March of Giants Roadmap Explained: Playtests, Giants, and What Comes Next
The March of Giants roadmap explained: 4v4 MOBA-RTS battles, 15 Giants, Battleworks, and how to join the game's upcoming playtests.
FAQ
Is there an official March of Giants roadmap yet?
How many Giants will be available at launch?
What makes March of Giants different from other MOBAs?
How do I get into the playtest?
How long is a typical match?
March of Giants at a Glance: The Pitch, the Studio, and the Alpha
March of Giants showed up with a hook that sounds almost too good: don’t just play a hero — command a walking fortress that leads an army of thousands. If you’ve been hunting for a concrete march of giants roadmap, the honest answer is that the developers have confirmed what is coming without publishing dated milestones yet. This guide breaks down every confirmed feature, every teased detail, and what a realistic march of giants roadmap probably looks like from here.
The core idea is scale. March of Giants is a 4v4 competitive game that bolts real-time strategy tools onto lane-battler MOBA bones. You don’t pick a champion; you pick a Giant — a super-soldier who brawls on the front line and simultaneously acts as a general for a swarm of tiny AI soldiers. Unit counts are measured in the thousands, not the dozens.
Reveal coverage credits the March of Giants Team with development, while the game’s public landing page sits on Ubisoft’s domain and has been serving a 404 error to visitors. That’s a discrepancy worth noting rather than guessing about — it suggests the marketing site is mid-rebuild while playtests take priority.
| Detail | What’s Confirmed So Far |
|---|---|
| Format | 4v4 competitive matches |
| Genre | MOBA + RTS hybrid with a shifting frontline |
| Developer | the March of Giants Team (per reveal coverage) |
| Official page | Hosted on Ubisoft.com, currently returning a 404 |
| Setting | A steampunk city scarred by endless war |
| Giants planned | 15 total — 10 at launch, 5 unlocked via challenges |
| Early access | Closed alpha window that ran through September 12, sign-up via Steam |
| Community hubs | Official Discord and the r/MarchofGiants subreddit |
How March of Giants Plays: A MOBA and an RTS Sharing One Body
Traditional MOBAs ask you to farm three lanes, time objectives, and win teamfights. March of Giants keeps the teamfight tension but loosens the map geometry. Because Battleworks — deployable trenches, bunkers, and tanks — let players physically rebuild terrain mid-match, the “lane” can collapse into a moving battle line.
That single change cascades into everything else. If the frontline shifts, static rotations stop working. Positioning becomes a live variable, and team coordination outweighs raw mechanical skill more than it does in a standard arena battler. Player experience from the alpha suggested that scattered teams lose to organized ones far more often than they lose to simply out-damaged ones.
| System | Traditional MOBA | March of Giants |
|---|---|---|
| Your character | Champion or hero | Giant (fighter + general) |
| Army units | AI minions on fixed waves | Thousands of AI soldiers under your direction |
| Map shape | Three static lanes | Shifting frontline shaped by Battleworks |
| Siege tools | Fixed structures | Deployable trenches, bunkers, tanks |
| Skill emphasis | Mechanics, timing, macro | Positioning, coordination, battlefield shaping |
If you’re coming from the RTS side, think of it this way: you get one extremely expensive unit and a constant stream of cheap ones, and you have to keep both alive while the ground beneath you changes.
Meet the Giants: 15 Commanders, 10 at Launch
Roster size matters a lot for any live-service roadmap, and March of Giants has drawn its line clearly: fifteen Giants total, with ten available at launch and the remaining five unlocked through in-game challenges. Each has a defined role, spanning damage dealers, frontline tanks, and support specialists.
That structure is good news for players worried about a thin launch roster. Ten playable Giants in a 4v4 format means a 160-combination grid from day one, which is a healthier starting spread than most new competitive titles manage. The five challenge-unlocked Giants also solve an old problem — giving progression-minded players something to chase that isn’t just a cosmetic.
| Giant Tier | Count | How You Get Them |
|---|---|---|
| Launch roster | 10 | Available immediately at release |
| Challenge unlocks | 5 | Earned through in-game challenges |
| Announced total | 15 | Full planned lineup |
| Role spread | Multiple | Damage, frontline, and support specialists |
Roles appear designed to complement rather than replace each other. A Giant who anchors a trench line plays a different game than one who pushes a flank with a tank escort, which means team composition conversations are likely to look more like RTS matchups than MOBA counter-picks.
