
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.
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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.
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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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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 814 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
In 1988, the USS Vincennes fired on and destroyed a civilian airliner, thereby killing 290 innocent passengers and crew. An investigation later discovered that the primary reason for this disaster was the incredibly poor UI design of the Aegis integrated air defense system, which provided the captain with a muddled, confusing mess of data, leading directly to that terrible decision. CMO lets you replicate this horrific historical disaster in excruciating detail -- with a primary emphasis on the incredibly poor UI design.
I’m 25, huge fan of military aviation and naval warfare, and I’ve been looking for something that feels like an actual combat simulator not just an arcade shoot-'em-up or simplified RTS. Command: Modern Operations completely blew me away. This game isn’t “fun” in the usual sense it’s intense, cerebral, and brutally realistic. You're not flying a single plane or commanding a tank squad; you're running entire operations. You assign patrol routes, launch recon drones, coordinate fighter CAPs, plan cruise missile strikes, and have to worry about radar emissions, sonar layers, and rules of engagement. It’s like sitting in a real world ops center. I only have about 24 hours in the game, and I’ve barely scratched the surface. I’ve tried tracking submarines off South Georgia, flying P-8s out of Florida, and setting up anti-piracy missions near Haiti. Every scenario teaches you something real about how modern warfare works. Pros: Massive database of real world units (ships, jets, missiles, you name it) You actually learn how military missions are built and executed Scenario editor is god tier once you figure it out Real time operations feel tense and immersive even without fancy graphics Cons: Big learning curve. If you're not into military terminology, it can be overwhelming fast. UI is… not modern. It’s functional, but definitely dated. Not flashy. No cool explosions or 3D models. This is all about brains, not eye candy. Bottom Line: If you're the kind of person who watches carrier ops videos at 2AM or reads about naval doctrine for fun, this is the game for you. It makes you feel like an actual commander making life-or-death decisions with real consequences. Not for everyone but for military geeks like me, it’s pure gold.
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
We need Chinese!!!!!!!!!!!!
[h1]So what [i]IS[/i] Command: Modern Operations?[/h1] To truly grasp what this game is all about I'd like to take you back to the days of WWII: when computers weren't as advanced as they are now and satellites non-existent. When there was a huge warfare operation going on most generals ("commanders") would use a "tactical room" in which a huge table was placed with a very detailed map of the area where the hostilities would take place. While the main group of commanders continously kept taps on the current situation and discussed strategies there were dozens of staff present who did nothing more but to listen to the radio. No, not listening to music, silly! They kept taps on updates from the field and in specific listened in on field commanders who would call in to relay position updates. When such an update came in this staff member would walk up to the table with the map on it, and then very carefully change the position of whatever object was used to represent the unit they just had been in contact with. Of course this [i]also[/i] applied when (confirmed) updates came in about enemy movements. So while the commander was looking at a small object on a huge map to try and keep an overview on how the battle was going the reality of the matter was of course different. However, this was more than sufficient because all the commander(s) did was set out strategies which the units in the field had to carry out. [b]Back to our modern days[/b] As we all know things changed [i]a lot[/i] since then. Our communications are much better, we have satellite networks in orbit which can also help to keep track of the position of anyting you want and then we also have computers. It's probably needless to say that huge tables with a large map on them are no longer part of any commanding operation. Instead, we now rely on computers which can give us real-time updates about anything related to a certain conflict. And you may have guessed it by now: [u]this[/u] is also what Command: Modern Operations ("C:MO") is all about. In this game you're not playing with real looking units while enjoying "real" sceneries of combat. Instead you're given a map of the whole world which can be zoomed in on and in which icons are placed to represent real units. Now it'll be up to you to command these units and tell them how to proceed in order to complete the mission(s) at hand. [h1]Dealing with real issues, such as logistics[/h1] Who would have known... if you have an airfield which has several planes stored in a few hangars then it will actually take them some time to get those ready for takeoff. First the pilots need to get ready and make their way to the plane(s), the maintenance crew needs to perform several checks, the plane itself probably also needs to be loaded with the right type of weapons and ammunition, and so on. So don't be surprised if you give the order for several fighterjets to take off, after which you'll be met with a 1.5 - 2 hour countdown. [b]Vehicles use fuel too?![/b] Once a plane is in the air you'll be met with your next challenge... they only