmental awareness for spotting and eliminating key targets, often using secondary shotguns for self-defense. Sniper armor emphasizes stealth and stability, with perks improving aim stability or effectiveness, paired with standard mobility stats suited for repositioning. In collaborative play, Snipers provide and intelligence, allowing teammates to exploit revealed vulnerabilities without direct ability dependencies. The (Special Explosives Device), a robotic heavy class unlocked through player progression, specializes in ordnance and via heavy machine guns. Its abilities encompass unassisted for independent access to , deployment of charges to breach barriers or damage foes, and inherent resistance to knockdown effects for frontline durability. SED equipment includes modular grenade launchers combining and flashbang impacts, with armor delivering superior protection and stamina at the cost of reduced speed, plus perks for overheated weapon management. As a team anchor, the SED delivers overwhelming and utility for breaching, synergizing with support classes to enable aggressive maneuvers.

Weapons and modifications

Warface features a diverse of weapons divided into primary, secondary, and categories, each tailored to specific combat roles and ranges. Primary weapons include assault rifles, which provide balanced accuracy and reload speed suitable for mid-range engagements, such as the used by class. Heavy machine guns, also primary for Riflemen, emphasize over precision, covering large areas but with slower reloads and lower accuracy, exemplified by models like the M249. Submachine guns (SMGs) excel in close-quarters combat with high fire rates but reduced accuracy, primarily for Engineers, including the PP-2011 Kedr-Para. Shotguns, favored by Medics, deliver devastating close-range damage through automatic or pump-action variants like the AA-12. Sniper rifles round out primary options for the class, with bolt-action types offering high power at long distances, such as the M24, contrasted by automatic variants for faster follow-up shots. Secondary weapons consist of pistols available to all classes for backup, while tools like the Executor Knife provide silent, instant kills in close proximity. Weapons in Warface operate on a rental or permanent acquisition model to balance accessibility and progression. Rental weapons, obtained using premium currencies like Warface Dollars or Crowns from the in-game store, provide temporary access—typically lasting days or weeks—allowing players to test high-end gear without long-term commitment. Permanent weapons, unlocked through achievements, vendor contracts, or direct purchase with the same currencies, require periodic repairs using in-game resources to maintain usability, unlike rentals which do not degrade. This system encourages strategic spending, as permanent unlocks integrate into long-term loadouts without expiration risks. The modification system enhances weapon customization, allowing players to alter stats through modular attachments earned via gameplay, contracts, or tasks. Mods are categorized by weapon type—ensuring attachments differ from those for shotguns—and rarity levels from Common to Legendary, with higher tiers offering greater bonuses like increased damage, accuracy, or reduced recoil, though some introduce trade-offs such as lowered movement speed. Slots for mods unlock progressively with weapon mastery levels, originally limited to three per weapon but expanded to nine in the Fall 2025 update, enabling simultaneous equipping of diverse perks like extended magazines or stabilized barrels. Mastery now reaches up to 100 levels, with mod parts accumulated for upgrades—up to 10,000 for Very Rare tiers—and success rates for obtaining rarer mods improving after failures, culminating at 100% for certain attempts. This depth allows fine-tuning for playstyles, such as prioritizing recoil reduction for sustained fire. Weapon balance receives regular adjustments to maintain fairness and meta evolution, with notable changes in 2025 addressing overpowered or underutilized arms. In February 2025, the PP-2011 Kedr-Para SMG received a buff from 120 to 125, alongside multiplier tweaks and a revised "Body Damage" mod that now focuses purely on without accuracy penalties, enhancing its close-range viability. The same update nerfed shotguns like the SXP Defender by reducing its effective range and pellet , while buffing fire rates on SMGs such as the from 880 to 950. Fall 2025 further refined the mod system by nerfing universal perks—reducing reload speed bonuses from 25% to 15% and rate-of-fire mods from 20% to 15% for select categories—to prevent over-domination, alongside buffs to weapons like the 1887 for broader meta inclusion. These updates, implemented via seasonal patches, ensure ongoing viability across the arsenal without favoring pay-to-win elements excessively.

