
Victory is at your fingertips! Your ability to lead your nation is your supreme weapon, the strategy game Hearts of Iron IV lets you take command of any nation in World War II; the most engaging conflict in world history.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
About
Take charge of history’s greatest war machines in Hearts of Iron IV, a grand strategy wargame that challenges your strategic abilities and political insight. Refight World War II at the head of nation from the time period, building up an industrial powerhouse and a diplomatic alliance that will effectively wage war on ideological opponents.
Hearts of Iron IV is more than a historical simulation. Alternate historical paths open up with almost every decision you make, from small ones such as where to launch your attack to crack open Fortress Europe, to large ones, such as whether to re-establish democracies or long forgotten monarchies.
In Hearts of Iron IV, you can plan the military strategy almost down to the rivets, as you design division templates for your armies, research new modes of production and means of destruction, set out factory instructions and pursue political objectives. Almost no part of the war goes untouched as you guide a nation of your choice through humanity’s darkest hour.
Death or Dishonor: focuses on eastern and central European middle powers
Together for Victory: focuses on British Commonwealth nations
Waking the Tiger: focuses on China and Japan
Man the Guns: focuses on naval features and alternate history paths for the United States
Genres
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 3353 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
суkа такое гамно на самом деле вы бы знали
it is impressive how abysmally thought out this game is. any nation other than germany is absolute ball torture to play because it boils down to staring at green or red bubles for 30 minutes, with 2 fps because non historical focuses all revolve around releasing as many microstates as physically possible. (no one wants to fight a russian civil war in siberia, having a stalemate for 3 years) HOI4's events feel completely scripted and railroaded, and give the player little to no ability to choose what's best for them.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 19: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Latest in each market: best UK #73, worst PL #99 · 6 markets collected
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Polish, Portuguese - Brazil, Russian, Spanish - Spain, Japanese, Simplified Chinese, Korean
Hours played at review time, across 3.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩mod很多可玩性很高只需要购买本体dlc可以通过凝聚力获得
что такое люксимбург
почему я не могу призвать новорождённых детей и беременных женщин в армию посадить их в танк и заставить плыть через ла-манш в тигре 1 и взять лондон за 3 дня?
Plus de vie sociale ! incroyable.
Everything is fine. The only problem is that my stupid microwave tore apart in 1941 because the Soviets decided to recruit 9 million men
For years I've wanted to like this game it seemed like it was going to be better than the grittier HOI3. I went in on a handful of hand picked DLCs ready for action. But HOI4 somehow seemed dry and lifeless and I thought I wasn't getting it, that I needed to play more. But then I found out that HOI4 is essentially a fancy deck builder tuning stats on the back end. Despite the game’s branding as a sophisticated tactical theater, the meta-strategy almost always devolves into an industrial Zerg rush, where raw mass and optimized stats completely render local tactical planning nearly useless. Because the game engine resolves combat by aggregating numbers in a localized province bucket, it fundamentally favors brute-force statistical overwhelming over clever military maneuvers. The "Mass Attack" Illusion: In a true object-oriented game, a smaller force can use a chokepoint, a defile, or a reverse-slope defense to hold off a force ten times its size. In HOI4, because stats like Soft Attack stack infinitely across multiple divisions, a massive stack of optimized divisions will simply "stat-check" the defender. The engine's math means a Zerg of units will eventually grind through any tactical positioning through sheer attrition. Flanking is Just a Modifier: In actual warfare, getting behind an enemy or striking their flank panics the command structure, cuts off local communication, and creates a physical panic. In HOI4, a flank attack does not actually happen in physical space. It simply applies a flat passive penalty to the defender's spreadsheet stats. If the defender's base stats are high enough from their tech tree, they can mathematically ignore being surrounded. The Death of the Operational Plan: Because the map executes autonomously via drawn arrows, your actual planning is done before the war starts in the division designer. Once the war begins, the "tactics" are automated. The best way to win a war in HOI4 isn't to look for tactical openings; it is to build a massive industrial Zerg of uniform, hyper-optimized divisions and push them forward in a relentless line. It is a strategy based on macro-economics and assembly lines, entirely undermining the concept of the "brilliant general." You aren't winning because you out-maneuvered the enemy on the battlefield; you are winning because your industrial engine allowed you to throw a larger, mathematically superior wave of meat and iron at the map. The tragedy of HOI4 is that the narrative team built a beautiful, atmospheric, living world, but the systems design team attached it to a sterile, gamified calculator. You get sucked into the romance of the geopolitical drama, only to be instantly slapped in the face by the cold reality that your beautifully orchestrated historical army just vaporized because you didn't min-max an arbitrary statistic. In a true object-oriented RTS game it completely crushes the Zerg-rush meta by forcing players to respect physical mechanics, individual unit tracking, and spatial limitations. I'll be looking for my next WWII grand strategy game with more of this and the ability to use a multi-processor to adequately advance the game play. The ultimate truth: HOI4 is a math puzzle masquerading as a world map and Paradox I'd like my money back (and my time) for believing in this game. And it looks like it's a good time to be walking away with all this endless DLC and subscription insanity. p.s. don't get me wrong. I'm a fan of min/maxing and stats when it is directly tied to a specific, cherished asset or object that you have personally customized, invested in, or upgraded. But when a game forces you to min-max at a grand strategic level (like HOI4), it strips away the identity of the assets and breaks the reality of human behavior--it just feels dishonest to me, very dry, lifeless, and mechanical.
Super gra, można robić statki i se latajo samoloty. Mega, jest jakiś adolf ale nie kojarzę typa
bit of a learning curve but great overall
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.
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