
War on an Epic scale from Moscow to Berlin – this is War in the East!
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Jul 30 → 0/day in the week after.
About
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $79.99 | 586reviews | 90% | — | $1.8M |
| $31.99−60% | 42ratings | 86% | — | not modelled |
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.
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 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good game
its utterly complex and overwhelming if you like that kind of thing
hardcore eastern front game, v realistic and loads of depth, thoroughly recomended
Media

Related
Related
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, German
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
numbers to satisfy any rules lawyer, yet simple enough to play for pretty much anyone
rendez-vous compte du prix srx ?
Buy it!
The button to start the next turn is out of sight and reach and there is no option visible to change the game-window-size! So its impossible to play more than 1 turn!
BOMBA!!!!
It might not make economic sense, but this game could be made much more playable. What one needs is a more player-controlled way of observing the entire front. There are too many glimpses of actions, one after another. That is not enough. Time needs to be effectively stopped.
Gary Grigsby’s War in the East is a monumental operational-level World War II wargame that stands as one of the most detailed and demanding strategy simulations ever released on Steam. Developed by 2by3 Games and published by Matrix Games, the game focuses entirely on the Eastern Front conflict between Nazi Germany and the Soviet Union, spanning from the opening stages of Operation Barbarossa in 1941 through the final collapse of German forces in 1945. Rather than offering a streamlined or cinematic interpretation of history, the game commits to a near-academic level of simulation, presenting warfare as a vast, exhausting contest of logistics, manpower, terrain, weather, and long-term planning. From the very first turn, it makes clear that this is not a casual strategy title but a deep, uncompromising war simulation designed for players who want to engage with history at a granular operational scale. The scope of War in the East is staggering. The map stretches across thousands of hexes, covering nearly the entire Eastern European theater, with each hex representing roughly ten miles of terrain and each turn equating to a week of real time. Players command thousands of units at the division and brigade level, managing armies that can number in the millions of soldiers. Movement, combat, and positioning all require careful consideration, as even small mistakes can cascade into large-scale disasters weeks later. Unlike many strategy games that reward constant aggression, War in the East emphasizes patience and realism; overextending forces, neglecting supply lines, or ignoring seasonal weather effects can cripple even the strongest offensives. Every decision feels heavy, and the long campaign structure ensures that early choices echo far into the future. One of the defining strengths of the game is its logistics and supply system, which plays a central role in shaping the entire experience. Armies do not simply advance because they have strong units; they advance only if rail networks are repaired, supply depots are functioning, and fuel and ammunition can reach the front lines. This creates a constant tension between ambition and practicality, especially for the German side, which must balance rapid advances against the risk of logistical collapse. Weather further complicates matters, with mud seasons and harsh winters dramatically reducing movement and combat effectiveness, often forcing players to pause or regroup at historically accurate moments. These systems combine to create a simulation that feels authentic and punishing in equal measure, reinforcing the idea that victory is earned through preparation as much as battlefield success. The presentation of War in the East is functional rather than inviting, reflecting its priorities. The interface is dense with information, tables, and nested menus, and while everything is there for a reason, it can be overwhelming to new players. Learning how to interpret combat odds, unit readiness, morale, and supply status requires time and patience, and the game’s infamous manual is often as challenging as the game itself. However, for those willing to invest the effort, the clarity of information eventually becomes a strength, allowing experienced players to make informed, deliberate decisions based on a wealth of data. This learning curve is steep, but it is also part of the game’s identity, rewarding dedication with a level of strategic control rarely found elsewhere. Single-player campaigns offer a formidable challenge, with AI opponents capable of mounting credible offensives and defensive operations across the massive map. However, the game truly shines in multiplayer, particularly through its play-by-email system, where two human commanders can wage a campaign over months or even years of real time. Facing another player introduces unpredictability and psychological warfare that elevate the experience beyond scripted behavior, turning each campaign into a unique historical what-if scenario. These long-form matches capture the exhausting, attritional nature of the Eastern Front better than almost any other digital game, as both sides slowly adapt, counter, and exploit weaknesses over hundreds of turns. Ultimately, Gary Grigsby’s War in the East is not a game that tries to appeal to everyone, nor does it need to. It is a definitive, uncompromising simulation aimed squarely at dedicated wargame enthusiasts and history buffs who appreciate complexity, realism, and long-term strategic thinking. Its age shows in its interface and presentation, but its systems remain remarkably deep and relevant, even years after release. For players willing to commit the time and mental energy required to master its mechanics, the game offers an unparalleled portrayal of the largest land war in human history, delivering a sense of scale, consequence, and historical immersion that few strategy titles have ever matched. Rating: 8/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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