Fallen Haven

Moby ID: 1742
Included in

Description official descriptions

Turn-based strategy and tactics defines the gameplay for sci-fi game Fallen Haven. The game centers around humanity's defense of colony planet New Haven on the fringes of the galactic battleground. Taurans, the opposing alien race, arrive in force with dropships and advanced weaponry to try and unseat the well-entrenched human foe.

Gameplay begins with a strategic planning phase where research and development and logistical planning takes place. The tactical gamplay phase places more emphasis on fire and movement of a wide variety of human and alien infantry, vehicles, artillery, and flyers. Players can also build defensive fortifications, roadways, and bases to bolster their chances at victory.

The game features multiple difficulty levels, an expansive battle-map with 15 territories and can be played from either side (Human or Tauran). While the game is turn based its core mechanics play very similarly to a traditional real-time strategy game. Music included with Fallen Haven is CD quality techno that is well suited to the game style.

Groups +



Credits (Windows version)

32 People (24 developers, 8 thanks) · View all

Spanish translation
Project Lead
Lead Programming
Special Thanks to
Executive Producer
Design Support
Multimedia/Tools Support
Additional Animation
Quality Assurance Lead
Quality Assurance
[ full credits ]



Average score: 66% (based on 21 ratings)


Average score: 3.2 out of 5 (based on 12 ratings with 1 reviews)

A great example of why people shouldn't try to make a game they wouldn't personally play

The Good
The basic idea of a strategy game with a detailed tactical battle subgame has always intrigued me, and especially at the time this was not commonly done. The backstory was more interesting than the norm for non-RPG games, with a bit of irony.

The Bad
The actual play was tedious, primarily because the response time was just too darn slow. Also, the tech tree was extremely bland - at no point would a new invention actually change the tactics or strategy of the game. My overall impression was that the initial game concepts had been written up by a strategy gamer describing his or her dream game, but the game design and the entire implementation effort had been taken over by people who didn't understand what would make the game fun for the intended audience.

The Bottom Line
At the time, it was a big disappointment to me. The strategic tier was OK, the tactical game was OK too, but the slow response time and the overall lack of excitement or variety made it lose all appeal after only a few hours of play.

(If you watched the installation carefully, you could tell that the entire game was implemented as an MS Access database plus a graphical front end. I suspect that the horrible play speed was because every action had to be resolved using database scripting.)

Windows · by weregamer (155) · 2003


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Identifiers +

  • MobyGames ID: 1742
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Contributors to this Entry

Game added by rstevenson.

Game added June 23, 2000. Last modified January 29, 2024.