
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 855 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Six years later and game breaking bugs still exist, no developer workshop support means no community maps. You've got a COH2 game without all the things that made COH2 multiplayer fun, and a dieselpunk setting to boot. Clearly the developers have abandoned the title, and while the story is fun and engaging, the game isn't much beyond that aside from a few skirmishes you might play with your friends. So much, SO MUCH potential here for greatness that I was watching this title for years before it was published, and while I will freely admit the campaign is fun, a one off campaign fun time is not going to build the kind of legacy that COH2 was able to get done in half the time. Disappointed in how this turned out, and as stated, 6 years later I cannot recommend you pick this up on anything less than a 90% off sale, enjoy the campaign story, then move on to the next game on your 'unplayed' list.
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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 Aug 18: 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 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*, French, Italian, German*, Spanish - Spain, Polish*, Russian*, Czech, Korean, Portuguese - Brazil, Simplified Chinese, Traditional Chinese +1 more
Hours played at review time, across 859 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This tactical RTS is slept on. an underdog in the strategy genre. i expected this game to be more main stream to be honest. you get the point. whatever steam says, i have twice as many hours on xbox. i'm an rts lifer, been playing RTS/city builders since Red alert and ANNO 1602 (i was more in to 1503 and then heavy on 1701 even though gameplay changed). Iron Harvest makes you value your troops on the field more than those games because its very expensive to replace troops. having medics and especially front line engineers in this game is so fun especially since the infantry of almost any variety can switch between weapons simply by taking their fallen enemies' weapons. so engineers can become infantry if they find rifles, and cannon groups can become medics if they find medkits. Not only that, finding resources in this game takes time. You're already moving infantry and mechs in and out of the frontline to your support line and back, constantly due to the chaos of war. On top of that you're defending multiple control points (AI attacks 2 on Easy, unsure about hardest, im stuck on normal) while constantly trying to find weak spots to push. I need to stress this part. THIS RTS IS VERY ENGAGING. Even on the easiest diff you'll find yourself busy, nearly unable to take a breath. The name of the game is Blitz, always, but every unit is balanced to the point they can stun or do damage to anything at random. AIM FOR THE BACKS OF MECHS. this game is ALL about flanking mechs where you can, and disabling infantry from using weapons, either by rag doll, high burst dps, or by using other infantry to attack enemy infantry in melee combat i.e. using grunt riflemen to melee attack anti-mech troops to keep them from turning your mechs into scrap metal (and they will, quickly, even on easy diff). The game is incredibly intense and engaging for an Rts, if youre caught slacking in this game it will punish you for every mistake. I often think this may be the closest thing to a "dark souls" level of punishment in an RTS. but the more i play the more i can find my way through these missions. I cant stop for months. I take breaks for months but i always come back to this one. I bought a PC a few months ago, bought this on steam just because its better on PC. ( Big W for me)
Skirmish ai is busted. Game is unbalanced. I remember this game being good I'm not sure what happened but aside from the cool aesthetic and mech units it's just mediocre. Played a skirmish. Saxony vs. Usonia on medium. 2-on-1 my smg's take on a rifle unit in heavy cover. One directly in front on the other side of cover, and one flanked behind to shoot at the back. It took ages to kill this one rifle unit, all while my units took damage. Charged my engineers into a field cannon to stop it from firing at my Grimbarts and my engineers attacked the cannon instead of the men firing it (what?) getting themselves killed in the process. Generally speaking, my Saxon infantry felt weaker than the Usonian forces. And the fact that tactics and positioning of infantry have no effect in a Company of Heroes like game is beyond me. Cause for a game centered around mechs the gameplay is HEAVILY centered around the infantry. And I'm not complaining, but they could've put more work into it considering infantry are most of what you're using. Skirmish ai cheats and just seems to pump out units. So have fun with that. It's not unplayable and the graphics and setting are nice. But there are more balanced and competent RTS games out there.
