
In this real-time grand strategy game, command armies, build cities, and manage a dynamic economy. Establish automated supply routes within your territory to streamline production. Fortify your defenses and brace for intense battles. Can you lead your empire to dominance?
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 21 → 1.43/day in the week after.
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.
About
DSS is a real-time grand strategy game with city-building and resource management.
Experience a groundbreaking game with limitless armies, endless cities, and unparalleled resource simulation. Built to redefine wargames and push the boundaries of scale and depth.
Construct and develop your cities to support your war efforts.
Workers will automatically complete tasks in order of priority.
Send settlers to found new cities.
Soldiers can be any combination of animals, weapons and equipment.
Players can drop in or out at any time.
Share resources with each other.
64-player online or 4-player split-screen.
Customizable per-player difficulty and casual/advanced controls—great for teaming up with younger players or beginners.
Defenses: Turtle up with fortifications and guard posts.
Resource Management: Establish production chains using logistics networks to ensure an efficient economy.
Upgrades: Research science, unlock tech trees, and gain experience.
Automation: Set up your medieval industry to keep running while you’re off conquering new lands.
Army Tactics: Command your forces across the map while keeping them well-supplied and fed.
Modular Military Units: Create soldiers by combining items and specializations.
Diplomacy: Coerce others into joining your cause.
Flexible Game Modes: From intense boss battles to peaceful, creative building.
Dynamic Difficulty: Most systems run by themselves — you choose what to focus on or leave alone.
Massive Scale: Hundreds of thousands of soldiers and workers are simulated in real time.
Map Generator: Each game offers new tactical situations.
Creation Tools: Design maps, flags, characters, and voxel models.
Battle Lab: Form armies and pit them against each other.

Engagement
Reviews
Themes across 61 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very cool game if you take your time to get into it. When playing the first time the game can be quite overwhelming. The fact that was made by one guy with his own engine is insane.
Creating a review so I dont make the mistake again of forgetting how this game works then playing it again. The most infuriating process of playing this game is the economy. You can have all the resources in the world, prioritize fully the building of bows or whatever, then have the required experienced workers, only for nothing to be built in a million years. I really dont understand how or why it just simply doesnt work out, and the fact that you have almost no control despite the prioritization methods is odd and frustrating. AI will declare war on you out of the blue, even if you have the strongest army in the world, almost acting as annoying flies for you to swat. Randomly there will be warhammer plate armor soldiers coming out of a town with 20 people. It is simply not fun. It looks fun, it sounds fun, it is not fun. Dont play this game. Also the water system and AI of troops is as stupid as it can get. AI will constantly turn and turn and turn only to take three times as long as it would have if they just ran straight. You'll have a complete army that somehow loses because troops got to the front one by one because for whatever reason the army that was all together a second ago managed split itself up from pathfinding. One unit just ran straight at them, while the other four did about thirty turns in a row, slowing them down to the point where the one in the front is already dead before they got there. The water requirements for orchards and whatnot simply makes large scale cities unfeasible, outside the main town of course with the wheat.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Russian, Simplified Chinese, Spanish - Spain, Turkish, French, Portuguese - Brazil, Italian, Korean, Polish +1 more
Hours played at review time, across 61 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Love this game! I finished an entire game on the biggest map and it was certainly a challenge at first. There is of course small nuances that the sole dev is addressing and is very transparent about the roadmap of the game. Not only that but he is also very welcoming on feedback and suggestions and does not get offended when you suggest something. You don't see that very often! Overall, money well spent. I do hope to see this game grow to what it could possibly be in the future.
