
A massive-scale real-time strategy game where you command entire armies on a dynamic battlefield. Conquer multiple worlds across several single-player campaigns; or play with your friends in multiplayer combat.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Sep 8 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 823 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm only downvoting because this was recommended as a great RTS *Single Player* game. The campaigns took about six hours to go through. I'm sure it's all kinds of fun for multiplayer, but six hours of single player throughout four campaigns (one of which if basically a tutorial) makes the "single player" tag false advertising.
meh
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French, Italian, Spanish - Spain, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 825 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
trash
good game was just in a round for 7 hours
Ingiocabile in multiplayer , un crush dopo l`altro unplayable in multiplayer keep crushing is anyone trying to fix this problems? i got the game day 1 and was not ready now after years is not good yet can anyone try to fix this? so many dlc for noyhing
It sucks to not recommend this game, as the gameplay itself is awesome. The scale, the units, the art style, it's all brilliant. But crashes, network issues and the like make it difficult to recommend. It crashes or disconnects too frequently for me to recommend, but if that doesn't phase you, this is a damned good game.
A lack of necessary QoL features prevents me from playing this game in any meaningful way after the campaign is finished. They are: 1. The ability to paint a line of buildings regardless of size over an area, for an example, look at Creeper World 3, this feature would massively help PHC place Refineries more easily. This would also help both factions place quantum relays/archives more easily and would go miles to alleviate carpal tunnel. 2. No region-locking of factories to specific armies in terms of reinforcements based solely on proximity (Aka, if there's an army/factory to the north, and another pair of both to the south, the northern factory never reinforces the southern factory and vice-versa unless they are within a region that is adjacent.) 3. No on-screen terrain mode to show you where regions are while refineries are selected to build, how am I to tell where to place Refineries to buff a region's income when its 3 hours into a game? The players should never have to guess where to place something to get benefit, it should be fully obvious, I'm not asking for much, just lines for region borders that overlaps all entities visible with an opacity of 20-30% (or make it customizable in the options menu). 4. No ability to deselect units from selected groups in this game, for an example look at any RTS that isn't this one. It's always Hold Shift+Left Click a unit to add it into the selected group and to remove it from the selected group respectively, even AVP: Extinction has the ability to deselect specific units. Sometimes you have a really strong, expensive unit that is important and you don't want to send them into an obvious suicide raid but instead use them as a defensive unit. 5. No in-game map editor. I'd like to make more skirmish maps myself without needing 3rd party software. I'm aware you have to add a launch parameter to the game via the advanced launch options, I don't believe this is remotely necessary and just only serves to inconvenience the players, potentially leading them to reconsider as giving unnecessary barriers to modifying the game tells them the developers don't want them to, being able to freely make new maps is as necessary for a game's post-launch future as an oil change for your car. 6. Game in Steam should be configurable to skip the game launcher when the player decides they like their settings so when you click "play" you are just thrown to the main menu, the extra step only serves to waste the time of players. 7. In-game accessible hints that each give essential tips for controls and what they do, an example is the very same feature in Starcraft Broodwar in the pause menu mid-match. Things like "Press F3 to select all on-screen air units" 8. Hitbox for region right-clicking should be larger while the hitboxes for selecting buildings should be locked to their model, but are instead 30% larger, causing overlap, this causes mountains of issues for players trying to snipe specific targets (or just order their giant army to take a region). 9. Units that are capable of firing up onto higher ground should be able to if you know where a given building is, at a cost of accuracy ofcourse, the lack of this feature makes the Altaria mission very difficult as I've ordered 4 dreadnoughts to attack the enemy's base only for them to sit at the bottom of the low ground for no reason. 10. Units and armies should automatically attack any target that is attacking them if no other orders have been queued, I've had numerous instances of dreadnoughts and whole armies being attacked by enemy units and never firing in self defense. I've also had cases where armies will ignore and move over/past enemy defenses and armies on a patrol command. An addition: Sometimes Attack-moving causes units to fight less effectively than right-clicking on a region, I have often fought battles where the only main difference between is whether I attack-moved, or right-clicked the generator. This is especially clear when trying to take heavily defended regions that have numerous defensive structures. 11. Formation move needs to stop existing immediately and has at times lost me fights because any army that contains an Apollo will never utilize melee units in base attacks, but if the army itself is too large, the units will still take damage and die, never moving forward to, or I've lost an army because I ordered them to retreat and instead of them all moving individually at differing speeds to remain in the group towards the area, the group itself will rotate to move towards the location, which means, your army, in the attempt to order it to leave the fight, will actually just get wiped out, when they have enough time to have half of it survive if the game's pathing was designed for it to operate that way. 11b. This problem is fixed by never using Armies, at times I'd rather have control groups, and a far larger unit selection cap and just delete the armies mechanic completely. 12. For campaign missions, allow us to restart the mission from the pause menu. 13. A larger more obvious mission elapsed time counter, it being the color and size that it is, is genuinely frustrating. I want to minimize the leaderboard within missions and hide it completely, in a 14 player match, it takes up far too much space. I would implement a smaller window mode where it shows your score, and the top 4 others within the match, a minimal mode where it shows only your score, and a hidden mode where the window is not there, but a + button is there to put it back onto full mode. 14. Allow Gateways to build Avatars, and Orbital Fabricators to build Sappers. Combine the defenses build menu with the technology building menu on the Avatar/Sapper but remove T1 defensive buildings from either one, as there's no point to their inclusion to begin with as they should also require Radioactives to build and would be a later-game option to switch from Engineers/Constructors to Avatars/Sappers. The game lacks the polish in these specific areas that I find frustrating and I cannot recommend it at this time. I understand a sequel is in development, I struggle to bring my interest to it due to these issues existing as of now. I love the game, but while an unpolished and partly uncut gemstone is still beautiful, when you have a far more polished and well-cut gemstone to look at, the unpolished and partly uncut gemstone will be admired far less often.
