
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
The idea is great, but execution seems to suffer from lots of issues. I spent hours just to make it playable. If something with your game is not working properly, you'll have to make sure that no game overlays in various software including steam are active, check whether a bunch of other steam settings are off, make sure that game is running with admin privileges, install proper dx and .net framework versions if for some reason they failed to install together with the game, make sure that your command.ini file doesn't contain some corrupted settings, check for file integrity couple of times and do some other stuff I can't even recall anymore. Majority of this info is not easily available - you have to search through various threads on steam and matrixgames forums to find any useful answers. I can't recall the last time I had so many problems with just making the steam game work on my pc. Once you suffer through all of it and finally start messing around with scenario editor, you might find yourself spending an hour or two setting up an airbases or carrier fleets with different aircraft and different loadouts just to delete all of it by accident cuz, for some incomprehensible reason, clicking delete in air ops or magazines window deletes units selected on the map instead of element that you select in the given window and then, when you want to undo it - it turns out that classic CTRL+Z shortcut doesn't undo anything and nobody on the internet seems to know how to undo actions in scenario editor. I guess it might not even be implemented yet. I thought that I'm a patient person, but this game has really tested my limits so far. In the end, I might overcome all the inconveniences and even have lots of fun playing it, but I can't honestly recommend it to any sane individual. Not until devs focus on basic QoL features and make the whole process of setting it up at least remotely user-friendly.
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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 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
I have maybe 500 hours on the game. Not even close to being an expert. The game has a lot of detail and strategic value. My issues are really two-fold, and I think both points can be easily rectified. First, there are a LOT of menus. That's understandable since the players makes a lot of decisions. My beef with the menus is they seem to be presented in a very disorganized, and confusing fashion. If you don't have your own detailed workflow, you are going to make a mistake. The die-hards probably don't have the same level of problem since they know where everything is. A more casual player is going to get lost. I think that instead of adding more features (which the developers do regularly) they should clean up the menu system so that the menu follows a logical workflow rather than merely present a lot of scattered detail. My second issue is that the text is very primitive looking and lacks controls. You would have a hard time, for example, enlarging font and changing its color. Easier and more eye-pleasing print outs would be very welcome. The screens have a crude, home-made look which is fatiguing after playing for hours. All these complaints really could be ironed out with a little graphic and organizational skill. The game has been around long enough so cleanup should be the next big imperative. Until then, I'll certainly keep playing and making the best of things, but really it is time to tidy this up and make it user friendly and even pretty. PS: Reviewed my review and as of 2025 really haven't changed my opinion. I would add to the above that the game SEEMS quirky to me, although I am certainly not an expert. By quirky I mean that units display what seem to be strange behaviors. For example, give an aircraft an order to land and it may comply, or may not. Group units, and they may stay grouped or they may not. The net result of that is a lot of repeated attempts to accomplish things and a necessity to micromanage. I'm sorry to say this, but after many hours, I don't like the game, at least at my level of play. I'm sure veterans of the game would probably disagree based on their particular expertise.
shot Russians with tomahawk they died
如果UI能支持中文,或至少支持玩家自行本地化,肯定能吸引更多玩家的
trying to play the tutorial but the instructions are in the message log. The Font is so small I end up with blurred vision and a headache trying to read it. I googled it and people have complained about it since 2018. Not sure why it's this way. Unplayable because its a very complex game that i would love to learn but literally to painful...
The devs put their focus into the deep mechanics of weapons/airplanes/ships/defense and they've done a great job. Incredible job. What they haven't put focus into is providing any sort of strategic elements. None at all. It requires micro-managing everything. The units in missions don't really work well even if you spend hours/days setting them up. You usually have to take the units over at some point. Probably developed for our military and produced commercially to make money.
It is a simulator. Not a game.
Honestly an amazing game concept and idea, but unfortunately I just can't give it a positive review because it's unusable for large scenarios. Any scenario that's *not* a simple small-medium sized tactical mission will come to a screeching halt due to the number of assets in play - that is to say the game will start running at extremely reduced speed. If the game receives a large update that drastically improves performance, I will happily change this review.
learning curve
You will find that most people who are posting negative reviews, did not appreciate what exactly this is. It is less a game, but rather a complex military simulator. It is exceptionally detailed, and has immense depth - covering many nations, and nearly any piece of military hardware (provided it has an entry in "Janes"). And if you don't know what Janes is, then I suspect this 'game' probably is not for you. If you do - then I suspect you will enjoy this.
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.
Related
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