have a limited range because of fuel consumption and you'd better make damn sure that a pilot can make it back; otherwise you're going to need to provide them with some means to refuel somewhere. And this is happening all over the place. While I'm focussing on planes right now you need to keep in mind that 'C:MO' covers pretty much the full extend of (modern) warfare. It's not just planes, you're [i]also[/i] dealing with structures (like an airfield, or military base or even civilian buildings), ground forces (from infantery to tanks and mobile rocket launchers), airforce (as mentioned above) and there are even naval forces present. Both above and below the waters surface. Simply put: you can play out any kind of battle you'd like! [h1][u]Brilliant[/u] mission editor![/h1] As I mentioned before this game basically presents you with a map of the entire world for you to play with. It gets better: the game makes full use of all the modern features we know today (Google/Bing maps anyone?) so chances are high that you can easily go to your home town, zoom in (you probably need to manually disable the satellite view & enable the topology layer), then lo and behold: now you have a full map of your home town (or city!). Why is this such a big deal you now ask? Because [i]this[/i] game contains [b]thousands[/b] of different types of units and structures which you can place on the map "just like that", after which you can simply play out your "home made" scenario anyway you deem fit. And you can make this as realistic or as funny / enjoyable as you want. For example.... I decided to "recreate" my apartment building in my home town, but little did everyone know that I had also secretly build an underground bunker in a grassfield nearby. So when hostile forces crossed the border between Germany and my home country of the Netherlands "some civilian" ran out, entered an underground structure, only to eventually emerge again while driving an armored and weaponized vehicle, though not very accurately ;) [b]Steep learning curve, but also a [i]very[/i] satisfying experience![/b] If you're new to this game then be warned: it can be tricky to get started, also because there's [i]a lot[/i] of details which you'll need to learn to get the most out of all this. Which is why it's important that you don't try to become the best right away: take it slow, one step at a time, and then try to have fun as you slowly, but steadily, get better at this game. Like I mentioned above: it took me an hour or so to set up the previously scenario and trust me: it was [i]far[/i] from perfect. But who cares as long as I had a ton of fun? Though it was a bit of a bummer when I drove up to the border to "show them who's boss" and yet before I could even get close I suddenly see something going towards me and a few moments later I've been blown up! [h1]Some annoyances to keep in mind....[/h1] As much as I [u]love[/u] this game, it's also [b]not[/b] perfect; some things plain out annoyed me, even though I got used to them. Just keep these points in mind? Also: these apply [u]at the time of writing[/u], ok? [list] [*] Campaigns aren't filtered => If you're in the start menu ("splash screen") you may be tempted to play a new campaign. You click "Campaigns" and whoa... "Chains of war" looks promising! Yah, you click it and are only met with an error message: you don't have a license. Jeez, when WTH does this even show up?! [*] Some tutorials are outdated => It's [i]highly[/i] recommended to play some tutorials. Unfortunately some of them have become a bit outdated. Take the Flight tutorial part 2 ("unattended flight"): when talking about missions it doesn't mention that some options are on a dedicated tab instead of crammed onto the main screen. It's not a huge issue, but can become very confusing if you're still new. [*] 3D view can give you an error => Once again the game lists certain options even though they may not be there. How easy can it be to just filter these based on what we have available? Each to their own but this feels sloppy to me. [/list] Like I said, it's not a big deal and IMO definitely nothing game breaking or such. But if you're new... it can be annoying. Why are they "advertising" stuff that isn't there even though they're touting this game to be professional? [h1]Something to consider: get TacView too![/h1] [url=https://store.steampowered.com/app/1177050/Tacview_Advanced/]TacView (advanced)[/url] is a 'toolbox' which can provide you with a 3D representation of your C:MO units and structures. Don't expect realistic models, but trust me when I say that it can definitely add something extra to your missions. [b][i]And there you have it[/i][/b]. Sorry for a long read, but ... I can [u]highly[/u] recommend this game!
我在steam里学英语就靠他了 摸一下猫猫会张嘴,一个赞摸一次!!! ⣿⣿⣿⠟⠛⠛⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⢋⣩⣉⢻ ⣿⣿⣿⠀⣿⣶⣕⣈⠹⠿⠿⠿⠿⠟⠛⣛⢋⣰⠣⣿⣿⠀⣿ ⣿⣿⣿⡀⣿⣿⣿⣧⢻⣿⣶⣷⣿⣿⣿⣿⣿⣿⠿⠶⡝⠀⣿ ⣿⣿⣿⣷⠘⣿⣿⣿⢏⣿⣿⣋⣀⣈⣻⣿⣿⣷⣤⣤⣿⡐⢿ ⣿⣿⣿⣿⣆⢩⣝⣫⣾⣿⣿⣿⣿⡟⠿⠿⠦⠀⠸⠿⣻⣿⡄⢻ ⣿⣿⣿⣿⣿⡄⢻⣿⣿⣿⣿⣿⣿⣿⣿⣶⣶⣾⣿⣿⣿⣿⠇⣼ ⣿⣿⣿⣿⣿⣿⡄⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⣰ ⣿⣿⣿⣿⣿⣿⠇⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢀⣿ ⣿⣿⣿⣿⣿⠏⢰⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿ ⣿⣿⣿⣿⠟⣰⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠀⣿ ⣿⣿⣿⠋⣴⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⣿ ⣿⣿⠋⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⢸
在此游戏里您可以看到引导头不如原版pl12的pl12a/pl12b,射程近400nm的akf98a,正面rcs比f35大254倍的j20,能打pl11/pl12的jh7
You need a master degree on every military unit to play this game. It feels like doing office work instead of playing a game, you click buttons and read tons of text, then you read the encyclopedia, you get your master degree on an F15, then you have to attack a Mig29, but before that you need to read the ecyclopedia again and get a master degree on the Mig29. Repeat that for every unit you want to use or attack.
