
Firefight is a World War II real-time simulation game similar in style to the old Close Combat series but brought up to date with better AI, individual soldier modelling, a faster frame rate to give more intense and realistic combat and an easy to use command interface.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Firefight is a World War II real-time simulation game with more AI and attention to detail than any other game in its genre to date. Tanks are modelled with a physics engine and have gears, rev counters and speedos, and steer themselves with brake levers to give them realistic looking tracked vehicle movement. Each bullet, shell or piece of shrapnel is modelled in 3D and ricochets realistically off sloping surfaces. You can see each infantryman's rank, name, weapon, ammunition remaining, heart rate and fatigue levels. Machine gunners will call for ammunition when they're running low and other squad members will rush over with spare ammo if they are carrying any. Wounded men call for medics who will sprint over to administer first aid. Off-board artillery can be called in but will have to fire several ranging shots before the full 8 gun battery opens fire simultaneously.
There are 36 maps to choose from (9 each on the Western Front, Eastern Front, Pacific Front and Modern Cities), and each map has eight scenarios. The scenarios give you the option to play as any of the major nationalities involved in fighting on the Western Front from 1939 right up to 1945.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 371reviews | 85% | — | $205.5K |
| $9.99 | 1.7Kratings | 86% | — | $1.1M |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 60 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
After spending well over 100 hours playing Firefight and completing both the Eastern and Western Front campaigns, I think I've played enough to give a fair and informed review. I want to start with the positives because the game does deserve credit for them. Firefight offers a huge amount of content like dozens of maps, a large variety of units, an active Discord community and plenty of mods created by players. On paper, it looks like an excellent RTS with almost endless replayability. Unfortunately, once you actually spend a lot of time with it, you start noticing that many of its most basic mechanics simply don't work as well as they should. For a game that costs around €20 and has been in development for years, that's incredibly disappointing. The biggest problem by far is the AI. The infantry AI is honestly some of the worst I've experienced in a strategy game. It constantly ignores orders. You can carefully tell a squad to move through gardens, between buildings or behind cover, and several soldiers will randomly decide to run across the main road instead, straight into enemy machine guns or tanks. When those soldiers die, it doesn't feel like I made a tactical mistake,but it feels like the AI decided not to listen. Shooting is equally frustrating. I understand that soldiers miss shots, especially under fire, but elite troops shouldn't look like they've never held a rifle before. Units regularly miss easy targets at close range, fail to correct their aim and sometimes don't even notice enemies standing in obvious positions. I've had attacks where I completely outnumbered the defenders, had the better position and the element of surprise, yet the battle became a complete mess simply because my own troops couldn't hit anything. Suppression is another mechanic taken to an extreme. Sometimes soldiers stay pinned to the ground for what feels like forever, completely ignoring movement orders even when remaining there is guaranteed to get them killed. To not mention how that supression worsens when AI's artillery is suspciciously overly accurate compared to yours. Anti-tank infantry behaves just as strangely. Instead of prioritising their bazookas or anti-tank launchers against an approaching tank, they'll sometimes choose to fire their rifles first. Watching a soldier equipped with a bazooka shoot rifle rounds at a tank while the entire squad is about to be overrun is both ridiculous and infuriating. Then there are the tanks. I completely understand that tanks have limited visibility and that's why even irl they rely on infantry support. That's realistic. The problem is that Firefight pushes this limitation to absurd levels. Tanks sometimes fail to spot another tank sitting in the middle of an empty road or an open field until it's already too late. There are moments where your gun is literally pointing towards the enemy, yet your crew somehow needs another three seconds to realise that a huge armoured vehicle is directly in front of them. By the time they finally react, they're already destroyed. Flanking should be the obvious solution, right? Unfortunately, not always. Even when you successfully sneak around through forests or behind buildings, the enemy often detects you first despite not even facing your direction. It makes successful manoeuvres feel more dependent on luck than on good tactics. Driving tanks is another headache. Their greatest enemy isn't another tank, it's bushes and small obstacles. Instead of crushing through vegetation like a vehicle weighing dozens of tonnes should, tanks constantly stop, reverse, turn around multiple times or take bizarre routes just to cross a small garden or tree line. It's frustrating to watch and often gets vehicles killed for reasons that have nothing to do with you. Speaking of vegetation, bushes and trees are handled poorly as well. Instead of acting as concealment, they often behave like solid walls that