I like this game even for it's problems. The art direction is fantastic, the gameplay's core is solid. The story and characters are pretty basic, they are a little hard to get attached to, but they serve the story which is fine at best. It scratches the itch of Relic-style RTS's like Company of Heroes and Dawn of War 2, along with some good old fashion dieselmechs. Now for the problems because they are very present. The balance is still pretty out of whack. I feel as though I am playing suboptimally if I don't spend my entire pop cap on mechs. The story missions turn into a friggin slog in some places. Also the factions are somehat weird. No matter what I think the Rusviet get the short end of the stick just by plain being outmaneuvered by literally everyone. The Polonians feel like the Dawn of War 1 Eldar all over again, I could probably kill any mech with a pair of smialys. The shared units between the factions also feel a little lazy. The coat of paint details between them are distinct enough, but the gameplay makes the infantry game feel somewhat weak. Then there is the whole can of worms that is the Usonian faction. Most of their gameplay mechanics are things that any seasoned RTS player would end up thinking "that seems like it would be really overpowered as a concept" and it's right. They are the faction that bases a lot of their faction This is definitely a game you get on sale, and if you actually really like the genre and want more of it
I'm the guy that WANTS to like RTS. Still chasing that StarCraft high from 1996 or whenever. However, I'm old and feeble and can't click too fast. So strictly in terms of a single-player experience: I'm really enjoying this. It feels manageable. I'm a natural turtle, which does not appear to be a viable tactic in this game, so I'm being forced out of my comfort zone, which is fine. The game is about positioning and pursuing beneficial matchups. A smaller/weaker force can absolutely dunk on a stronger opponent by only engaging appropriate targets and falling back in the face of an overwhelming enemy. VS the AI, the idea is to harass with squads capturing resources/command points to split its forces, and then seek and destroy. It can be gratifying when it works out. There are 5 campaigns which blend seamlessly into one another via plot progression. A neat way to do it. I was surprised to see how rapidly they progress: I was well into campaign 2 before I realized I'd finished the first one. There are plenty of additional single-player skirmish/conquest options, so I don't think I'll run out of content before I'm done with the game. For people complaining about the game being "abandoned"...I mean, there are some open-ended things in the story that could have been followed-up on if the game had the sales numbers to warrant it, but sometime games are simply finished and that's okay. This game is in a solid place and it's done. Similarly, the "abandoned" Dune: Spice Wars (also fun!) is in a solid place and it's done. It's weird to have an expectation of perpetual support for everything.
Tolle Spielidee, schöne Geschichte die sich nach und nach weiterentwickelt aber dennoch kann ich das Spiel nicht empfehlen. Die Steuerung und das Verhalten der Einheiten sind eine Katastrophe, im späteren Verlauf wenn viele Punkte eingenommen und gehalten werden müssen wird dies zum gravierenden Nachteil. Die KI schickt Welle um Welle und versucht natürlich die Punkte die ja auch wichtige Ressourcen sind, zurückzuerobern. Jetzt stehen die Helden oder starke Einheiten einfach nur herum, sie greifen entweder nicht ein, wenden permanent dem Gegner den Rücken zu, oder behindern sich gegenseitig. Meistens alles auf einmal, einfach nur eine frustrierende Erfahrung. Treffer in den Rücken sind wichtige Punkte für beide Seiten. Oder der Gegner steht vor dem besetzten Bunker aber niemand schießt auf den Gegner, es passiert nichts. Ab dem Spielverlauf wo man das Schloss von Tesla erobern muss wird es noch gefährlicher wenn die Einheiten nicht sauber reagieren denn die Gegner sind enorm Stark und kommen in großen Wellen. Man weis gar nicht wo man zuerst eingreifen soll. Spielspaß kommt so nicht auf!
este juego esta tan bueno como la mama de mi amigo
Ever since the announcement of [url=https://www.youtube.com/watch?v=lAPm8fIy5mg] Dawn of War IV[/url], I was curious to see how King Art(the developers of the soon to be DoW IV and developers of Iron Harvest.) fared in the real time strategy zone. So I played their 1920+ alternate history Europe ravaged with mechs and ya know what? Easily enough I was impressed. One key point caught my eye from what the developers proclaimed on their Steam page. Says [b]“Strong Single Player Campaign & Engaging Story”[/b] - whenever a developer touts their own horn saying such an appealing tagline I 100% come in ready to doubt it and make my judgement after the end credits rolled. After finishing all the 3 campaigns Iron Harvest(IH) has to offer I must confess they delivered. It’s kind of like a Company of Heroes-like, with Warcraft 3-like and an adjacent side of Dawn of War 1. The first sets the stone by creating an alternate 1920’s Europe heavily featuring mechs if they were used in a sort of alternate post World War 1 fictional world. A bold idea and I love setting, because it is illustrated from a polish artist by the name of Jakub Rozalski, think dieselpunk or steampunk if you need a frame of reference. The second I didn’t expect at all considering I would just send swarms of mech units and be done. Well hold your horses fellas, cause we get multiple hero units in the campaign to use and the added benefit of attaining higher rank promotions automatically just like in Dawn of War(DoW) 1?! Oh sweet lord all mighty I love it. Not just placeholder, heroes actually pack a decent punch to utilize during the campaigns and I like how varied they were. Third, the resource allocation points scattered around the map much similar to how DoW 1 operates gave me similar vibes, not to mention the world map campaign is almost the same as the Dark Crusade expansion in conquering the whole map. Honestly the mix of these great RTS game as a fusion is one hell of an undertaking