You know you have become an adult when you play this. This isn't a game, its a ♥♥♥♥♥♥♥ training simulation
You really gotta know what you're doing and the learning curve in this game is more like the vertical profile of the Grand Canyon. That being said, it is hands down the best tool for modern wargaming
I soooo wanted to like this game and on paper, it seems like it'd be right up my alley. I grew up with games like Strike Fleet on the Apple II that were as realistic as they could have been at the time, and I still go for hardcore sims of various kinds like X-Plane and MSFS (with add-ons for realism). I'd been looking for a really good, realistic modern naval wargame for a while and this kept coming up in my recommendations. But it's just not really what I'd consider a "game". It definitely is a simulation, I will give it that. The developers make a big deal out of saying that governments actually use this for their own war simulations, and I believe it. It is both incredibly realistic to a ridiculously granular level as well as being completely tactical in nature - there's no real "action" or even a real 3D view, it's just a map and you're just watching stuff move across it and giving things orders. It's also just really, really hard, as I imagine real war would be, so if that's what they were going for, good job. It's just not all that much fun knowing that the only way to win is to have an encyclopedic knowledge of realistic weapons systems and tactics. I mean I get it - there will be people who really do want that sort of thing. I thought I was one of them. But for me, there has to be at least some nod towards making a game a *game*. I'm playing this stuff to escape from my real world and maybe give myself a little bit of mental stimulation that I wouldn't otherwise get. But I don't need to feel like I'm trying to keep my job at the Pentagon. It's not a test. I first bought this simulation after playing Ultimate Admiral: Dreadnoughts for a while (great game, btw) and just feeling like I wanted something similar but set in the modern age, and with aircraft carrier operations added. That game has a lot of granular detail too but you don't *have to* really delve that deeply into it. And the campaign is free and it's actually dynamic in a really natural way. And you get to design your own ships, and then watch them in action! The battles/scenarios take places with the ships you've designed and built, and if you lose them, they're gone. The campaigns in Command: Modern Ops are *not* free - every one of them is a DLC - and they're all just a series of static scenarios. There are a bunch of individual scenarios included with the game as well, and more available from the community, These can take a while to complete, so it's not like there's a dearth of gameplay here, it's just that it ultimately all feels kind of meaningless. And again, like work. I've tried about four separate times to get into this sim over a period of a couple days each and I just have never been able to do it. It's not that I can never win, either; I've won all the tutorials and am pretty confident in winning some of the lowest difficulty scenarios, it's just that they're all so simple (pretty much like the tutorial missions) that they just wouldn't be that much fun. But when you start to scale it up to engagements that are actually interesting, the difficulty and work required just for preparation before even playing just saps all the fun out of it. For example, there is a scenario where your task is to sink one Chinese aircraft carrier with a 2019-era US strike force, including its own Nimitz-class carrier and aircraft. Sounds like a cakewalk, right? Well, I've played it 3 times now and no matter what settings I use or where I set my support missions to run, the Chinese just immediately find and shoot down all my early warning aircraft and put up an unending brick wall of missiles against my strike aircraft, while my own air-to-air equipped fighters can't even get close to theirs. I end up on the defensive right from the start and once you lose all your AEW aircraft, you may as well just give up. (And if you try to keep them safe below deck, you're blind.) And sure, the game is flexible enough that I could just set China to have like, 4 total aircraft or use utterly fictional US naval stealth aircraft, but that wouldn't be very realistic or satisfying. There needs to be some kind of balance between realism and fun in a video game, where you can *feel* like it's realistic even if it isn't quite. I'm back to looking for another modern naval sim, and I guess I have to admit that while I like realism, I also want my games made with the player in mind. I'm just not really the target audience that I thought I was for this, but I'm sure I'm not the only one who fits that description. So just be warned. You may think you want an ultra-realistic modern naval war sim, but do you really? It might not be what you expect. And this game is expensive enough that it's not really an impulse buy or something you can try out and then forget about if you don't like it much. I will say one thing, which is that this game has me respecting our real-world adversaries a lot more than I did. We might be in some trouble if we ever get in a real war. I just hope our leaders are better at this stuff than I am.
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