completely block vision. This makes ambushes far less effective than they should be because you usually have to expose your own units before they can even see the enemy. More often than not, the defending AI spots you first anyway. This leads to another major issue, the AI almost always feels like it has an unfair advantage when defending. I understand that defenders should have an advantage, its realistic when you know how warfare works, but there are countless situations where you've done everything correctly, gained the tactical advantage and still get punished because the AI reacts faster or simply ignores the same limitations imposed on the player. The campaign is another huge disappointment. There are many maps, but every map contains several missions played on exactly the same battlefield. The only things that change are your starting position, the enemy deployment and the level of opposition. Each mission usually lasts between 30 and 45 minutes, meaning you'll often spend five or six hours on the exact same map before finally moving on. After dozens of hours, the game starts feeling repetitive instead of exciting. The custom battle mode is also far more limited than it first appears. You can choose the map, country, weather and build your own army choosing the amount points, but you can't properly configure the enemy army in the same way. Instead of creating truly unique scenarios, it often ends up feeling like you're just replaying another campaign mission. What disappoints me the most is seeing the developer continues adding new content while so many fundamental mechanics still need polishing. The game doesn't need more units or more maps nearly as much as it needs a smarter AI and improvements to its core gameplay. Suggestions posted on the Discord server rarely seem to lead to meaningful changes, even when they would improve both realism and gameplay. I fully understand that Firefight is largely the work of a single developer, and I genuinely respect the amount of effort that has gone into creating it. But as a customer, I also have to judge the final product. After more than 100 hours, I don't feel like I'm playing a finished RTS. I feel like I'm playing a game with fantastic ideas that still struggles with some of the most fundamental aspects of the genre. The worst part is that Firefight can actually be incredibly fun. There were moments where I genuinely enjoyed planning assaults, defending villages or coordinating tanks and infantry together. That's exactly why this is so frustrating. The game has so much potential, yet so many battles end with me fighting the AI controlling my own troops instead of fighting the enemy. In the end, I simply can't recommend buying it at its current price or state. There is a good game hidden underneath all these problems, but after more than 100 hours and countless moments of unnecessary frustration, I honestly believe there are better RTS games that deserve your money.
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Hours played at review time, across 60 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
дорого
Захватил аэропорт антонов за 20 минут р@зебал свинок и пошел спать
Очень дорогая игра за свою графику и карт которых мало
The game is alright but it has so many issues that lower the quality. AI needs heavy rework, one time they're Erwin Rommel and the other time they're Lloyd Fredendall losing the most winnable battle. Another issue is the developers themselves that do not really listen to the community, having very stupid system for suggestions and overall bad system for modding the game. (Not even being functional on IOS) The game on mobile is overpriced, having to pay $10 for the game itself and each theatre (4x) $10 meanwhile the PC variant, yes is cheaper but still overpriced for this glitchy game. Developers also like to add historically accurate weapons, infantry, etc. . . . issue is that sometimes it's just purely wrong, example is the Chinese Chi-Ha that has wrongs weapons and many more. Overall the game is mediocre, the devs should listen far more often to the suggestions.
Tank crew is dumb, price is too much for it, but love the mp, and the game overall. Mod makers are really doing the job for the developer. Real good strategy game.
с модом имба
качайте мод в тг от flexy
在这个游戏的坦克是及其重要的破点工具,但这游戏的坦克的AI往往不按照指令进行,血压都给我打高了,我用国军最贵的坦克打日本的便宜坦克,我还是先瞄准等了三四秒一直拖到它炮塔转过来一秒开炮把我坦克打爆,我坦克居然还没开火。第二天,我想应该是我打太急了,毕竟我打的是简单AI,不应该防守方三辆坦克连炮都开不出来被日军一辆坦克拿下了。那我打慢点呗,我自己操控坦克开火,结果一炮都不放了,用机枪扫射,又被打爆了。那我应该如何使用坦克?
игра тянет максимум на рублей 200. Ну не тянет она на 710, [strike]звуки прямиком из 90х, графа размытая даже в менюшке (о каком "brought up to date" и речь может идти если даже для 2016 игра выглядит старой?)[/strike] ((как оказалось игра реально 90х, поэтому по этим пунктам отмена. однако созревает еще больше вопрос по цене, игра 1998, какие 710 рублей????)) Максимум потянет для старичков close combat ибо в игре нет ни тутора ни собственно пояснения работы механик и как правильно играть, тебе даже не расскажут про элементы интерфейса по типу усталости и морали солдат (а из-за этой ♥♥♥♥♥ твои солдатики будут дохнуть как мухи но нееее, мы тебе об этом не скажем :D) ИИ просто наитупейший, как и твоих солдат так и вражеский а онлайна нет. Я ♥♥♥ знает зачем в это играть если честно, понадеялся на "трейлер" и пару видосов на ютубе, а получил какой-то второсортный кал :/
Players by region
Where this game's players are, estimated from review languages.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $205.5K | 371 | 44% | $19.99 | |
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| $205.7K | 788 | 88% | $9.99 |