I played the game too much, water management is mine Vietnam PTSD. I completed the first 400% run WITH PEACEFUL ENDING HAHAHA. The game is good, the updates are frequent, I did playtest this game before release and I keep coming back to it due to its increasing replayability and ease of 'access'. Its easy to start and do a run, and there are many ways to do things. Like did you know you can cap a province and build many houses in it, then let the enemy recapture it so it breaks their entire empire's economy? Now you do! the game is like Dwarf Fortress, it is now in its initial slow startup phase. It will take some time before a 'Kitfox' Publisher approaches them for 3d epic mouse support (which DSS 2 already has!) - There is little music or sound as of now, like in old DF ASCII. So get used to repeating sounds. - The game is close in spirit with DF !FUN! learning curve. You learn mechanics or behaviour with playthroughs. Like using economy to offensively destroy a much stronger foe. For example: good placement of multiple Taverns+warehouses per province in order to minimize travel time, thus maximizing work time per worker, province specialization with Province trait usage for maximum food and industrial through-put. - The embassies are OP. you can use diplomacy points to 'manipulate' others. Like you become allies with all the allies of a neighbour. If that person declares war it iwill turn into a 'free for all world war' between all parties. You only need to make 'peace' or 'truce' (which is preferable, because you can use truce then extend time for 1 diplo point and then use truce to hard-lock others into fighting your wars!) - Water is your biggest concern. Its hard-set value per province. The more water 'income' you gain them more 'inefficient' or massive you can be in said province. 3.4 water with deep well trait (which doubles the 'tick rate' of water income from 3.4 per sec to 6.8 per sec). You can use brewers to make beer and oil makers to make extra horny olive oil (lubricants) and gain massive throughput with resource processing. From using 4 water and 8 raw food or something and 4 coal (or charcoal) to make 8 food into 8 water and 1 raw food for 12 beer and then use 4 beer and 8 raw food and 4 coal (or charcoal) for 12 food! - The game has a lot of underlying math or 'Dwarf Fortress !FUN!'. It is easy to learn but hard to master. - The artstyle is nice and reminds me heavily of Stonehearth. God I hate how RIOT ruined that game. BUT THE ACE MOD is still up-to date as of writing this review and kept alive, and the game too! - DSS 2 is going to have an overhaul of the entire map system like they did with Kingdoms and Castles around V1.0. ------ This game's biggest 'negative' if I have to use that term, is that it does not have an easy to specify (or paint more clearly) end point of what it wants to be. Its like the initial stage of Dwarf Fortress where there were plans for Magic but even nowadays it stil is not present (without mods I mean. I know they announced that they finally got to the Magic part bit thingy and I bet its probably also thanks to the new programmer that Zach and Tarn hired. The guy that also made multi-core processing possible and frigging made late game so much more playable! FOr people interested look up DFHack Timeskip. Don't thank me, please enjoy that thingie. you can use DF hack utilities with DF (Dwarf Fortress) On steam, you can download it as a separate game I think? But you only need DF as prerequisite. OR You can go old-school and play DF in ASCII for free! (yes the old DF is still playable and downloadable from OG devs, but it has no mouse support!)) ------- DSS 2 Is a worthy game to try and play, and with its future visions that the Creator? Dev? uuh the guy making it, Fabian, has. He is a nice chap that does put functions and bugfixing over aesthetics, so if you report bugs you will see the results faster (and an actual response from the madlad himself) over content additions. He is a little bit of a Factorio Developer Mindset in that regards (I still don't believe its skill and experience, that guy probably has an Autism+ degree in efficiency and results). Anyway! if you want a good resource management and big scale, with escalating management and capabilities RTS, then I recommend this game. If you want some BS Quadrupple A graphics with their fancy Mud -overlay layer that makes everything look blurrier than us when we are looking for trees that can speak in the cold war, then I don't recommend this. This game is still alive and new stuff is being done but it takes time due to one developer working on it. Again reminds me of DF back in the (g)olden days! (The first ones, the steam release I see as the second golden age!) The dev does update frequently with bugfixes etc. But like some other Indie games I saw he does not post a bugfix or minor update to steam