
Command: Modern Operations is the next generation in cross-domain modern wargaming. It enables you to simulate every military engagement from post World War II to the present day and beyond. The scale is primarily tactical/operational, although strategic scale operations are also possible.
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): 0.44/day in the week to Aug 4 → 0.43/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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
Reviews
Themes across 814 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Complex is fine - Bad onboarding is not. The tutorials are outdated and no longer match the current menus, which makes learning an already difficult game even more frustrating. For such an expensive title, it is also disappointing how much content seems to require separate DLCs, while features shown in screenshots, like the 3D view, are not actually included. My first game also crashed with multiple error messages. Very disappointing overall.
I personally enjoy this game and the depth of its simulation, but I can't say I would actively recommend it to anyone who doesn't already know it's something they'd enjoy. There are a number of QoL issues that you need to be prepared to deal with and I'm disappointed that they haven't been addressed despite how long this series has been in development. 1. Broken tutorials. Various tutorials that ship with the game do not work as intended because they were developed for an earlier version of the game. This results in a very frustrating onramp where some of the missions seem outright impossible, or simply don't work correctly due to faulty triggers. When you get stuck on something, you need to do some searching to determine if it's your fault or if it's an issue with the scenario. Just one example at the time of writing is sub tutorial 2.4. And every scenario you are interested in playing beyond the tutorials is always a dice roll whether it will actually work as designed in your newest version of the game. It's not a matter of it simply crashing or not loading, it's a matter of various parameters changing over time and that making the missions unintentionally difficult. Having some way for the community to indicate which scenarios are still working correctly would be great, without requiring players to search across 3 different sources of information (matrix games forums, the discord, and steam discussions). I guess if the scenarios are distributed via steam workshop you can check ratings / comments, but the built in tutorials aren't. Some of the "exam" tutorial scenarios are just stupidly hard and community consensus seems to be they aren't winnable without foreknowledge of enemy positions and using gimmicky game-y tactics. Especially the surface warfare tutorial. At the same time, I won't argue that they don't teach you more about the game as you struggle with them. 2. Usability - too much clicking. It's current year and you are stuck with the default keybindings and they are quite minimal. You cannot rebind and there are many, many commands you might like to bind to keys but there's no way to do that. 3. Usability - inconsistent window behavior. Some windows remain open while you do other things, some close automatically even if you would prefer to keep them open, etc...at least give us control over it. The worst part is that some windows remember their size but some, especially ones that always take up the entire screen even when that's not what you want, don't (aircraft menu for example). 4. Usability - popups + time acceleration. Pausing / resuming is bound to space, and that also causes popups to close and resume. So often what can happen is you run at top time accel, and are tapping space periodically to speed things up but pause to check the current situation, but a popup (which pauses the game) can happen during that time, resulting in you accidentally insta-closing the popup and resuming the game, causing you to not be able to respond to whatever just happened. 5. Usability - general lack of customizability of the UI. Kind of ties into above 3 points. A lot of these issues could be resolved if there was more control over how things work, without having to change default behaviors that people have gotten used to. Just like what you'd expect from any sort of GUI for complicated things (an IDE, image editor, etc...). 6. Usability - lack of streamlining / timesaver features. I am talking about things like having various dropdowns and other selections having "sensible defaults" or defaulting to what was last selected. Like when you select a strike mission and have to select "land strike" (can't count the number of times I accidentally left it on something else). I'm not even sure it should be necessary to have to pick a specific type of strike vs have it be figured out based on your selected targets. There are so many opportunities to speed up the workflows in this game. Basically, there are just lots of situations that require more user input than I think they should. 7. Usability - too much micromanaging. The ability to define missions is great, but in many cases you end up having to micromanage units in order for them not to be atrociously stupid. Additionally, some things you'd want to accomplish with a mission are simply impossible without micro-managing. For example, a common DEAD mission would be to destroy a SAM site with anti-radiation missiles but save other munitions for destroying radars. It's simply not possible to set a mission up like this. The WRA doesn't distinguish between SAMs and other radars for you HARMs. The WRA configuration is annoying and clunky to work with and oftentimes, despite how many things show up there, too limited to define the logic you want. It would be nice if there were more options to define how units should behave, or perhaps options to allow units more autonomy and make more intelligent decisions (as an opt-in behavior rather than a default). 