
Call to Arms - Gates of Hell is a realistic RTS/ RTT game that offers endless replay value. Command all types of troops in historical singleplayer, dynamic campaign, PvP and PvE battles. Are you ready for some serious immersion in World War 2?
Modeled estimate, not a reported figure. How we estimate →
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About
Call to Arms - Gates of Hell: Ostfront features the Eastern Front and its “Great Patriotic War” fought between the USSR and Germany. This RTS will take you from June 1941 until the end of the war in May 1945.
Call to Arms - Gates of Hell: Ostfront offers a choice of game modes including Singleplayer, dynamic campaign, PvE, PvP and co-op.
With its instantly switchable views, there’s something for every type of player. First person gunner views for all vehicles, third person views for vehicles and infantry, classic top-down direct control of a single unit or classic RTS top-down; they are all available and instantly switchable.
Conquest (dynamic campaign) mode offers singleplayer and co-op modes to play with your friends. Both modes allow you to compose your own army group, research new units and strategically advance in different paths to dominate the battlefield. The dynamic campaign can range from short to unlimited campaign lengths.
PvP/PvE offers a wide variety of maps from 1v1 to 4v4, and the use of “Doctrines”. These allow you to choose your own special units that fit your individual playstyle. The stage of the war (Early/Mid/Late) can be selected, to experience the evolution of equipment and vehicles as the conflict progressed.
Single player campaigns take place at historical locations, painstakingly recreated and immersive as hell.
12 historical singleplayer missions that can also be played in co-op with friends.
30 PvE and PvP maps
PvE Dynamic campaigns in which you develop your own army and fight an ever- changing war across a big collection of maps
PvP multiplayer offers doctrines to specialize your armies
Instantly switchable 3rd person/ direct control view mode for infantry
Instantly switchable 1st person/ 3rd person / direct control view mode for vehicles
Over 250 vehicles and 100 heavy weapons at your disposal
Air support mechanics and off-map artillery support
Realistically armored vehicles with accurate armor layouts, historical ammo loadouts and fully modeled internal components
The most realistic armor penetration and ammunition mechanics of any RTS out there
Land mines, magnetic mines, obstacle-laying, foxhole-building, bayonets, smokescreens, medics and countless other game mechanics
Authentic sound design and visuals
A full in- game editor plus modding/ workshop support
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Russian, Simplified Chinese, Italian, Polish, Ukrainian, Turkish*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 663 reviews with recorded playtime.
Reviews
Themes across 662 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
good
特别好玩 mod丰富 本体打折30内容都特别丰富了 玩法拟真力推
游戏不错,还可以玩第三人称,体验感很不错,很有情绪价值。
挺好玩的
ЗОВ СВО. 07:40. 10.07.2026. ЮТС+3. Пятница.
fun and worth it
sexo
致《战争之人:地狱之门 - 东线》开发团队: 说实话,我现在憋了一肚子火气,只是家教不允许我说脏话。 游戏的玩法底子十分出色,绝大多数内容都做得很好,但有一点实在难以接受:你们明显给敌方AI开了作弊光环。我的炮兵十发炮弹九发落空,敌方炮火却每一发都精准命中,每一局都是如此,能否给个合理的解释? 还有弹药机制的双重标准。我方AI迫击炮持续射击几十分钟就会打光弹药,可敌方AI仿佛有无穷补给加持,能不间断火力压制整整半小时。如果说这不算AI作弊,那未免太过牵强。 我方炮兵阵地必须依靠补给车维持作战,可被特殊强化的敌方AI,不仅射击精度拉满,还完全不受补给规则限制。更让人恼火的还有单位寻路逻辑问题。 你们能想象这种离谱场面吗?我调派一辆坦克向前推进,半路直接碾死了我方炮兵班组。这还不是最糟的:这辆智商堪忧的坦克好不容易开到前线,却撞上护栏直接侧翻倒扣。这还是重型坦克,没有任何载具能把它扶正,我只能直接报废这辆战车。如果这单纯算作意外,那坦克明明可以直线前进,非要走蛇形绕路是什么设计?难道觉得这样很好看? 我郑重提议,至少先改掉敌方AI百发百中的锁头瞄准机制,这点能做到吗? 真心希望官方能重视上述问题,优化AI逻辑,平衡对局公平性。虽然游玩过程满是糟心事,但我本身十分喜爱这款游戏的核心内容,也认可开发团队付出的心血,期待后续更新能修复这些缺陷 To the development team of Call to Arms – Gates of Hell: Ostfront, I’ll be honest: I’m fighting the urge to curse, but my upbringing won’t allow me to use foul language. Your gameplay is excellent, and almost everything is great — except for the fact that you’ve clearly given the AI cheats. Why does my artillery land only one out of ten shots, while the enemy hits with pinpoint accuracy every single time? This happens in every match. Can you explain what’s going on here? And then there’s the unlimited ammunition. My own AI mortars run out of shells after firing for a few dozen minutes, but the enemy AI, with your special blessings, can keep up a continuous barrage for 30 minutes without pause. If you say this isn’t cheating, then you’re simply being shameless. My artillery positions need supply vehicles, but the enemy under your extra care not only enjoys perfect accuracy but also completely ignores supply constraints. What’s even more infuriating is the AI pathfinding. Can you imagine this? I ordered one of my tanks to move out, and on the way it ran over and killed my artillery crew. That wasn’t even the worst part. When this tank — with the intelligence of a moron — finally reached the front line and I thought I could relax, it hit a railing and flipped onto its back. And it was a heavy tank — no other tank could push it upright, so I had to withdraw it from combat. If you can call that an accident, then why does the tank drive in a serpentine path when it could simply go in a straight line? Does it think that looks cool? I strongly suggest that, at the very least, you stop making the AI god-like snipers who never miss. Can you do that? I sincerely hope you will take these issues seriously and work on improving the AI behaviour and overall fairness. Despite these frustrations, I genuinely enjoy the core game and appreciate the effort you’ve poured into it. I look forward to seeing these problems addressed in future updates. Kind regards, A passionate player
yes
перезарядка 152 мм гаубицы с 1 человеком быстрее чем кд тигра, сексВ
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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