Is Project Entropy Pay-to-Win? What F2P Players Should Actually Expect
Disclosure: this article links to an affiliate offer for Project Entropy.
The short version
- Verdict: partially. Project Entropy is not pay-to-win for the first several weeks or for casual and alliance-coordinated play, but it is pay-to-win at the top of competitive solo PvP and hero-banner power spikes.
- Where it's fair: early and mid-game PvE, base building, and alliance warfare — a coordinated free alliance can beat a disorganized whale-heavy one on numbers and timing alone.
- Where it isn't: individual leaderboard rank, limited-time hero banners, and any race that depends on being first to max a meta hero.
- The number that matters: Steam's own player base is split near 50/50 on this game (52% positive of 265 reviews), and monetization plus deceptive ads are the two complaints that show up over and over in the negative half.
- Best practice if you're free-to-play: pick a faction with strong free A-Rank heroes, join an active alliance instead of soloing, and treat every banner you miss as normal, not a setback.
Our full Project Entropy review covers the whole game — production values, the Steam-vs-mobile reception gap, minimum PC spec, feature set. This piece goes deep on one question we get asked more than any other about it: is it actually pay-to-win, or is that just the reflexive complaint every free-to-play strategy game gets? The honest answer needs more nuance than either a "yes" or a "no," so here's the breakdown, sourced to specific reviews and guides rather than our own hunch.
What "pay-to-win" actually means in Project Entropy
In Project Entropy, pay-to-win is real but narrow: it shows up as who wins individual leaderboard rank and who gets the newest meta hero first, not as a wall that blocks free players from finishing content.
That distinction matters because "pay-to-win" gets used as a catch-all for two very different problems in free-to-play games. One is a progression wall — content that's mathematically impossible to clear without spending (timers you can't wait out, stages tuned around premium gear). The other is a competitive ceiling — content you can access for free, but where the top ranks are reserved for whoever spends the most. Project Entropy's own Steam client doesn't gate story or base-building progress behind a paywall, and it doesn't run the aggressive build-timer economy that defines games like the mobile 4X titles it gets compared to most often. What it does have is a hero-banner gacha system and a VIP subscription tier that stack advantages at the top of the ladder. That's a competitive-ceiling problem, not a progression-wall problem — worse for people chasing rank #1, much less relevant for everyone else.
Where it's genuinely free-friendly
Free players clear all standard PvE content, and a coordinated free alliance can out-perform a disorganized alliance full of paying players — spending buys individual power, not coordination.
- No build-timer economy. One F2P-focused guide that logged 50+ hours as a strict free-to-play player on the Steam client and climbed two server rankings without spending calls the absence of pay-to-skip construction timers the game's single biggest free-to-play advantage — it removes what it calls "the biggest 'pay to skip' trap common in strategy MMOs" (gimaxo.com, "Is Project Entropy Pay to Win?"). We haven't logged that same 50-hour run ourselves yet — treat it as a third-party data point, not our bench result — but it lines up with our own read of the store listing and feature set in the full review.
- Star Ascension beats rarity. As we noted in our full review, the commonly repeated community tip is that a fully Star-Ascended A-Rank hero outperforms a base, 1-Star S-Rank hero. That means the efficient free-to-play spend of *time*, not money, is ascension materials on a smaller roster rather than gacha pulls chasing rarity. The same gimaxo.com guide frames the lowest VIP tier as "genuinely affordable" if you do spend anything at all, and explicitly recommends against buying resource bundles — the worst dollar-for-power ratio in the shop.
- Human Resistance as a beginner faction. Community guides consistently point new accounts to Human Resistance for its higher density of obtainable A-Rank heroes in the standard pool, meaning a competent early roster doesn't depend on lucky pulls.
- Alliance warfare rewards numbers and timing, not wallets. Multiple sources converge on this point independently: alliance-vs-alliance outcomes are decided by coordination and attack timing more than individual gear, which is why a 30-person free alliance can beat a smaller, whale-heavy one. One account reported watching whales "spend thousands and still lose alliance wars" against a coordinated free-leaning alliance. If your goal is server-map territory and alliance events rather than a personal leaderboard rank, spending stops being the deciding factor.
Where spending creates a real gap
Solo PvP rank and hero-banner meta picks are where money buys a measurable, hard-to-close lead — free players are commonly pushed out of the top ranks entirely, not just slowed down.
- Leaderboard rank has a spend floor. The same F2P-tracking guide that praised the alliance-warfare balance is blunt about individual rank: a free player can realistically reach the top 50 on a server, but the top 5 "needs spending." Limited-time event leaderboards show the same pattern — whales clear the top 100, free players typically land in the 100-500 range.
- Hero banners are the real paywall. Every 2-3 weeks a new banner introduces a limited-window meta hero. Whales pull dozens of times on premium currency to guarantee the hero; free players save currency for months and, realistically, miss some banners entirely. One cited example from player-shared screenshots put a single whale's hero-roll spend at roughly $500 in one banner cycle — an outlier, but not an implausible one for a gacha system built around limited-time FOMO.