Game modes

Warface offers a diverse array of player-versus-player (PvP) and player-versus-environment (PvE) game modes designed to leverage class abilities and weapon loadouts in objective-based and elimination-focused gameplay. PvP modes emphasize competitive team dynamics, while PvE modes promote cooperative strategies against AI opponents. In PvP, Team Deathmatch pits two teams against each other to reach a predetermined kill count first, rewarding aggressive positioning and class-specific firepower. Plant the Bomb requires one team to plant and defend an explosive device at a target site while the opposing team attempts to defuse it, testing defensive setups and timed assaults. involves capturing and holding multiple flags in sequence to score points, favoring mobility and area control with and classes. Free-for-All is an individual elimination mode where players compete solo for the highest kill tally, highlighting versatile weapon handling across all classes. Destruction mode challenges teams to demolish enemy targets using coordinated strikes, often utilizing rifleman demolition tools. Domination focuses on capturing and maintaining control points to accumulate scores, promoting strategic holdouts with support from multiple classes. Hunt, also known as , tasks one team with eliminating a designated VIP player on the opposing side while the VIP's team protects them, emphasizing and synergies. Game advances players through a sequence of weapons by achieving kills with each, culminating in a final weapon for victory and showcasing rapid adaptation to different arms. Battle Royale shrinks a large play area over time, with teams fighting to be the last standing amid resource scavenging and ambushes. PvE modes center on narrative-driven , including and solo options. Co-op missions are story-based operations where up to five players tackle AI-controlled enemies through varied objectives like extraction or , scalable across six difficulty levels. The Solo Campaign mode, introduced in Fall 2025, allows individual players to experience these narrative missions alone. Raids feature large-scale boss encounters demanding precise role assignments among classes to overcome escalating threats and mechanics. provide ranked challenges with tiered difficulties, offering higher rewards for flawless completions and testing advanced team coordination. Maps are designed with environmental variety to suit mode objectives, including urban settings like "Downtown" for close-quarters combat, arctic landscapes such as "Black Ridge" for long-range engagements, and futuristic arenas like "Blackwood Outpost" for objective defense. Layouts incorporate mode-specific elements, such as bomb sites in industrial zones or capture points in open terrains, enhancing strategic depth. As of 2025, updates have refined these modes for better engagement; for instance, Plant the Bomb received enhanced audio cues with progressively intensifying explosion sounds to build tension during defusal attempts. The PvE rework, culminating in Part 3 during Fall 2025, introduced balanced difficulty progression, seasonal reward systems, and refined challenge mechanics across co-op missions and . These changes, alongside class synergies like medics aiding in objective holds, maintain fresh tactical opportunities without altering core weapon performance.

Economy and progression

Warface: Clutch employs a economy built around three main currencies: Warface Dollars (WF),Kredits,andCrowns.WF), Kredits, and Crowns. WF serve as the primary in-game currency, earned by completing missions in Co-op, Versus, and Special Ops modes, with additional bonuses for achieving wins and objectives; they can also be obtained through contracts, VIP or Mega VIP boosters, or purchased using Kredits. These dollars are spent on basic weapons, armor, gear, random boxes containing surprise items, and premium access to the . Kredits function as the premium currency, exclusively acquired through real-money purchases via the in-game shop or "Buy K" , and are used to obtain weapons, equipment, item customizations, event participation, temporary item extensions, WFincreases,boostersforfasterrankprogressionorenhancedWF increases, boosters for faster rank progression or enhanced WF earnings, random boxes, and appearance-only skins that provide no advantages. Crowns, earned based on performance in Co-op missions—factoring in completion time and kill scores—are dedicated to acquiring unique seasonal PvE rewards, such as knives and skins, from the PvE shop, with daily resets allowing accumulation up to a maximum. Player progression centers on a linear rank system beginning at level 1, where experience points (XP) are gained primarily at the end of Co-op and Versus matches to advance through 100 regular ranks, unlocking classes, game modes, and milestone rewards like weapons, gear, 10,000 WF$, or 5,000 Crowns at key points such as level 100. Beyond rank 100, prestige levels extend the system to a total of 1,000, resetting at the conclusion of each season (typically 60 days) while preserving regular rank progress, with revised XP requirements enabling faster advancement compared to prior systems. This replaced an older vendor point-based unlock mechanic, integrating relevant items directly into rank rewards and removing outdated ones. Weapon mastery complements overall progression by allowing players to level up specific weapons and devices through mastery points earned in battles based on usage and survival time, thereby unlocking modification parts for upgrades that tailor performance to individual playstyles. The seasonal accelerates rewards and advancement, comprising 25 regular levels and 175 additional progression levels, with free access providing baseline items and premium tiers—starting at 99 Kredits for basic access and scaling up for boosts like +100% XP or task skips—offering enhanced gear, class-specific contracts, and Battle Pass coins redeemable in the seasonal shop for weapons and parts. progress accumulates via match participation, daily tasks (expandable with premium access), and contracts that yield items like seasonal weapon boxes or 500 Crowns, ensuring accelerated earning of currencies and exclusives without mandatory purchases. The monetization model supports accessibility, with Kredits enabling optional conveniences and but no direct pay-to-win progression, as core unlocks remain achievable through gameplay. In Fall 2025 updates, the PvE shop was revamped to include random part boxes purchasable with Crowns for varied rewards, alongside to past-season knives and skins without rank limits, while weapon mastery levels increased to support earning up to 10,000 parts for complete mod upgrades, and shop pricing was adjusted to balance currency value with player effort.

