Songs of Silence A Review
- Igor Krivokapic
- Nov 3
- 6 min read

There is something irresistible about the role of a leader – the one who stands above the crowd and decides who will build, who will wage war, and who will make wood from the forest. Some call it "commanding," others a "god-complex," but for RTS veterans, it's simply – Monday. From Age of Empires to Total War epics, leading a civilization from a dusty hut to an empire has always been what made keyboards click while coffee boils on the stove.
Now, onto the stage steps Songs of Silence, a work by the German studio Chimera Entertainment, which decided to iron out the RTS genre a bit, adorn it, simplify it, and spice it up with cards, a turn-based system, and auto-battler fights. It sounds like a recipe for chaos, but a miracle of sorts – not only does this system work, but it occasionally even sings. Only at moments it sounds more like a karaoke version of Heroes of Might and Magic than a full-blooded concert.
In the mood for something different? Check out our Ninja Gaiden 4 review!
The Story Of Songs Of Silence
The story of Songs of Silence leads the player into a world where a mysterious force, known as "the Silence," devours everything in its path. Two campaigns, two nations, a bunch of factions and conspiracies, and one question: will this world speak again, or will it fall silent forever? The story is divided into two parts, each with five chapters, and serves as a guide through all the game's mechanics.

Newcomers will easily pick up the threads, while old RTS foxes will nod their heads contentedly because the game allows them to think several moves ahead. Wonderfully enough, the story is surprisingly well-written. The voice acting is of a high level, the tone is epic, and the atmosphere is reminiscent of classic Final Fantasy Tactics moments, which is no accident, as behind the music stands the legendary Hitoshi Sakimoto. The result? A game that could be played in the background of a D&D campaign. At the same time, waiting for the guy who is always late because he forgot his miniatures.
The main trick in Songs of Silence is that it packs RTS mechanics into a turn-based framework and leaves a lot to the cards. There are three types of cards, i.e., three pillars of the game: Strategy, Recruitment, and Battle. Strategy cards are used to build structures, repair resources, strengthen borders, or throw on magical effects.
A Strategic Hybrid That Actually Works
Recruitment cards are used to raise new units, while battle cards give a chance to fire fireballs at crucial moments, summon reinforcements, or raise army morale.
All this sounds like someone blended Civilization, Slay the Spire, and Heroes of Might and Magic III in a blender, added a bit of German discipline, and said: "Here's your RTS for 2025." And the best thing about all this is that it all works.
The system has its own rhythm, its own little tactics, even if it doesn't seem as deep as its older relatives, it can be infectious. On the world map, everything functions in turns. Armies have a limited number of moves per turn, and if you spend them carefully, you can even hide in the forest like a true Age of Mythology guerrilla. A quieter approach means half a turn, which means you can set ambushes for enemies or bypass them if you're not in the mood for losses.
Settlement and army management take place in another layer: here structures are built, heroes are upgraded, and units are recruited. Each hero has their own deck of magical cards that they can use on the map or in battle. This seems like a lot of work, but the game paces it smartly. The campaign teaches you slowly, like an old mentor who knows that generals must first learn to wear a helmet before they command. The system is clear, simple, and intuitive, which is both its most lavish praise and its most significant criticism at the same time. When two armies finally clash, Songs of Silence switches to auto-battler mode.
Streamlined Systems and the Spectator's View
So, you watch the fight, use cards at the right moment, and hope that your units are smart enough not to run straight to their death. The battles are beautiful to look at, especially with the fantastic music, but… after about ten hours, you realize there isn't much to do in them. Experienced RTS veterans who are used to micro-managing every pixel and commanding like Napoleon on caffeine will feel like spectators here.
You can speed up the tempo, you can pause the battle, and you can cast spells precisely, but after a while, the game starts to feel like watching a rerun of your favorite domestic series. You know who will win, but you still have to watch it to the end, hoping that the outcome will be different.
That, of course, doesn't mean the system is bad. On the contrary, everything works flawlessly – you wish it had more depth. In RTS terms, Songs of Silence is more Warcraft III: Tower Defense than Company of Heroes. Efficient, nicely packaged, but sometimes – too automated. Another interesting point (or problem, depending on who you ask) is that there is no diplomacy.
There are no alliances, negotiations, trade, or those moments when your ally betrays you five minutes before victory. Resources are not collected over the long term but are used as a one-time currency. On one hand, this makes the game faster and cleaner because there is no need for Excel tables and calculators. On the other hand, RTS purists will raise an eyebrow and say, "Well, where is that which gives the game its special flavor?" An RTS without resources and trade is like Command & Conquer without "Unit ready!" – everything functions, but the magic is gone.
Multiplayer Mayhem: The True Test of Strategy in Songs Of Silence

Here, the Skirmish mode steps onto the stage – up to six players, over a hundred maps, and endlessly many opportunities to turn all of that into a chaotic festival of moves. Here, Songs of Silence shows its true face – a system that may seem shallow in the campaign suddenly becomes lively and unpredictable when more human brains are on the same screen.
It's that old RTS magic: "What if I attack the left neighbor while he's attacking the right one?" Before you blink, the whole map is on fire, and someone is shouting that their keyboard is wet from coffee. If there is something that sets Songs of Silence apart from the sea of RTS clones, it's the artistic design.
The Art Nouveau style, with its hand-drawn details and lavish color palette, gives every screen the look of an exhibition in a fantasy museum. Every scene, dialogue, and battle looks like an illustration from a forgotten book of fairy tales. In an era when most games resemble those from the same Unreal five mold, this is a true refreshment.
In Conclusion
Songs of Silence is like an old vinyl record trying to be played on a modern gramophone – it creaks, crackles, but the melody can still be heard. It doesn't have the depth of old RTS classics, nor does it feature micro-management or diplomatic intrigues, but it has charm, style, and music that can soften even the toughest veterans of the genre. For a younger audience, it will be an ideal introduction to the world of strategies, and for the older generation, a friendly reminder that time flows relentlessly, but a good song always has its place in the minds of lovers.
Game Rating: 8/10
I would rate Songs of Silence an 8.0/10 because it is a beautifully crafted and innovative hybrid that excels in art, music, and accessibility. Still, it lacks the strategic depth and player control in battles that RTS purists may crave.
Age Recommendation:10+
I would recommend this game for kids ages 10 and up due to its strategic thinking requirements and fantasy themes, which are complex enough for pre-teens but lack the graphic violence or mature content that would necessitate a higher age rating. Songs of Silence is rated T for Teen on ESRB.
