
A classic real-time strategy game with an epic single player campaign, multiplayer & coop, set in the alternate reality of 1920+
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.
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.
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.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.49−85% | 16Kreviews | 73% | — | $1.2M |
| $49.99 | 756ratings | 74% | — | 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 858 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game, would erase my memories to try it as a new player
Klare Spielempfehlung für RTS freunde Dies ist ein sehr schönes RTS-Game im Dieselpunk. Die Spielmechanik erinnert an Company of Heros und liefert mit seiner Alternativen Zeit von 1920 im Dieselpunk, ein einzigartiges Spielerlebnis. Jede der 4 Fraktionen hat ihren eigenen Spielstil und macht sie somit besonders. Rusviet (Russland) kämpft Überwiegend mit Nahkampf Waffen und Mechs / Schrotflinten, Flammenwerfer, Klingen. Polonia (Polen) kämpft Überwiegend mit Leichten Waffen und Mechs / Gewehre, Schnelle Mechs, Schwere Artillerie. Saxony (Deutschland) kämpft Überwiegend mit Schweren Waffen und Mechs / Maschinenpistolen, Schwer Gepanzerte Mechs. Usonia (Amerika) kämpft Überwiegend mit Mittleren Waffen und Mechs / Luftschiffe, Nah-und Mittelkampf Mechs. Iron Harvest ist ein sehr gutes Spiel. Allerdings mangelt es an Vielfalt. Dieses Spiel benötigt viel mehr Gefechtskarten, Fraktionen, Einheiten und Verteidigungsanlagen. Kinwales (England) / Frantalis (Frankreich) / Romax (Italien) / Tokina (Japan) / Skadix (Schweden, Finnland, Norwegen) / Hindana (Indien) / Türklis (Türkei)............
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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 20: 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.
Reviews, worldwide (the counter carries no country): 1.29/day in the week to Jul 30 → 2.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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*, French, Italian, German*, Spanish - Spain, Polish*, Russian*, Czech, Korean, Portuguese - Brazil, Simplified Chinese, Traditional Chinese +1 more
Hours played at review time, across 862 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
キャンペーンクリア記念レビュー 5段階評価で表すと3。悪くはないけど絶賛できるかといえばそこまででも・・・。 セールで安くなってるときに買って積んでおくならアリかな。 CoHの車両がロボットに置き換わってそこそこオーバーパワーなヒーローが登場するゲーム。 進行不能バグが数回あった程度で、難易度は高くなく詰まることもないと思われる。 ユニットのパスファインディングが大味すぎるので個別に移動指示を出したほうが無難。
Before I start, some spoilers involved but nothing that really gives away anything important, the whole story starts off chasing this dude...sooo yah. One exception, I guess it spoils someone that you fail to kill...a lot... all through...enough that it's really irritating and immersion breaking. I've found out that this studio is a smaller one, not quite Indie, but small enough and the fact remains that this is basically their first REAL game, I can't judge them as a AAA studio if they just aren't yet, so I'm gonna relax my standards a lot and give them the yes, HOWEVER I don't want them thinking this means I condone this type of writing, so my objections WILL remain. I do hope that they do not do with Dawn of war WH40k 4 what they did here. The mistakes made here should be corrected by now, and it would be absolutely horrible if such a huge IP gets a bad title because a small developer doesn't make the game that I know without a doubt they are capable of. Also, If you just intend on playing multiplayer you obviously don't need to worry about all this, its not relevant to your gameplay, but I play games for good stories, to experience them, so if you're like me and you want a good story that you can get lost in and not have to cling on for dear life to then maybe skip this. There are a few gripes that will affect you however, one being unit control. The units have an inbuilt grouping/spread out mechanic that doesn't work properly a lot of the time. They will often take very odd, roundabout pathings getting them spotted if you're trying to do anything sneaky and sometimes will straight up ignore what you're telling them to do. I'm really not sure why the multi-unit control is so buggy in a game that's this old...patches should have fixed this... The units are good, the gameplay is good (with some caveats that still need fixing), the storyline had some interesting elements, other than the fact that the game makes you think it's crashed EVERY time it loads a cutscene (cmon guys, put in a dang loading screen if its gonna just FREEZE the gameplay or black screen during loading a cinematic) and I could have overlooked that, but then over and over and over they have this idiotic main character just let the bad guy escape. She has him dead to rights multiple times, and any normal person would have learned by then to pull the trigger, but no...because we have to stretch the storyline onwards, because we cant think of anything more creative than "oops, butterfingers, guess he slipped away again!" "guess he used the rockets built into his mech to escape for the 5th time" seriously, at this point all her mechs, which you should have quite a few of surrounding him if you managed to temporarily break his plot armored, invincible, insta-kill capable, auto-healing mech and trigger a cutscene, would be PHYSICALLY RIPPING OFF THE JETS the second he was defeated. She would be at least smart enough to command locking on physically to his escape device that he's used so many times. This game would, and should, have ended MULTIPLE times, Zubov dead, you win, go home and Polania is saved. If you aren't gonna be able to catch him...don't let the player catch him. Have him