Development

Origins and early production

Development of Warface began in 2007 at Crytek's studio in Kiev, , as the company's first venture into an online multiplayer , marking a departure from its previous focus on single-player titles like the series. The project was initially developed as a new using an early version of the , with the goal of creating high-fidelity visuals for a competitive online environment. This shift to multiplayer presented challenges in balancing graphical demands with accessibility for a broader audience, as Crytek aimed to adapt its engine for distribution without compromising core visual strengths. Crytek formally revealed Warface on November 25, 2010, positioning it as a cinematic shooter set in a near-future world, co-produced by the company's studio to target markets. The model was a key decision, inspired by the success of similar games in , where through microtransactions could support ongoing content updates and player progression. In December 2010, partnered with to publish and operate the game in , emphasizing its potential to deliver a revolutionary shooting experience tailored to that market. Key milestones followed in 2011 and 2012, including a publishing deal with in December 2011 for and the , which facilitated localized testing and operations. Beta testing commenced in in April 2012 through 's platform, achieving rapid adoption with record-breaking preliminary results in the local market. These partnerships underscored Kiev's leadership in production, supported by Seoul's contributions to content design suited for episodic, mission-based gameplay. By late 2012, the game's closed beta in had attracted millions of users, validating the free-to-play approach and paving the way for global expansion. In February 2019, the core development team at Kiev, led by creative director Michael Khaimzon, departed to establish the independent studio Blackwood Games, which took over further development of Warface under publisher . In 2021, the team transitioned again, forming Pixagon Games to continue leading the project's evolution, including technical updates and content expansions.

Technical aspects and engine

Warface is built on Crytek's proprietary CryEngine 3, a renowned for its advanced rendering capabilities that deliver high-fidelity graphics suitable for fast-paced shooters. This engine powers the game's visual pipeline, incorporating features such as high-resolution textures, HDR rendering, , and light-shaft effects to create immersive environments. Particle effects enhance combat realism, simulating explosions, smoke, and weapon fire with dynamic interactions, while ensure responsive character animations upon impact. Although CryEngine 3 supports destructible environments and dynamic lighting, Warface employs these selectively for performance, with pre-baked lighting in most maps and limited environmental destruction to maintain frame rates during multiplayer sessions. Core systems include a multiplayer designed for low-latency PvP, which underwent significant updates in to improve connection stability and reduce lag for global player matching. This leverages 3's networking framework to handle class-based PvP modes efficiently, minimizing desynchronization in team-based encounters. For PvE missions, the engine's advanced AI system governs enemy behaviors, enabling coordinated tactics like flanking and objective defense in co-op scenarios. Cross-platform optimizations were introduced later to support console ports, adjusting rendering pipelines for hardware like and while preserving PC-level visual fidelity through scalable presets for shadows, shaders, and physics. The game's technical foundation evolved from an initial PC-centric design, focusing on broad hardware compatibility to achieve 60 FPS at on mid-range systems like those with a GTS 250. Console adaptations in 2018 and beyond involved engine tweaks for controller input and reduced draw distances, ensuring consistent performance across platforms without cross-progression until later crossplay implementations. By 2025, updates enhanced the mod system by rebalancing device bonuses and removing negative effects from non-unique mods, alongside player and mastery XP rebalances to streamline progression without altering core engine mechanics. Early technical limitations, such as bugs causing queue resets and balance issues in PvP modes, were prevalent at launch and addressed through iterative patches. For instance, 2025 updates fixed incorrect match wait times in event modes and resolved entry kicks in ranked matches, improving overall stability via server-side optimizations. These fixes, combined with refinements, mitigated desync problems and ensured more reliable PvE AI responsiveness in missions.

