Progression Fantasy

Gods of the Game Review: Phil Tucker's Best Alternative to Warformed

Reviewed Updated 3 min read

The verdict B-low
Worth the Credit Ongoing
Narrator
Adam Verner
Series
Gods of the Game — Book 1
Runtime
12 hrs 30 mins
Tropes
futuristic sci-fi, gladiatorial combat, advanced combat tech, sibling duo, underdog protagonists, enigmatic patron, sports progression, litrpg
Publisher
Audible Studios

What this series is

Gods of the Game is Phil Tucker's entry into a genre niche that doesn't have many good options: futuristic sci-fi progression fiction built around gladiatorial competition. The setting is 2442, the competition is Krieg Chess — a high-tech combat sport where players wield advanced technologies, develop latent abilities, and advance through a progression system modeled on chess piece ranks — and the premise is a classic rise-from-obscurity arc. Two refugee siblings, Charoen and his sister Jessie, are pulled out of a camp outside Oslo by an enigmatic billionaire named Virgil and funneled into the world of elite Krieg Chess. From there, it's training arcs, brutal rivals, escalating stakes, and the business of becoming something.

Think futuristic gladiatorial league with advanced combat suits and a power-level progression system, and you have the gist.

Phil Tucker, operating outside his best

If you found this review because you loved Immortal Great Souls and want to know if Tucker's other series delivers at the same level: the honest answer is no, at least not in Book 1.

Immortal Great Souls is the peak Tucker experience — a fully realized world, elite character work, and a cultivation system that rewards careful reader attention. Gods of the Game doesn't hit those heights in its opening entry. The writing quality is recognizably Phil Tucker — clean, competent, above the genre median — but the character work that makes Immortal Great Souls feel earned doesn't show up with the same force here. To put it plainly: Immortal Great Souls is probably Phil Tucker's best work, and this series doesn't match it, at least not yet.

That said, "not as good as Phil Tucker's best" is a real caveat that's worth keeping in perspective. B-low means: solid, worth listening to, just not pulling you to the next book the moment the credits roll.

The Warformed comparison

The clearest way to place this series is against Warformed: Stormweaver. I'd identify them as the closest available pair in the genre: futuristic settings, gladiatorial competition using advanced combat technology, protagonists working their way up through a formalized competitive hierarchy. The DNA is similar enough that fans of one will find recognizable elements in the other.

The main structural difference is the academy. Warformed's world is built around a training institution: the CADs program, the student advancement system, the school's political hierarchy, and a significant portion of what makes The Iron Prince compelling is watching Wyatt navigate that environment. Gods of the Game doesn't have that. Its competition is professional from the jump; you're in the league, not the school. The dynamic shifts accordingly: less underdog-among-peers, more new-kid-in-the-pros.

If the academy structure is specifically what you love about The Iron Prince, this won't replicate that. But if you're drawn to the core of what Warformed does (the futuristic setting, the powered-suit combat, the strategic progression through a ranked system), Gods of the Game gets close enough to scratch the itch.

The other dimension: Warformed releases extremely slowly, with gaps approaching three years between entries. If you've finished Fire and Song and you're waiting on Book 3, Gods of the Game is, by my assessment, the best option currently available in the same vein. That's a real recommendation. Not every series can be someone's primary pick, but being the strongest available alternative to a beloved S-tier series is meaningful in its own right.

Why B-low

The complaint isn't that Book 1 does anything egregiously wrong. There's no specific failure I'd point to, no character that annoyed me, no plot decision that felt off, no craft problem I could name. The critique is more structural: Gods of the Game Book 1 lays groundwork without making that groundwork feel urgent.

There's a version of a great first book where you finish and feel compelled to purchase Book 2 immediately. Gods of the Game Book 1 is not that. It's a solid setup, competently written, with an interesting world, doing everything a first book needs to do. It just doesn't generate that drive. It's worth finishing, and it earned its place on the listening list. It just didn't clear the threshold of "can't wait for the next one."

B-low captures that: good enough to credit, not good enough to urgently recommend.

The other note worth making: the original recommendation I received to try the series turned out to feel overhyped in retrospect. That's worth naming for anyone arriving on a strong recommendation: go in with tempered expectations and Book 1 reads better for it.

Reviewed through Book 1 (Book 2 unread). Verdict is provisional — the make-or-break is whether Book 2 delivers Tucker's usual escalation.

Reading order

Books in publication order. Cover links go to Amazon, affiliate-tagged, so you get the book and we get a small cut.

If you liked this, try…

  • Warformed: Stormweaver — the primary comparable: futuristic gladiatorial combat with advanced bio-mech suits (CADs). Warformed has an academy setting this series lacks, and releases far more slowly. If Warformed's pace is wearing you down, Gods of the Game is the closest thing in the genre.

Content notes

Combat violence throughout. The in-world sport involves gladiatorial combat using advanced technology.

Frequently asked questions

What is Krieg Chess?
Krieg Chess (German for 'war chess') is the in-world name for the futuristic gladiatorial sport at the center of the series. Set in 2442, it's a high-stakes competitive combat system where players wield advanced technologies and develop latent abilities, progressing through positions and ranks (pawns to knights to rooks to kings) in what amounts to a brutal, high-tech arena combat league with strategic overlay. It's the book's central conceit and what makes the series interesting: not just who can hit hardest, but who can outthink and outmaneuver at elite levels of competition.
How does this compare to Warformed: Stormweaver?
My explicit primary comparable, and for good reason. Both are set in futuristic societies where advanced combat suits or technologies serve as the power system for a gladiatorial competition format. The main difference is setting flavor: Warformed builds its world around an academy structure where students train, compete, and advance within a formal institutional hierarchy. Gods of the Game doesn't have that. The competition is professional from the start. You get the arena and the stakes without the school arc. If you love the iron-Prince setting specifically for the academy dynamics, this won't fully scratch that itch. If what draws you to Warformed is the futuristic combat tech and the rise-through-the-ranks progression, this hits close enough to satisfy when you're between Warformed books.
Is this LitRPG?
It's marketed as SciFi LitRPG (that's the subtitle: 'A SciFi LitRPG Adventure'), so yes, expect some system elements. The progression here is tied to the Krieg Chess competition framework rather than conventional character sheets, but there are advancement mechanics and ability unlocks as characters develop. It's lighter system crunch than heavy LitRPG like Defiance of the Fall, more progression fantasy with LitRPG scaffolding than pure stat-management fiction.
Is the series worth continuing past Book 1?
I think so. I put Book 2 on my list after finishing Book 1, which is my bar for 'yes.' Book 2 has stronger reader reviews than Book 1, which tracks with the typical Phil Tucker trajectory: he builds foundation in the opener and delivers in subsequent entries. The make-or-break for this series, for me, will be Book 2.