Skorm vs Greentide
Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.
Skorm
Engage in a turn-based strategy combat game on a hexagonal grid. Master ancient warfare tactics with shieldmen, archers, and horsemen to outmaneuver your opponents. Win by eliminating the enemy Warlord or capturing the central Gold Tile.
- Hexagonal grid battlefield
- Realistic combat strategies
- Ancient warfare tactics
- Play against friends or AI
- Multiple win conditions
- Diverse unit types
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Step onto the battlefield with Skorm, the next evolution of strategy board games. With a hexagonal grid and realistic combat strategies, it is the perfect balance of tactical depth and battlefield realism. Master ancient warfare, play against your friends, and dominate AI players. Skorm reimagines classic strategy board games like chess by using pieces and movements that mirror real world troops and combat. The game is based on the combat strategies of ancient armies, allowing players to control a troop of shieldmen, archers, and mounted soldiers. Players can employ real world tactics such as employing phalanx maneuvers, forming shield walls, volleying arrows over foot soldiers, and overwhelming opponents with strategic cavalry charges. The objective of the game is to achieve victory through strategic movement, clever positioning, and tactical decisions. Players can win by either eliminating the opponent's Warlord, or by capturing the central Gold Tile with their Warlord. Game Components: Each player starts with 15 pieces, including 5 Shieldmen, 5 Archers, 4 Horsemen, and 1 Warlord. Board: The hexagonal board features a top-down view, and players start with their Warlords at opposite corners. The colors of the tiles are not important to game play, except for the Gold Tile which is an important part of winning the game. Game Rules: Setup: • The starting player is randomly selected. • Each player takes turns placing their pieces on the board in a configuration of their choice within their designated starting area. Turn Structure: • After all the pieces have been set, players begin to take turns moving their pieces. • The first player to move will be the player that did not place the final piece on the board. • During a turn, a player can first perform unlimited rotations, and then must perform one of the following actions as detailed below: move, shoot, or capture. A player must move, shoot, or capture even if that results in them moving into danger. If a player is physically unable to perform one of these actions their turn ends after they have had a chance to perform any rotations.) Rotation: • At the beginning of each turn, any number of Shieldmen can be rotated for defiance, facing any of the six directions prior to moving a piece. • Once a shieldman has moved, he may rotate to face any direction prior to ending the player's turn. • The shieldmen are impervious to attack from the direction they are facing. This means Archers cannot shoot shieldmen facing their direction, and they cannot be captured from the direction they are facing (unless a horseman side-steps first). Shooting: • Archers can choose to either move or shoot but not both. • They can shoot any piece within a two-piece radius in a straight shot, and may shoot over the top of friendly or enemy pieces. • Archers cannot shoot Shieldmen facing in their direction but can shoot over their heads. Movement: • Players may move one piece per turn unless they have chosen to shoot instead. • Archers and Shieldmen can move one space in any direction. • Horsemen and Warlords can move one or two spaces in any direction. (Horsemen and Warlords may not “jump over” occupied tiles. They also may not move one tile and then return to their original tile in the same turn.) Capture: • Shieldmen, Horsemen, and Warlords may capture an opponent's piece by moving to their tile. The captured piece is removed from the game. • Shieldmen are impervious to capture in the direction they are facing. Players can win by: • Eliminating the opponent's Warlord, even if they move their Warlord into danger to do so. • Having their Warlord capture the central Gold Tile and surviving the opponent's immediate next move. • Capturing the Gold Tile with their Warlord when the opponent has only their Warlord and three other pieces left. This is an automatic win and the opponent does not get a next move in this scenario.
Greentide
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The orcs are not attacking. They are arriving — thousands at a time, a green river that walks straight at your base and does not stop. Your answer is the trench. Drag a finger along it and turrets rise where you touch: gunners for the line, flamethrowers for the choke, mortars lobbing over the wall, lasers that burn hotter the longer they hold. No mid-fight economy, no busywork — your build IS your strategy, and every choice was made before the first orc stepped in. HOLD THE LINE • Paint turrets along the trench with one finger — a line, not a grid • Seven turret types with real mechanics: burn, pierce, chain lightning, slow fields • Call in missiles, bombing runs, cryo strikes when the horde bunches up THE TREE IS THE WAR • Every run pays scrap — win or lose • A 50-node upgrade tree: caps, damage, base armor, golden orcs, death-blast blood • Offline salvage: cleared fronts keep earning while you're away BRING A FRIEND • Two-player co-op: one base, two trenches, one shared fate • Create a room, share a 4-letter code, hold the fork together • Your tree, your turrets — both players keep their own progression A CAMPAIGN WITH TEETH • Six fronts, fourteen stages, from a quiet meadow fence to the gates of the Keep • The horde grows from six hundred to a hundred and sixty thousand • Clean-clear every relic stage if you think you can THE LONG WATCH • An endless mode that never stops sending them, and never stops getting worse • Roads open one by one until they come from every edge of the map • Walk away mid-watch — it is exactly where you left it • Playable with a friend, same as everything else AND WHEN THE TREE RUNS OUT • Reforge: trade the finished tree for Honours that survive every wipe • Daily orders, twenty-two achievements, and a record that outlives the campaign No account. No energy timers. No forced ads. The orcs are enough.
Screenshots
Verdict
Skorm and Greentide are too close to call on the numbers: across 5 compared parameters — price, ads, in-app purchases and device support among them — neither pulls far enough ahead to decide it. What separates them is feature set and interface, not measurable difference.
Scored on Price · Rating · Positive reviews · Number of ratings · Update frequency · Ads · In-app purchases · Monetization · Best chart rank · Devices · Requires iOS
Both are free to download. Neither carries in-app purchases, so what you see is what you pay.
| Parameter | Skorm | Greentide |
|---|---|---|
| Price | Free | Free |
| Rating | 5.0 (2 ratings) — better | — |
| Number of ratings | 2 — better | — |
| Update frequency | Every 7 months | — |
| Ads | No | No |
| In-app purchases | No | No |
| Monetization | Free | — |
| Devices | iPhone, iPad, iPod | iPhone, iPad, iPod |
| Requires iOS | 15.1 | 15.0 — better |
| Further details — not scored | ||
| Size | 76 MB | 4 MB |
| Age rating | 4+ | 9+ |
| Developer | Loki Investments LLC | Artem Baygot |
In-app purchases
Skorm
No in-app purchases
Greentide
No in-app purchases