Battleworks, the Shifting Frontline, and Why Maps Don’t Stay Still
Battleworks are the feature most likely to define how March of Giants feels a year from now. These are deployable battlefield structures — trenches, bunkers, and tanks — that players place during a match to reshape the map in real time. They aren’t set dressing; they’re the reason the frontline moves.
| Battlework | Primary Use | Why It Matters |
|---|---|---|
| Trenches | Fortify a line | Turns open ground into defensible terrain |
| Bunkers | Anchor a position | Protects AI soldier waves and support Giants |
| Tanks | Break a stalemate | Adds mobile firepower to a push |
The strategic implication is that a losing team isn’t automatically snowballed. If you can fortify the right choke point and buy time for your Giant to unlock its power spike, you can flip a fight. Community reports from the playtest period suggested matches often swung on a single well-placed bunker rather than a single lucky teamwipe.
This is also where the steampunk city setting earns its keep. Shell-scarred streets and ruined industrial blocks give Battleworks natural attachment points, so the map reads as a war zone rather than an abstract arena with lanes painted on it.
Building a Realistic March of Giants Roadmap: What Comes After the Alpha
To be direct: no dated, studio-published timeline exists yet. What follows is an informed projection based on how the alpha was structured and how comparable competitive games typically roll out. Treat it as expectation-setting, not a schedule.
| Phase | Likely Focus | What to Watch For |
|---|---|---|
| Alpha (closed) | Server stability, Giant balance, Battleworks tuning | Patch notes in Discord, invite waves |
| Beta | Broader stress testing, progression systems, challenge unlocks | Public sign-up openings, Steam page updates |
| Launch | 10 Giants live, ranked structure, tutorialization | Store page date confirmation |
| Post-launch Season 1 | 5 challenge Giants, new Battleworks, balance passes | Official roadmap graphic from the studio |
| Long-term | New Giants, maps, cosmetics, possible seasonal ranks | Community-driven feedback threads |
A few things are worth flagging as genuinely useful signals rather than noise. First, the five challenge-locked Giants are effectively a built-in content pipeline — expect them to trickle out rather than land all at once. Second, the alpha focused heavily on tuning, which historically means launch balance is closer than most genre launches manage. Third, any roadmap published after a 404-ing landing page should be treated as more reliable than the site’s current state.
For anyone who wants to verify details directly, the official March of Giants page on Ubisoft.com is the intended hub, though at the time of writing it returned an error and pointed visitors toward the community channels instead.
Where to Track the March of Giants Roadmap Yourself
The fastest way to stay current isn’t a news aggregator — it’s the places developers actually post. Here’s where to look, and what each channel tends to deliver.
| Source | Best For | Update Speed |
|---|---|---|
| Official Discord | Patch notes, dev replies, alpha announcements | Fastest |
| r/MarchofGiants subreddit | Community testing talk, bug reports, balance debates | Fast |
| Steam store page | Playtest access requests, system requirements | Medium |
| Studio social channels | Cinematic reveals, roadmap graphics | Slowest |
A useful habit: when you see a roadmap claim floating around, check whether it traces back to a dev post or a Discord announcement. Community-sourced timelines are great for spotting trends, but they frequently get mistaken for official plans.
Bullet-list takeaways for prospective players:
- Request playtest access on Steam early — alpha windows close without much warning.
- Join the Discord before launch, since balance discussions there tend to predate patch notes.
- Don’t over-invest in one Giant during a test period; roles are still being tuned.
- Watch for the tank deployable specifically — it’s the tool most likely to define the meta.
- Keep expectations realistic about dates until the studio posts its own roadmap.
For a wider view, our Pioneer Playtest guide, release date tracker, characters overview round out the picture from different angles.
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