Progression Fantasy
Gods of the Game Review: Phil Tucker's Best Alternative to Warformed
- 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
- Sub-genre
- Progression Fantasy
- 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?
How does this compare to Warformed: Stormweaver?
Is this LitRPG?
Is the series worth continuing past Book 1?
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