leave, say he escaped while we were trying to break into his base if you must. Its annoying, but at least it makes sense from a narrative point of view. If you wouldn't let the enemy escape you after killing your dad and his army killing your brother AND him killing your uncle and him being a threat to your entire country then guess frigging what.... the character you are writing probably wouldn't either. I can't, in good conscience, recommend this. It's immensely frustrating watching your character just fail over and over again because "cutscene" especially when their actions don't make sense with even the most minimal logical thought.. excuse me, not failing, because people sometimes fail. I should say CHOOSING to fail, because frankly when you take no precautions to prevent your enemy escaping and he has escaped many times before, youve got a gun at him and you SEE him reaching to the side of his cockpit for something and you don't shoot or demand your mechs restrain him you simply are letting him win for whatever reason, stupidity or otherwise. It's done to death in games and I won't support this sort of laziness. I'm aware its done to control and advance the story narrative, I know... it SHOULDN'T be a valid way to control it. You could find the same clues if you break in and he simply had escaped before you got there and it doesn't break suspension of disbelief. Hes a coward, he sees you running in, so you bet he runs. A good storyteller will not need to artificially create tension by letting him almost get caught and slipping through your fingers again and again, the depth is just non-existent. It transitions into the Rusviet campaign using flashbacks, which is clever I will admit, but it could be done another way and not require one to believe that a special operative who has already infiltrated a room full of the controllers of an enemy that are a threat and has explosives at hand would not simply plant them, plant a listening device, and as soon as the meeting ends detonate them from a distance. She would have all the information, and they would no longer be a threat and one cell of the faction is wiped out, a very highly PLACED cell of operatives that would be very hard to replace. Knowing how they operate, and who was involved it wouldn't be hard to extrapolate and figure out who else is involved in the plot, thus continuing until the enemy is defeated. Expecting a player to believe this is just silly. Of course, the most criminally stupid thing they expect us to believe is that someone who wants nothing more than to be freed of some tech they don't want on them, who doesn't like the people hes with (as in mortal enemies but they don't know that) and yet he is being sent in alone past defenses they cannot follow him through.... that such a person wouldn't simply continue through the defenses, leave them up, and go to the person who built the technology and have said tech removed. The idea that he would disable the defenses as requested rather than take the opportunity to get exactly what he wants is absolutely ludicrous. I can suspend disbelief for giant robots built with 1920s technology that can rocketjump hundreds of meters and not kill the pilot, but this? no.
Very good game. Worth the "small coins".
One of the Best
Na wstępie zaznaczam, że nie zagrałem w kampanię – od razu wskoczyłem w tryb potyczek, by sprawdzić pełne możliwości gry. Boty są po prostu idiotyczne. Gra nawiązuje do I wojny światowej: zero mobilnych jednostek, za to masa mechów. Budynki to parodia. Startujesz ze sztabem (ratuszem), którego nie zbudujesz samodzielnie (choć jest w menu – pewnie pod kampanię). Potem koszary (rekrutacja piechoty) i warsztat (mechy). Oba ulepszasz o jeden poziom dla zaawansowanych jednostek. Dalej: bunkry (3 warianty, ale dwa to ulepszenia), zasieki, worki z piaskiem (osłony) i pola minowe – te ostatnie, jak bunkry, żrą punkty populacji. Na koniec broń przeciwlotnicza: bezużyteczny bubel, bo buduje się TYLKO w bazie (jak koszary i warsztat). Dodana pewnie pod multi. 4 frakcje: Polania – Polska i partyzanci Saksonia – Niemcy Rosjwiecja – bolszewicka Rosja Usonia – USA Każda ma po 3 bohaterów (piechota/egzoszkielet/mech), ale wybierasz tylko jednego. Boty? NIE stawiają bunkrów, zasieków ani worków. Ich baza to sztab + koszary + warsztat. Koniec. Nic więcej. Piechota zmienia specjalizację: po śmierci wroga (np. sanitariuszy) wypadają dropy (bandaże). Saperzy je podnoszą i voilà – stają się sanitariuszami. Trwa do śmierci lub kolejnej zmiany (np. na miotaczy ognia). Mechy po zgonie to złom – saperzy grabią za surowce. Surowce: żelazo + ropa. Pasywnie ze sztabu lub kopalnie. Zwycięstwo: punkty lub zniszczenie bazy. Klasyka. Brak innowacji. Bot rushuje frontalnie, olewając twoje linie obrony. Mógłby obejść, skupić ogień na punkcie czy zalać artylerią – ale nie, bo wymagałoby to AI z mózgiem. Są dziesiątki lepszych RTS-ów. Podsumowanie: Grafika ładna, ale za pełną cenę 120 zł? Omijaj szerokim łukiem. Dałbym max 40 zł.
its fun but the multiplayer is dead. I would suggest to wait for a 50% sale minimum
For a good discount this game is very fun. Its such a pity that this game has a very low player base.
this game isnt that great they only have certain specailty type units for each factions and those are just the leaders other wise thye have the same type of technology for every faction you play same type of ground unit same type of infantry with minor differences. for the amount you pay it aint worth the download or purchase. ive seen better rts games from 15 years ago than what this garbage is!
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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