and I admire the bold vision to finally realize Jakub’s work into a videogame form. To talk further on the narrative storyline and why they delivered. I’m going to break down what I think constitutes what separates a bold strong campaign from a weak one. Campaigns especially one in an RTS need are: [b]A strong premise[/b], you can certainly go classic with defending against enemies much like how Starcraft and Dawn of War operate against an invasion and slowly evolve from there, but what elevates the simple premise into a strong one are the main characters or heroes as I like to call them, their goals, their struggles and what they do in the campaign can keep your interest. Moreover, it asserts and allows the player in becoming invested in their hero units. Step 2 is [b]good map design[/b] being at the very least unique enough to move the plot/narrative along with cutscenes adding worldbuilding, lore and contextual setup whether in cutscenes or by completing missions in the campaign do we start to unravel the bigger picture. Grand and bold RTS’s know how to lure players with unveiling the slow curtain of reveal or climax or multiple climaxes to the story. We can see these in old Blizzard games in Starcraft and Warcraft and I would say Dawn of War 1 fits the bill in a similar manner. Two core aspects of the above are cohesive enough, in offering players an intriguing narrative to follow. Campaign wise, you can start with the beginning with Polania, followed by Rusviet campaign, then ending things off with the final campaign Saxony. I’m sure I don't need to tell y'all how familiar these names are to their in-real-life counterparts of today. I mean if Advance Wars can get away with legally distinct names, others can too! Hah! 3 campaigns offer 3 different viewpoints. You can see the chronological order events will follow. Or in some cases, running in parallel. And honestly events occurring in each campaign offer enough exciting plotbeats filled with twists and turns and cool protagonists. I wanted to see where they’ll survive or meet their end. Any RTS that manages to at the bare minimum keep a fella’s interest without dipping from beginning, middle, and end from the narrative threads, likeable characters, map design and to an extent a fun gameplay loop deserves praise. Especially when running a simple formula towards a climax and de-escalate from there to start anew in another faction's eyes. No need for complexity for complexities sake, sometimes simple works wonders. Without saying any spoilers I found the alternate 1920’s setting with diesel punk mechs fascinating to learn about as a student of world history, so you will undoubtedly find creative liberties taken from real life history. So when we are full aboard the fiction train I don’t bat an eye when we control our main protagonist in Polania. Being Anna Kos and her trusty literal bear companion. Yes, an [url=https://static.wikia.nocookie.net/ironharvest/images/1/13/Wojtek_-_Scythe.jpg/revision/latest/scale-to-width-down/1000?cb=20180514235641]actual bear[/url] Has a [b]boatload of interesting objectives[/b] with stealth(no detection), escort, survive multiple enemy waves, defend missions, new surprise elements, conquer multiple points on the map, shutdown key nodes, recruit allies, help captured individuals, collect a certain amount of resources/allies and more I’m currently forgetting off the top of my head, these objectives provide a varied amount of interesting goals to cover and I like them a great deal beyond the standard eliminate everyone classic aim. If there is a final point I want to praise is that there are some neat features here I enjoy. Every [b]single building is fully destructible[/b], if anyone has ever played The Red Faction games then you may be familiar with a similar case here, any explosion weaponry upon impact on a building will demolish it to bits. Of course mortars and large scale rockets will do a ton of damage, but equally marching any large sized mechs can do the same job by simply marching and obliterating buildings. Does make clever use of having units auto-cover anytime on any fortification whenever possible which I think is a neat idea and more RTS’s should take advantage of. I must confess to some mixed feelings though, didn’t affect my playthrough a great deal, but I think its notable to say. Wish there was more macrostrategy involved. I love going deep into basebuilding and fortifying my base, here I don’t receive that pleasure as I did back in my Old Blizzard RTS days. rather, its been simplified. Wish we had a higher unit cap(Can range from 60-90ish), or faster way to increase resource production(can take a bit to gain supplies early on), they take a similar approach to dawn of war/spell force 3 where you have to roam the map for resources, not a bad thing mind you since the game’s pretty balanced already having a decently sized army to win, this is more of a preference since I like to build up my forces to swarm my enemies en-masse. After the dust and smoke settles over my time harvesting iron, boy am I glad this kickstarted real time strategy game wasn’t a flop to the mud. Sure I did have some mixed feelings, but I still left in the very end positive of what’s to come if the developers return to the series. Looking forward to their next work! I can only imagine the sheer carnage and glory we’ll undertake in Dawn of War IV. In anycase, being handed the keys to one of the most recognizable IP’s in strategy form is one hell of mark on King Art’s portfolio. And it’s incredible Games Workshop(the company behind Warhammer) approached the developers during their work on IH to offer them the chance to make DoW4. And they took it! Amazing, and having finished their latest game, I have faith they’ll work it out considering we can’t get much worser than Dawn of War III. Hopefully… 8.3/10
after playing this and "the dwarves" all the way through i dont have high hopes for dawn of war 4, skip this one.
Fands vom Setting mega geil als ich s erste mal gesehn hab, gameplay war dann aber iwie schon enttäuschend :(
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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