announcements page thingie. UPDATE: I posted the review as a save-thingie, updating with rest of my rant. ------- The army building and customizing is nice. You can choose which 'background' of your 'troop' you want. A troop is one 'unit' basically. and they can be added, removed, split from, retired and so on. They can be part of an 'army'. Anyway. The troop or how I'll call it for ease and bloody simplicity the 'unit', is a combination of the 'soldiers' which basically as of now is either a plebaen (pleb( villager)), or a 'noble' which is basically your 'premium eugenics' kind. More hitpoints, bit more damage and efficiency, movement speed yada yada. Then you can choose their weapon. Which can be a sword or ranged or special or other. Swords are from wooden to copper to bronze to iron to metal to steel to brass to Mythril (mythril is your endgame resouce/thingie, rest is normal medieval/pre Victorian age thingie). - Ranged is a slinghsot, so your little squary guys can be the pebble yeeters even David would be proud of! Then a short bow then bow then longbow I think? Then arbalest and crossbow, and finally an arquebuese and single shot hand-cannon - special is a warhammer, sweihander, literal roman Testudo kit (with shield!), and htose are the current options I think? Basically Zweihander gives AOE attack to EACH soldier of said UNIT. which is I think 30 per unit? The Testudo Kit as I call it gives them 80% ranged defense (MOBILE TANKS AND SPONGES GO BRRR), and Warhammer gives a 'stun' effect and other stuff, good armour breaker. -Specials are siege engines. So : small ballista big ballista? and catapult. Then you get the cannon and 'tube. Which is basically 2 cannons with one being more aoe and 1 being more damage in your face. - THEN you get shields!: Currently there are 4. a Bucker some kind of small heater a medium one and the big square one. These ones give you additional defense and deflect. I think only the buckler can be used on mounts? Or that one and the 2nd heater one. ANYWAY. YOU get a unit with their origin, which is pleb or noble for example, 1 weapon of choice, for example a Crossbow, a shield (buckler? is currently the only choice for unmounted ranged units?) and their armor! - Armor goes from basic leather to linen to copper to bronze to iron to heavy iron to brass to steel to mithrill. Each one has modifiers . -- Modifiers of equipment now come with health, armor, block chance, movement speed, attack speed, attack range, attack strength, AOE size for some, block amount and I think a few more. I am too lazy to double check so heyho! -- The end result of your unit can be a crossbowman with Helmet-Lacking Ultramarine level of plot armor that UltraFists your enemies over UltraRanges with UltraEfficiencies! You also have mounts, which also can have carriages! So you have combination WITH and WITHOUT a cart behind them. another layer of customization! ----- more in comments I post Because character limit. BS!
I LOVE the idea for this game, however it took me 2 hours just to learn the basics of the game and the UI needs a complete overhaul. You can't see a cities food without pinning it which makes no sense, I should be able to hover over every province and get a resource check next to my mouse which isn't in the game. Workers do NOT produce food until they run out completely which is the most insane system I've ever seen designed, if I have 100 orchards then I expect 100 people to be producing food at all times on them, not have them sit idle until my food hits 0 then they all rush out and steal 1k+ water. I STILL don't know how to grow my city, I built enough worker houses for 800 workers and it just says maximum workers 250 on the growth screen even though there is 800 houses. It is IMPOSSIBLE to figure out how much you can stockpile and how much you can't, there is simply no metric for it. The AI is clunky and buggy but I hope that can get fixed eventually. Basically the idea is SO GOOD, however the UI and convoluted systems that have 0 explanation make this game unplayable for me at the moment. My workers don't make food till they starve, I don't know how to grow my city, the research system is wonky as hell, the masters guild system is poor, it should be easy and seamless for the player if I want to grow my city or go into a bigger army or go into research but at the moment it's the polar oppposite. PLEASE dev make this game playable and people will play it. It's just not there at the moment.
Tutorial asks you to do something you doing something nothing happens why, where, what — this questions will not be answered. It just don't work. Take it or leave it tbf, game has a lot of potential, but overall, it is very clunky, ui is unfriendly as much as possible and lack of eplanations, hints, tooltips just making your expirience exponentially worse.
el simulador por excelencia de monopolizar el agua.