8. I don't fault the game for not having this, but it would be nice to have some more "gamey" (for lack of a better word) features. As it stands, you're responsible for making your own fun. This is in contrast to most other wargames on the market (at least that I'm aware of) where it's a game first. The game is kind of just a set of isolated scenarios and the campaigns don't seem to be much more than a linear progression of scenarios. There are some fun features in other sim-oriented games that motivate you to play it and reward your successes, and also help give you a nudge if you're not sure what you want to play next. I think it could be fun to have some mode where you get "points" for completing certain objectives and that enables you to buy more units or weapons, etc...Or features that tie together different scenarios in a more interesting way than what's currently possible with campaigns. 9. Randomness. This is not a criticism of the game, it's just another reason I don't think I'd recommend this to others. It's not the sort of game where every situation is winnable. You can do the best possible action and still get screwed by bad luck. I can see that being frustrating to most people.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 816 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
"what are your hobbies?" "uhhhh....." Going to edit this to be actually helpful now to people who aren't familiar with this game or what it's about. There's a few things you should know before you buy it: 1. It's hard. If you are new to this genre, the learning curve is very steep. The tutorials are a little dated and don't really explain everything real well. The manual, the forum, and YouTube are your friends. Don't expect to learn everything from playing the tutorials, because you won't and you'll be really frustrated. 2. It is not for everyone. This is not a game, and you'll only have fun if you like military simulation and strategy. Unless you pay for TacView, what you see is what you get: a globe with 2D symbols on it and a ton of menus. 3. There's a lot of information and everything is very detailed. Now, this is one of the major selling points of the "game," but it's also something that turns away some people so it's important to mention. There's a *huge* database of real and hypothetical vehicles and platforms from a lot of countries. Then there's everything you can put on them. There's database entries for every possible munition, pod, sensor, countermeasure, or whatever else you can put on whatever it is you have. All of these are simulated too. That's a lot to commit to memory (you don't have to remember *everything*, you can always check the database but it's a lot more seamless if you remember the important stuff from your units) and if it sounds like it might be too much for you, I wouldn't recommend dropping $80 bucks or whatever it costs for this. If you're like me, that sounds great and you probably already bought it before getting to this part. 4. Another thing I want to add after playing more: you should know that hits are entirely RNG based. There are variables that increase or decrease the hit chance like proficiency, maneuverability, energy/speed, etc. but it still comes down to a 1-100 roll. If it's a 50% hit chance, a roll of 50 or below is a hit. So, if you're lucky, you can have quite a great time. If you're unlucky (like me 90% of the time) then it could get frustrating. For example, true story, nine AIM-260s will miss a J-10C in a row from side-aspect at a range of 11 nautical miles. 22% hit chance? That's BS. I was so annoyed I had to go into the editor and erase that J-10 from existence. Meanwhile, a J-11 launched a Hail Mary PL-15 at one of my F-15EXs from 100 nautical miles away and the AI didn't feel like evading until it was right up in its face. It'll be fine though, right? It'll have no energy left and he'll easily dodge it. 6% hit chance? Surely it'll miss. Wrong. They rolled a 1 and bye-bye F-15. These two events happened within five minutes of each other, and this is just one of many times RNG has screwed me. This is really my only complaint with the game, everything else is great. Though I do want to be clear, this is not a problem with the game per se, there really isn't any other way to determine hits other than RNG, and the system in CMO is pretty good. Just be aware that things like this can happen if you get unlucky. Evidently, I am very unlucky. I think I touched on everything I saw people complaining about, but I probably didn't answer every question. I left the comments open on this review if you have something to ask and I'll respond.
dopest military sim ever
An interesting, albeit extremely complex combat simulator that the vast majority of players will bounce off of [i]hard.[/i] This isn't a problem in and of itself, of course, but the official discord is so overwhelmingly hostile toward people seeking help that when (not if) you encounter a niche issue, you're probably on your own. There are a lot of peculiarities in the sim that outwardly appear to be bugs, but might just be the result of 19 moving parts that have somehow gotten misaligned somewhere. The opposite can also be true. It can be pretty frustrating to not even know if a bug is a bug. If you're on the fence about this "game", err heavily on the side of caution, because it's going to take you a hell of a lot longer than you think to learn it, and it's probably not the "strategy wargame" you might be thinking of if you're coming from something like Eugen games. The closest comparison I can make is something like Aurora 4X.