It's a ♥♥♥♥♥♥ version of 2007's Supreme Commander... except that game looked fit for the time!
Great RTS. Good variety of units. Though some pathfinding bugs, but the AI is adapting to your playstyle. Quite a number of missions. Overall, it's fun
I've read some positive reviews and can't say that I share the same enthusiasm. I like stratagies and had some background there (starting from C&C, WC2, SC 1-2, TA, Supreme Commander 1-2, PA, World in Conflict, GC, Home World - deserts and so on). And I found nothing exceptional here. Yes, 11 hours may be not enough to feel it all, but what I felt is enough. I played first compain on hard. And haven't finished it. Had one rage quite and second attampt. Some points (details below). + Graphics is not bad, even on my hardware that is far form the top = Three tiers of units and even the lowest tier is partially useful = Maps. They provide several routes but that dodn't make much = Armies. Adds some little usability but could bring more = Quanta. Add additional layer of stratagy but demands macro = Defenses. A tough defense can be built, that's true. But AI builds more - UI and management. There are some problems with it General problem Some reviewers prized this game for old-style gameplay, where you have nothing to hurry for, no APM (action-per-minute) is needed, no cyber-sports. But I can't say so. This game is about controlling regions so it is much about macro. And where is macro there is micro and APM is also needed. As a result I'll analyze some game specifics regarging it. Unit tiers There are three tier of units (that can be seen on any screenshot by the typical unit sizes). But small-size ones are needed for... I don't know what they are needed for. They will vanish in any more-or-less serious buttle where crusers are presented. They do too little damage even in big numbers compared to crusers. They can be used for some manuvers and side attacks on non-fortified regions but that is again about macro. AI usually don't have much unfortified regions. The scout has too small view distance. Only healers make sense since I faced no other mobile healing source. Crusers and dreadnoughts are more-or-less ok, they have their purpose. Armies The mechanic of uniting units into an army could be really promissing. But I found the single advantage - you can add a new unit into it rather simply and it will move to align with the others by itself. It provides no advantages in the scope of arrangement - long-range units can easily got in front line during moves and attacks. Quanta An idea of an additional resource that can be used for some non-productional purposes is not new. And it looks promising except one detail - it is generated by a building. As a result: the more those building you build the more resource you have. This again points us at macro, resource an building control. When I played VS AI I always had much less quanta - the building costs radiation which is the rare resource and thus can't be spent freely. And what is really bad here - it is used for units upgrade and army maximum capacity. It can boost health and damage more then twice! And that costs a lot but if you are an AI it is not a problem for you. But was problem for me. Defenses Spending considerable amount of resources you can build a tough defense. But again, resources in region-based game - see macro. AI or macro-skilled player will be always ahead. And yes, AI builds very tough. Taking into account that advanced turrets are build only by engineers that are deployed using quanta... UI UI is poor in several points. First, I sometimes had troubles selecting one unit or selecting several units of the same time with a double-click. Sometimes I couldn't select a unit that is hovering above a selectable point of map like generator. Also if you pressed a command shortcut (like Ctrl+A), you can't select another numbered group - you need first to cancel the command with ESC, that is really ennoying. Not all units can gather into armies. And that is not obious and can lead to suddent problems. Also it is not simple to distinguish some buildings and additional time is spent to check which one is built. If two production buildings are gathered into a group they will build the same unit on selecting it, one more problem for groups management while they are really crusial. Also some plot replics were not sounded. Other problems Units are rather slow. And they move sometimes strangely and ineffective. The attack command (Ctrl+A) often ends with the long-range units moving into the grinder - they don't stop when an enemy is in their firing range, they fire and move. Simpe move command works better but it should be precise. Dreadnought are moving badly when there are several of them. With narrow passeges on maps that is really upsetting. Artillery units have relatively short range. And even that range is diminished when you try to have them behing front lines. And again, when you click on a target they move to it closer then the range allows. Why... The only effective ground-based mobile anti-air I saw were support crusers. But they are relatively weak and advanced aircrafts can tear appart even considerable amount of them. The intercepters are quite effective AA, but, again, one more group to control and if you are close to enemy defence they will fly too far behind the enemy line and die. So you need to produce again, add to groups, macro, macro, macro... And micro - try to double-click on them on the map-scale (if zoomed in you won't select all of them). Conclusion This game was issues in 2016. In the same year the Homeworld Desers of Kharak originated (BTW, 8 GB vs 30, while also with cinematics and with full dialog voices). I really like the Deserts more while both games have some commong things: three tiers (in Deserts the low tier is more useful), additional resource (quanta VS base energy), two types of main resources where the second one limits the technology. I liked the Totall Commander series (starting from TA till PA) more - it had real artillery, there was one main resource - metal (also there was energy - like quanta here, but it didn't provide those crucial benefits). As a result - by the year 2016 nothing interesing is suggested here. If you really like macro - you are welcome. The game has something... Something. But not more than that. Proposals - Some at least simple templates for army arrangement, including air - Ability to specify army content so that factories build and link units automatically - Engineers can build all gathering structure for a region with one click or like that - Advanced engineers can be produced in factories - On the attack command units always attack at their longest range (at least artillery and anti-cruiser) - Resource like quanta should be generated with the same and stable speed for every player - acting in limits, taking decisions, not spamming buildings The idea is - more preparation and automation can reduce the macro dependency. That could be something new.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
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