
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 815 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Perfect Wargame
This game is utterly terrible. It will not function for land components. They just drive past each other even when you follow all the instructions. Buying it is just a waste of money. Absolutely frustrating waste of my time.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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.
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 817 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very advanced, not for the weak minded, will leave another review w/ more hours
Very detailed, very accurate a real simulation
4/5 overall, a great sim experience with virtually every “real world” military unit you can think of, from the late 60s until the near future, hindered by a somewhat dated interface. During the Falklands campaign between England & Argentina, 1 real world mission - Black Buck - involved 11 Victor Tanker aircraft all refuelling each other, and the Vulkan aircraft they were supporting on its 7,600 mile mission to strike an airfield runway. It involved a complex series of topping each other off, and one by one retreating home, to refuel and come back out, to refuel other tankers that were coming home low on fuel. It was the longest such mission on record, that stands to this day. This was a mission I just HAD to recreate in the CMO simulator, and it took me about 4 hours of tutorials and such, to get to a point I could add the aircraft and control them well enough to attempt it. I succeeded on my third attempt. Overall I like and recommend this sim, but my 1 major dislike, is the interface is somewhat dated and clunky. For example, if you create a new unit mission, you need to deselect the mission and reselect it, for the GUI to refresh properly. Minor QoL issues aside, this sim is brilliant. I only got it a few weeks back, and getting to grips with it has been both a challenge, fun - and at times a tad frustrating. Like many sim games, you can't just compress time to max and expect things to be fine - it won't be! I already have the Tacview software, which allows for a small window to show the simplified view of what’s going on in 3D. To be honest, I found this kinda gimmicky, and already don’t use it anymore. If I was going to cast a mission in some future video, I would probably use this feature so there’s something other than icons to look at. Getting into CMO, is clearly a "military simulator" is quite a difficult undertaking. This is NOT a pick up and play, but like most games that take several hours to get the basics down – those games are also the most rewarding to play in the end. I love that the CMO comes with a bunch of missions, and thousands more made by the community online. I bought the “showcase pack” DLC – but so far as I can tell, you don’t get any extra content per se, it’s hand picked quality missions, that are still far too complicated for my skill level, which at 30-40 hours, is still at the beginner level. The game includes an editor (like most mission editors for most sim game) makes it very easy to simulate quick simple stuff (ie 1 plane vs 1 plane, or 10 old planes vs 2 new planes) but it gets quite challenging to do more complicated things, including supplies, amphibious landings, anti sub warfare and satellite communications etc.
This sim is expensive yes, is it worth it? ♥♥♥♥♥♥♥ yes, it's not easy at all but the satisfaction of completing your mission is just the best, the tutorials are excellent to get you to understand what's going on, from there do some easy missions to edge you into it, this is a sim for real thinkers it gives you the tools to win, the rest is up to you
If you dont know have lots of genuine interest into, and knowledge about this subject, I highly doubt you will like this game. On paper It has all of the parts to make it a good game, however once diving deeper it leaves much to be desired. (I.E. no a..i v a.i. battles, or player v a.i. battles. The player has to set up and execute every command.)
CMO has a steep learning curve due to its intricate data driven game software. Players must develop a skill for each platform (naval, air, etc.) as well as the control commands, performance characteristics for each platform and weapon system. The player must learn every aspect of each object in the display screen.
I love Fleet Command and this just goes beyond my expectations.
Yup
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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