Release

Initial launch and distribution

Warface underwent a phased rollout beginning with regional betas in and before its global expansion. A closed beta launched in on September 15, 2011, operated by , marking the game's initial and allowing early player testing in one of its key markets. This was followed by an open beta in in April 2012 through Mail.Ru, which quickly gained traction and set benchmarks for shooters in the region. A closed beta for western markets opened on January 17, 2013, gathering community feedback ahead of the full release. The official launch occurred on October 21, 2013, in and , published by Trion Worlds. The game adopted a distribution model exclusively on PC, accessible via 's Gface launcher (later rebranded as My.com), emphasizing microtransactions for and progression boosts while keeping core content accessible without payment. Early phases prioritized closed and open betas to refine based on player input, with incorporating feedback on balance, , and content pacing before the western debut. Marketing efforts highlighted Crytek's reputation from the series, positioning Warface as a high-fidelity alternative with 3 visuals. Trailers debuted at 2011 and 2012, showcasing cooperative missions and multiplayer modes, earning the game the Best Social/Casual/Online Game award at the 2012 event. Regional strategies included a publishing deal with in February 2012 for , , and later in 2013, tailoring localization and promotions to Asian audiences. Upon launch in , Warface achieved record-breaking metrics, surpassing 1 million registered users by May 2012 and peaking at 28,000 simultaneous players, establishing it as a market leader for MMOFPS titles in the region. These early successes validated the model and informed global rollout strategies.

Platform expansions and rebranding

Following its initial PC launch, Warface expanded to consoles starting with the version, which was released on October 9, 2018. The port followed shortly after, launching on September 18, 2018, with beginning in August of that year. The game arrived on on February 18, 2020, featuring adaptations for the platform's hardware, including optimized performance for portable play. Mobile ports were introduced via , a dedicated version for Android and devices, which launched on January 15, 2020, offering team-based PvP modes tailored for touch controls. In 2019, the Warface development team at Crytek Kiev separated from the parent company to establish Blackwood Games as an independent studio, continuing support for the title under publisher MY.GAMES. Blackwood Games handled ongoing development under MY.GAMES. At the time, MY.GAMES operated as a subsidiary of VK Company, though it was sold to LETA Capital in 2022. The game underwent a significant to Warface: Clutch on November 9, 2023, aimed at refreshing its identity and preparing for future expansions, including a new logo and updated systems like ranked matches and weapon contracts. This also involved separating the franchise into two independently developed titles, with Warface: Clutch targeting global PC and console players. This shift marked a new era for the franchise, with the rename becoming official on December 5, 2023. As of 2025, Warface: Clutch continued receiving platform-specific updates, such as the Fall 2025 roadmap for consoles, which introduced the second phase of improvements for faster queue times, a new device, further PvE mission reworks, and enhancements to the PvE shop for better reward accessibility. The PC version's Fall 2025 updates similarly focused on flexible options, allowing solo, friends-only, or general queues in PvE content. Cross-platform play was implemented across console versions, enabling , /5, and players to join matches and missions together since 2021. However, the PC and mobile versions remain separate, without crossplay integration to the consoles.