Command: Modern Operations is, quite frankly, the spiritual successor Jane’s Fleet Command always deserved — the game I spent years hoping someone would have the courage (and sheer madness) to build. If you grew up watching tiny blue and red symbols dance across a CRT monitor while trying to keep a carrier battle group alive in the GIUK Gap, stepping into CMO feels like coming home… only the house has been rebuilt into a six-storey command bunker with reinforced walls, satellite uplinks, and enough classified detail to make you sweat. Booting up CMO was like stepping into a dream I didn’t realise I’d been waiting for. Those familiar little icons, that cold blue battlespace, the dread of unknown submarine contacts lurking outside your towed-array arc — it’s all there, but cranked up to eleven. You’re juggling E-2 Hawkeyes, F-14s on BARCAP, S-3B Vikings and SH-60 Seahawks hunting subs, P-3 Orions patrolling long-range, all while coordinating air-to-air refuelling operations in the background to keep your strike packages and fighters in the fight. And then the CIC screams “Vampire, Vampire, Vampire,” and suddenly two tiny pixels on your screen represent the difference between glorious victory and catastrophic failure. You lean in, you sweat, and you care in a way no arcade-style war game could ever make you. This game doesn’t hold your hand. The UI is dense, the data is brutal, and the learning curve is steep. You have to go through the tutorials — a few hours there will save you hours of frustration later. Sensors, EMCON, fuel, detection ranges, weapon envelopes — it all matters. You’ll spend time failing, experimenting, and eventually pulling off manoeuvres that make you feel like a genius for a fleeting, glorious second. The community is mostly brilliant, full of people sharing insane scenarios, mods, and clever tactics. Sure, there’s a small contingent of Discord types who act like asking questions is a crime, but ignore them. The real gold is in the shared campaigns and “what if” scenarios, some of which rival the complexity and tension of a Tom Clancy novel like Red Storm Rising. There are even folks who write full-on stories and narratives around the campaigns they create, turning each operation into its own little saga. Between the official DLCs and community packs, and because each update adds new technology, systems, or weapons, I’ve sunk 178 hours into this game and I’m still discovering new tricks, interactions, and sequences that can completely turn the tide of battle. And then there’s the scale. Good lord, the scale. You can run a tiny frigate skirmish in the Spratly Islands, or command a multi-theatre conflict unfolding over days or weeks as part of something much larger — say, the prelude to an invasion of Taiwan that has you managing assets spanning the globe. One moment it’s a quick intercept over the South China Sea; the next, bomber waves launch from bases in the continental US or carriers in the Pacific, satellites blink in and out of coverage, submarines stalk each other in the Indian Ocean and North Atlantic, and a surface group races to intercept a threat before it slips into the deep. The freedom to wage war however you want is staggering, and somehow every decision — from political strategy to the altitude of a single fighter — feels meaningful. What truly blows me away is how eerily Command: Live scenarios mirror reality. The Israeli strikes in Iran during Broken Shield 300 felt almost prophetic. Don of a New Era threw you into the early chaos of the Ukraine conflict before much of the world fully understood what was happening. King of the Border simulates a brewing US–Venezuela confrontation that feels uncomfortably close to potential headlines. These scenarios aren’t just fun exercises — they feel frighteningly real, almost like looking at the future unfold in slow motion. After hours in-game, I can tell you this: Command only reveals its brilliance when you look past the pixels to see the full scope of modern warfare.
Honestly, crazy sad that almost everything on the product page are add-ons which you have to buy separately, no more in depth scenarios, no 3D view as in the screenshots. It's really disappointing for such an expensive game to not contain the contents shown.
---{ Graphics }--- ☐ You forget what reality is ☐ Beautiful ☐ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☑ MS-DOS ---{ Gameplay }--- ☐ Very good ☑ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☐ Eargasm ☑ Very good ☐ Good ☐ Not too bad ☐ Bad ☐ I'm now deaf ---{ Audience }--- ☐ Kids ☐ Teens ☑ Adults ☑ Grandma ---{ PC Requirements }--- ☐ Check if you can run paint ☐ Potato ☑ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Game Size }--- ☐ Floppy Disk ☐ Old Fashioned ☑ Workable ☐ Big ☐ Will eat 10% of your 1TB hard drive ☐ You will want an entire hard drive to hold it ☐ You will need to invest in a black hole to hold all the data ---{ Difficulty }--- ☐ Just press 'W' ☐ Easy ☐ Easy to learn / Hard to master ☐ Significant brain usage ☑ Difficult ☐ Dark Souls ---{ Grind }--- ☑ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☐ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☐ No Story ☑ Some lore ☐ Average ☐ Good ☐ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☐ Short ☐ Average ☐ Long ☑ To infinity and beyond ---{ Price }--- ☐ It's free! ☐ Worth the price ☑ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ Bugs }--- ☑ Never heard of ☐ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 ☑ 8 ☐ 9 ☐ 10 ---{ Author }--- ☑ https://vojtastruhar.github.io/steam-review-template
I am 50 hours in and I have no ♥♥♥♥♥♥♥ clue how to play this game, I haven't actually won a single non-tutorial scenario yet, it's all menu and no visual. I love it.
For the price I expected more than a older game just getting random updates. Tutorials are way out dated. Lua documentation gets blurred with commercial version.. Yea really thats a thing. When you buy CMO you get watered down version.. So if you are looking be careful and make sure the thing your looking for is really in this version. Missing functional items. Communications, -- Big fail. everything is there. Data Links, Secure comms, SATs, But they do nothing. Oh on/off is what they do. Game will only use 1-2 cores and it hurts when things get going. You have to turn everything off just for it function a little. No data tags on units, no range rings for weapons and sensors, plot and contrails. Then it still runs like your on a single core 600mhz computer with no gpu. Oh the 3d view.. This is special thing. Build right into the game is nothing more than a shortcut to Tacview that you have to pay another $50 for. And oh CMO doesnt let you really use other than to look at it.. My honest thoughts,, I with I would have spent money on just about any other game or item. 465+ hours and I have go search engines to find things that are missing in the manual. Or dig through steam or Matrix boards.. Not fun.. not fun at all.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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