- App Store reviews describe the same gap in plain language. "This game is good as long as you are VIP, for those f2p this game is a hard grind. You will get killed constantly by those who pay," reads one review pulled from the App Store's public review feed. Another: "rapidly becomes P2W — you can never have the nice strong highly rated golden stuff unless you pay real cash. F2P don't bother." A third, from a player who'd spent before: "When the game was functional it was pay to win and I was happy to spend some money bc it was fun, but now I regret that decision" — a complaint less about the pay-to-win structure itself and more about paying into a game whose support has since been questioned.
- Steam's review split tracks the same fault line. Steambase's review tracker puts Project Entropy at a Player Score of 52/100 across 265 reviews — 139 positive, 126 negative — which is about as close to a coin flip as a review score gets. Monetization pressure and, notably, complaints about the marketing that brought players in are two of the most repeated themes on the negative side, not fringe complaints from a small angry minority.
The advertising problem compounds the money problem
A meaningful share of Project Entropy's negative reviews aren't really about pay-to-win mechanics at all — they're about players feeling misled before they ever opened the app, which then colors every dollar they're asked to spend afterward.
In a Steam discussion thread about the game, players flagged what they called "AI slop" in the game's YouTube advertising and pointed out inconsistencies in claimed 2025 award names as evidence the marketing wasn't being handled carefully. One commenter summarized the game's post-revival state as "a bit more pay 2 win" than the version they remembered, while another criticized the roster depth on Steam specifically — "like 20 characters(units) available" at launch, despite marketing implying a much bigger game. None of that is a pay-to-win mechanic on its own, but it matters for this question: a player who feels ambushed by the ads that got them to install is far more likely to read ordinary gacha monetization as predatory, and far less likely to give the free-friendly parts of the game — the ones detailed above — a fair look. That's a marketing problem stacking on top of a monetization problem, and it's a large part of why Steam's score sits at 52% while mobile scores stay in the 4.1-4.4/5 range for what is fundamentally the same core game and the same monetization system.
A practical framework for playing free
If you're going in free, the decision that matters most isn't whether to spend — it's what you're optimizing for, because Project Entropy is fair for some goals and unfair for others inside the same game.
| Your goal | Is it achievable free? | What to do |
|---|---|---|
| Finish story/PvE content | Yes, no hard wall | Play at your own pace; there's no timer tax to skip. |
| Have fun in an active alliance | Yes, this is the strongest free path | Join a mid-size, active alliance early — coordination beats individual gear here. |
| Territory control / alliance wars | Yes, largely decided by numbers and timing | Show up for scheduled events; a 30-person free alliance can out-coordinate a smaller whale-heavy one. |
| Top 50 server rank (solo) | Possible, with disciplined resource use | Prioritize Star Ascension on A-Rank heroes over chasing S-Rank pulls; pick Human Resistance as a beginner faction. |
| Top 5 server rank (solo) | Realistically no | Accept the ceiling, or set a real budget if this specific goal matters to you. |
| Own every meta hero on release | No | Skip chasing banners; build depth in heroes you already have instead. |
A short checklist, if you'd rather have it as a decision tree before you install:
- Set your own goal first. "I want to enjoy alliance PvE and territory play" and "I want to be server #1" require completely different amounts of money in this game — decide which one you actually want before judging the monetization.
- Join an alliance in your first week. Soloing is where free players feel the pay-to-win pressure hardest; alliance content is where the playing field is closest to level.
- Spend time, not currency, on Star Ascension. If the community's repeated claim holds — and we validate that in our best heroes tier list — ascending A-Rank heroes is a better use of resources than pulling for S-Rank rarity as a free or low-spend account.
- If you do spend, cap it before you start. The cheapest VIP tier is the only purchase reviewers across sources consistently call reasonable value; resource bundles and one-off banner pulls are the fastest way to spend without a proportional gain.
- Don't chase every banner. Missing a limited hero is normal for a free account, not a sign you're falling behind in any way that affects PvE, story, or alliance play.
- Read reviews on the platform you're about to play on. Mobile (4.1-4.4/5) and Steam (52% positive) are, per our full review, close to different products in execution — judge the platform you'll actually use, not the aggregate.
Verdict: fair enough to play free, unfair if your goal is rank #1
Is Project Entropy pay-to-win? Partially, and specifically: it's free-friendly for story content, base building, and alliance-coordinated PvP, and it is genuinely pay-to-win for solo leaderboard rank and getting every new hero on release.
Play free if: your goal is an active alliance, territory play, and clearing PvE content at your own pace — none of that requires spending, based on the pattern across the reviews and guides cited here.
Set a hard budget or skip it if: your goal is specifically topping a server's individual leaderboard or owning every meta hero the day it's released — that lane is built around spending, and no amount of skill or Star Ascension optimization closes it entirely.
The number to remember: Steam's 52% positive score isn't really a verdict on whether the game is playable free — it's closer to a referendum on the ads that got half those reviewers to click install in the first place.
Try it free and see for yourself
Everything above is sourced to specific reviews, a third-party F2P playthrough, and Steam's own public review data — we're not telling you it's spend-free at every level, just exactly where the free lane ends.