1. Ultima V - PC
2. Ultima VI - PC
3. Might and Magic VI - PC
4. Realms of Arkania: Blade of Destiny - PC
5. Pool of Radiance - PC
6. Curse of the Azure Bonds - PC
7. Secret of the Silver Blades - PC
8. Pools of Darkness - PC
9. Gateway to the Savage Frontier - PC
10. Treasures of the Savage Frontier - PC
11. Champions of Krynn - PC
12. Death Knights of Krynn - PC
13. Dark Queen of Krynn - PC
14. Into the Breach - PC
15. Lords of the Realm - PC
16. Dark Sun: Shattered Lands - PC
17. Lords of the Realm II - PC
18. The Alliance Alive - 3DS
19. Shattered Steel - PC
20. Guacamelee! Super Turbo Championship Edition - PC
21. Battletech - PC
22. Pillars of Eternity: The White March Part I - PC
23. Pillars of Eternity: The White March Part II - PC
24. Bloodstained: Curse of the Moon - Switch
25. Pillars of Eternity II - PC
26. Dragon Ball FighterZ - PS4
27. Detroit: Become Human - PC4
28. Call of Duty: United Offensive - PC
29. The Last of Us - PS4
30. The Last of Us: Left Behind - PS4
31. Prey: Mooncrash - PC
32. Horizon Zero Dawn: The Frozen Wilds - PS4
33. Resident Evil 7 - PC
34. Resident Evil 7: Not A Hero - PC
35. Warhammer 40000: Dawn of War III - PC
36. Overwhelm - PC
37. Ashes of the Singularity: Escalation - PC
Ashes is an RTS that was built as a gameplay successor to Supreme Commander. Like SupCom it involves large battles that you can zoom out all the way on and a streaming economy. However, the scale isn't quite as large and the tech tree isn't as deep. Your forces come in three tiers; frigates, cruisers, and then your superheavy dreadnaughts which serve as the anchorpieces of your army. The game also does the economy slightly differently. In SupCom you got mass through building extractors on nodes that were distributed throughout the map, and got energy by building power generators in your base. You had the option of making more mass at the cost of a lot of energy through late game structures. In Ashes you instead have a series of control points to capture. Some of these points will have nodes on them, and when you've captured a point you get resources from those nodes. Then if you build extractors on the nodes you gain more resources. Not all points have nodes, but are still important to capture because you only gain resources from points that are connected to your base along the network. This also means that points that serve as a single linkage between groups are points you can capture to cut off your opponent's supply. There is a third resource that is generated by a structure you can build which is used for all your upgrades; increasing your supply cap, your damage and health, and some miscellaneous ones.
The major innovation this game brings to combat is the army system. If you have a group you can click a button and now the selected units will form into a single unit called an army. The most powerful unit becomes the army leader and everything will then maneuver around it as appropriate to engage in the optimal actions. This severely reduces the amount of micro you need to engage in, which is very welcome. It really helps keep the support units in line, as they will stay in the back where they belong, rather than racing forward because they have nothing to do as part of your attack move.
Unfortunately, the story is incredibly weak. One of the concepts isn't explored in any real way, and the game really wants about twice as much dialog to get across what it wants. It's a real shame, because C&C and StarCraft both do an excellent job of having a narrative to why you're engaging in army battles, whereas this game just puts in a tiny bit of window dressing as to what the specific objective of this one battle is, rather than in the overall context of the world. It's unfortunate, because there is an interesting idea here.