Reception

Critical reviews

Upon its initial release, Warface garnered mixed critical reception, with aggregate scores reflecting a competent but unremarkable shooter. The PC version holds a score of 62/100 based on 17 critic reviews, categorized as mixed or average, while the and ports each scored 60/100 from a smaller pool of four critics apiece. Critics commonly praised the game's PvE modes for their depth and variety, highlighting dramatic missions that emphasized and scaling difficulty, as well as the strong visual delivered by the . However, frequent criticisms targeted the aggressive monetization model, including purchasable boosters, weapon rentals, and respawn tokens that encouraged spending to maintain progress, alongside balance issues that favored paying players in competitive modes. Key reviews underscored these strengths and shortcomings. PC Gamer awarded the PC version 58/100, describing it as "fun but repetitive" with capable co-op elements that evoked nostalgia, yet faulting its middling maps, lack of originality in an oversaturated genre, and intrusive mechanics that disrupted fair play. Similarly, outlets like Gaming Nexus noted functional versus modes and engaging co-op despite bland design, but lambasted the grind-heavy progression and dysfunctional that amplified pay-to-win frustrations. Over time, critical opinions evolved modestly through post-launch patches and platform updates, with early mixed reception improving slightly as developers addressed technical issues like optimization and on consoles.

Commercial success and player base

Warface has demonstrated significant commercial success through its model reliant on microtransactions for weapons, equipment, and cosmetic items, generating substantial primarily from regions like and . As a flagship title for publisher , Warface contributed to the company's overall growth, with MY.GAMES reporting $474 million in total earnings for 2019 and $562 million in , driven in part by the game's performance during the global pandemic. The franchise saw particularly strong U.S. increases of 400% year-over-year in Q2 , highlighting the effectiveness of its strategy in Western markets. On , Warface: Clutch has estimated gross of approximately $38.6 million, underscoring the game's sustained financial viability despite competition from other shooters. The game's player base has grown steadily since launch, reaching over 85 million registered accounts by 2020 and exceeding 120 million worldwide as of 2023. In 2025, the console versions on PlayStation and added 13 million users within a year, contributing to ongoing growth across platforms. On , Warface: Clutch maintains a mixed reception with 66% positive reviews from over 81,000 user ratings as of late 2025, reflecting a dedicated but polarizing . Concurrent player counts on hover around 250-300 daily in 2025, with monthly active users ranking it #878 among games per Newzoo data, indicating sustained but modest activity on PC compared to peak years. Regionally, Warface has achieved dominance in through integration with the Mail.Ru (now VK) ecosystem, where it amassed over five million registered users by 2012 and set early records for player engagement in the local market. In , initial popularity was boosted by Tencent's exclusive operation from 2010 until 2015, introducing the game to a massive audience before operations ceased. Post-rebranding to Warface: Clutch, the title has seen emerging growth in the West, particularly on consoles and , supported by platform expansions. events, such as the Special Operations Cup in 2025, have further enhanced engagement, drawing competitive teams and boosting community retention in core markets like the CIS region. The game's longevity stems from consistent updates, including weapon balance tweaks like adjustments to the AS50 and new modes introduced in October 2025, which help maintain a core audience amid evolving competition in the FPS genre. These regular content additions, combined with seasonal events, have ensured ongoing player retention, even as overall concurrent peaks have moderated from early highs.

Awards

Warface garnered notable recognition during its pre-release and early launch phases, particularly for its structure and CryEngine-powered visuals. These accolades helped generate buzz ahead of its global rollout. At Gamescom 2012, the game won the Best Social/Casual/Online Game award, praising its innovative online multiplayer features and accessibility. This honor, announced on August 24, 2012, highlighted Warface's potential to redefine free-to-play shooters through cooperative and competitive modes. In November 2012, at South Korea's G-Star expo, Warface received the Inven Award for Best FPS Game, selected by a panel from the prominent gaming site Inven for its superior first-person shooter mechanics and visual fidelity. The award emphasized the game's CryEngine 3 graphics and engaging PvP and PvE content, distinguishing it among competing titles. Earlier that year, at the Russian KRI Awards in May , Warface claimed both Best Game of and Best Graphics of , awarded by industry professionals for its overall excellence and technical achievements shortly after its Russian closed beta launch. These wins underscored the model's appeal in emerging markets, with over two million registered users already by mid-. Warface was also nominated as a finalist for New IP at the Develop Awards , recognizing its fresh take on the shooter genre in the online space. These early awards, centered on the game's innovation and visuals, significantly boosted marketing efforts for its launch, fostering initial hype in and Asia. While no major industry awards followed after 2015, the title has seen ongoing community-driven events, such as cups and regional community tournaments, affirming its enduring competitive scene.

References

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