Yaklaşık 11 yıldır geliştirilen DSS 2: War Industry, şehir kurma ve derinlemesine kaynak yönetimini devasa ordularla harmanlayan gerçek zamanlı bir strateji (RTS) oyunudur. Dinamik ekonomi döngüleri ve benzersiz ölçek sunan yapım, üretim optimizasyonu ile savaş stratejilerini bir arada arayan oyunculara hitap etmektedir. Oyunun öne çıkan temel özellikleri şunlardır: -Derinlemesine Kaynak Yönetimi: Şehirlerinizi kurarken üretim zincirlerini optimize etmeniz gerekir. Özellikle yiyecek gibi temel kaynaklara öncelik vermek hayati önem taşır. -Devasa Savaşlar: "Sınırsız ordu" konseptiyle oyunculara mikro yönetimden ziyade büyük ölçekli cephe savaşları yönetme imkanı tanır. -Şehir Simülasyonu: Oyunda sadece askeri güç değil, aynı zamanda nüfusu ve endüstriyi besleyecek altyapıyı kurmak temel oynanış döngüsünü oluşturur. Temel Oynanış ve Ekonomi Yönetimi -Otomatik Tedarik Yolları: Üretimi optimize etmek için topraklarınızda gelişmiş lojistik ağları inşa etmeniz gerekir. -Derin Kaynak Simülasyonu: Hammaddelerin işlenmesi, taşınması ve askeri güce dönüştürülmesi benzersiz bir zincire bağlıdır. -Gelişmiş Şehir Kurma: Sınırlar olmaksızın sonsuz şehirler kurabilir ve ekonominizi büyütebilirsiniz. -Erken Aşama Hayatta Kalma: oyunun başında yiyecek (food) üretimine öncelik vermek kritik önem taşır. Savaş Mekanikleri ve Ölçek -Devasa Ordular: Oyun motoru, geleneksel RTS oyunlarındaki nüfus sınırlarını yıkarak devasa büyüklükte orduları yönetmenize izin verir. -Dinamik Kuşatmalar: Şehirlerinizi surlar ve savunma kuleleriyle güçlendirirken, yoğun düşman saldırılarına karşı hazırlıklı olmalısınız. -Stratejik Derinlik: Savaşlar sadece asker sayısıyla değil, arkadaki lojistik desteğin ve tedarik zincirinin sürekliliğiyle kazanılır. Sistem meraklılarına Tavsiye Ederim
For a "war game" its mechanics are absurd. defending units will embark on the water to defend against an attack coming from the water. Armies move randomly as individual units and not the army they belong to. meaning when you move an army its RNG as to what troops will arrive at that point and when, if they do at all, sometimes the game just decides that you didnt actually want to move those troops and will cancel move orders. Hostile enemies can essentially bypass defenses and overtake a city without defeating all of the troops, cant actually position regular armies inside the city and the way the game simulates how things play out you can have your entire army rush forward(while clicking (repeatedly) for them to stay in the same spot, move orders are ignored completely when engaged), watch the enemy pass by and then turn and fight your old city, because the ai took it while your troops were walking by the attacking army. The Ai "players" are buggy as well. randomly march thru multiple other territories to attack one thats 7 or 8 territories away? why, not a clue. fighting wars just becomes messy. thought you took over all of their territory, nope thanks the previously mentioned AI they probably have a territory on the other side of the map. so you can just stay at war indefinitely, make peace? lol no, the AI will just redeclare war on you shortly after making peace. NOT A TRUCE, actual peace. doesnt matter. but it does when you realize cities wont grow if youre at war....... I can get past the blocky graphics and essentially very very outdated GUI system, but war simulators for a very long time have had the ability to show units and move them in cohesion. not this game.
Theres so many issues with this game. I cannot reccomend at all. Its virtually unplayable. Between the bad AI and the the work logics i could barely get anything done. Its nearly impossible to see your decisions other than building be realized. I ordered an entire town to harvest wood, then sat for about 15 mins, no wood at all. SO i built a town that will kill itself. They wont gather wood, cant make farms, cant make anything and they just refuse. I set them not to do ANY other tasks but they would rather starve. The food systems pretty rediculous too, because there are so many moving parts to this one thing you could try for hours figuring it out only to realize you NEED another town to feed your city.... So i litterally cant progress at all.... In what should be the most simple of tasks.... The frame rate is rediculously bad as well. The game is horribly unoptimized. The UX is difficult to navigate, there are too many windows and buttons. Alot of things could be truncated or removed. Tutorials were nigh existent. Automation DOES NOT automate and might even kill your city. I am upset, 4 hours wasted. I was pretty excited for this one too...
Players by region
Where this game's players are, estimated from review languages.
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| — | 0 | — | — |