
Commanding Nations brings back the fun gameplay of RTS. Build anywhere and produce as many units as you want, as long as you can collect the needed resources. Play with one of the 3 unique Nations and destroy your opponents.
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Languages: English**languages with full audio support
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Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Early access games are supposed to be unpolished and be a buggy experience but this isn't even early, this really is just an alpha. I love C&C and occasionally delve into other RTS games and I can see how this game is more than heavily inspired by Generals but I can't, at all, recommend this game to anyone at it's current state. The menus are basic, which is passable because early access, but it's clearly the same Unity engine menu design you've seen in every Unity game. The camera movement is laggy at best description. Zooming in and out is jagged and moving in any direction takes a second to process then prolongs even past how long I pressed it. The UI is just bad, every unit description trails off the text box and the one SCAV trailer truck that can receive three upgrades doesn't tell you what those upgrades are or what they do. To tell you now, it's choosing between radar van, missile launcher, and troop transport. Buildings or that trailer that can carry infantry, doesn't tell you it can, nor does it have any visual indication that it can. The radar doesn't do anything. All of the colored dots that are supposed to represent units on the map are literally just shoved into the top right corner of the mini map. Sounds of units range from insanely loud looping sound (you can tell it loops) to just nonexistent sounds. As of right now, this game only has two factions. That's fine if one of the factions didn't received all the love and development time. Hong, which I thought would be Chinese from first glance, is just USA from Generals and the SCAV is just GLA. Hong faction has more buildings to use, including the only super weapon in game currently, and the only usable tank. The SCAV's main tank LITERALLY DOESN'T TARGET ANYTHING. I clicked over and over, used both left and right click on infantry and buildings, but it just stood there in the enemy base being shot at and being completely unresponsive to this. And when I built the Hong's artillery tank, it AUTO TARGETED MY OWN TANKS. I didn't even tell it to do anything. I clicked to build it, glanced around the map, came back to one of my tanks being half health and MY artillery tank across my base firing on MY own units. The AI in this game is just programmed to do its own thing half the time. Be it workers from SCAV building a vehicle factory and immediately running off to my supply depot to get money, to dozers being tasked to build a power plant, approaching it, then just not building it. The only plane in the game can target infantry, but won't attack them. It just spins in a circle at an unrealistic arc degree directly above the unit. The plane can target buildings, which at least gives them a use, but why have them target infantry if they either can't or just won't? If the devs had just spent more time developing this game and adding more before releasing it on steam, I'm sure this game could build up to be a great example to their claim of "seeking to bring RTS gaming to the modern era." But for $16 for an alpha with one and a half factions thrown together with tape and promised to fix everything with a roadmap, should've just kept it off the store and release it when it's in a more enjoyable state. Instead, this is the first impression people will receive from this game and it's just not a good one. Someone could buy a more polished early access RTS game for the price of this. The devs need to understand that they need to bring something to the table for people to choose their game over others, early access or not.
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Modeled estimate over time.
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It bugs me when the players boot up a game for 5 minutes and leave a negative review. After communicating with the developers on Discord for over a week, my initial thoughts are nothing but positive for the development of this game which I hope in the coming weeks / months will be realised by way bug fixes and additional content. As an EA release (and continued dialogue in Discord) I was not under any delusion as to the current state of the game and as such have been pleased with the development so far from a small team. With a working online lobby system and with the game being functional at the core I look forward to seeing this RTS throw-back maturing over time........like a fine wine.
Commanding Nations looks and feels like C&C Generals, which is a big plus in my book. The game is still far from finished, but for now it does look promising. So if you are an RTS fan be sure to keep an eye on this game.
I bought the game to support the Devs as I see the potential in it. Cant wait to see what it develops into. Not sure why the negative reviews. The Devs clearly state that this is early access and they are seeking feedback to make it a better experience and build/improve the game. People need to read the description and all information before purchase and quit whining.
Just wanna say, it's lovely. I remember playing Command and Conquer: Generals and its Zero Hour DLC. I'd play it as often and as frequently as possible. This allows me to relive that childhood and I'm grateful for that. The game is, however, in its very early stages - hell, I wouldn't even call it Alpha. More like a pre-Alpha. I played one skirmish and the map controls were a little funny when clicking on the map, and there's this weird warp to it to navigate with the WASD keys. Additionally, not very many options with the individual units just yet and resource nodes are a little finicky - was having trouble reassigning the suppliers to a new supply depot. Regardless, I can't wait for a more polished version of this. I really did enjoy it, despite what few grievances I experienced, and I hope to see more as it updates along. Just be aware that this is not just early content, it is early early on content. It's got resource collection, buildings, unit queues, and basic select-and-click commands.
'what if we get all the great designs and ideas from all the great C&C RTS games and then create a game based on them' We already have our reference (Generals, Red Alert & Tiberium franchises) as the foundation. We only need to 'paraphrase' the games and then we improve upon our predecessor. As of right now, the game is in Alpha stage (imo) and needed a lot of work but I can see the potential from this game. It will be a long term or short term development based on their funding and people that they have so I bought the game as my support.
I wanted to like this game. but didn't feel like it really progressed at all from the early release alpha. i don't even think this is alpha, barely works. Which is a shame, as there were parts of this well thought out, and now its never going to get finished. oh well. no point buying now unfortunately (just checked its been removed, hah). I understand why the dev couldnt finish it, i just feel like this was a money grab and was never intended to be 100% completed.
No, it is a Janky mess! Not even playable! Gameplay https://youtu.be/NTIf4hafJ4M
Really buggy, but has potential. Just a regular C&C clone.
https://steamcommunity.com/app/1527070/eventcomments/4354495152404458343?snr=2_groups_100006_ Game will be Removed Soon. its Online Only. so. Hope This Developer makes it better next time. GooD Luck for Your Future
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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