
Take command in Europe's greatest 18th-century war. Equip & customize regiments, manage supplies, and engage in brutal real-time battles across procedural campaigns. Resources and replacements are scarce, and keeping your best men alive may matter more than any single victory.
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.
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): 2.14/day in the week to Sep 12 → 3/day in the week after.
About

Master of Command is a real-time tactical strategy game set during the Seven Years' War. You take control of an army, manage its supplies, engage enemy forces, and shape your campaign through difficult choices and decisive battles. Every encounter, every piece of equipment, and every soldier lost matters.
Key Features:
Real-Time Tactical Battles: Engage in historical combat where morale, stamina, terrain, and timing determine the outcome.
Fully Customizable Regiments: Equip your troops with historical equipment and weapons that affect accuracy, stamina, morale, and more.
Real-Time Campaign: Choose a region and enter a fully real-time map with fog of war, branching encounters, and a mobile enemy presence.
Persistent Army Management: Every loss matters. Units gain experience, officers level up, and your choices carry across each region of the campaign.
200 Historical Units: Recruit from an extensive roster of 18th-century European forces, each with unique stats, roles, and visuals.
At its core, Master of Command is about the relationship between your army and the world around it. March too far and your men will starve. Rest too long and the enemy will reinforce. Your troops rely on you not just to lead them into battle, but to keep them fed, equipped, and alive long enough to reach the final objective.

Battles in Master of Command are immersive, tactical, and unforgiving.
Combat is designed to feel grounded and brutal. Troops respond to pressure, breaking when outflanked, faltering when exhausted, and rallying when supported. Morale, stamina, and formation matter as much as numbers. A well-timed charge or tactical retreat can change the course of a fight. Victory often goes not to the larger force, but to the commander who managed their troops with discipline and resolve.

Equip your regiments with historical equipment and weapons to shape their strengths and weaknesses.
Regiments aren’t expendable; they are comprised of a living group of men relying on what you’ve given them. Outfit your line infantry with rifles for long-range precision, cylindrical ramrods for faster reloads, or field musicians to steady their morale under fire. Customize their flags and uniforms to reflect your unit's identity or design something entirely unique. Supplies wear down, resources are limited, and every army ends up looking different by the time the campaign is through.

Start with a handful of worn recruits and grow into a force worth fearing.
Every army in Master of Command tells a different story. You choose which units to recruit, which officers to promote, and which regiments are worth keeping alive. Some armies are lean and elite, built around veteran grenadiers and cavalry. Others are ragged but massive, relying on sheer numbers and momentum. Officers gain experience over time, and their traits influence how your divisions fight.

Every region is different, and every march is unpredictable.
After marching your army into a region, you’ll enter a procedurally generated landscape, obscured by the fog of war and navigated in real-time. Your goal is to locate and destroy the enemy’s main encampment. What lies between you and that objective is different every time: villages, ambushes, battlefield wreckage, wounded survivors, or roaming enemy forces. Terrain affects how fast your army moves, how quickly provisions are consumed, and what kind of battlefield you'll face if attacked. Enemy armies react to your presence, sometimes pursuing, other times reinforcing, or lying in wait. No two campaigns unfold the same way, and no two armies you've led end up alike.

Every army brings its own doctrine and its own identity.
With over 150 hand-crafted units from five major European powers, Master of Command lets you build armies that feel distinct and historically grounded. Each unit has its own stats, role, and personality on the battlefield. Some reload quickly, others hit hard in melee, and a few simply refuse to break. Your roster is shaped by the army you choose and the decisions you make along the way.
Notable units include:
Prussian Grenadier Guards
Austrian Deutschmeister Fusiliers
Russian Don Cossacks
British Highland Grenadiers
French Royal Scots Fusiliers
Prussian Death's Heads Hussars
Austrian Kaiser Franz Hussars
Russian Preobrazhenskiy Life Guards
British Campbell's Highlanders
French Swiss Guards

Your army is only as strong as the men and resources you can find.
Throughout the campaign, you’ll pass through towns and villages offering a chance to recruit fresh troops, trade for supplies, or offload captured equipment. Some locations specialize in certain goods: artillery, munitions, horses, or officers, while others are picked clean or too wary to help. Prices shift based on your actions and reputation. Raiding a settlement might keep your army alive a little longer, but it’ll close doors elsewhere. Managing your resources is just as important as winning battles, and a poorly timed shortage can grind a campaign to a halt.
Strategize, survive, and lead your men to glory. Become the Master of Command.

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 899 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3] 📢 Verdict: GRAB [/h3] [b]TLDR:[/b] An excellent, fairly low-micro roguelite strategy game with battles similar to the Total War series (how rare). The demo is generous and gives you a good idea of what to expect. [list] [*] 🔄 [b]The Loop:[/b] Instead of managing an entire nation, you focus on outfitting and leading a single five-brigade army across a 3-act run, building genuine attachment to your units. Battles get large and intense by the mid-late game. Low micro, so the player can instead focus on a surprisingly sharp challenge on higher difficulties. [*] 🎨 [b]The Vibe:[/b] The unique, almost hand-drawn art style pairs wonderfully with era-appropriate, faction-specific soundtracks. Audio is immersive, except for some rare, self-correcting audio dropouts when cannons are firing salvos during larger battles. [*] ⚙️ [b]The Friction:[/b] UI/UX are frictionless and straightforward, making each campaign run and army management easy and enjoyable. Other strategies and roguelites could learn a couple things. Very well optimized overall. [*] 🌐 [b]The Ecosystem:[/b] Highly replayable with 3 armies per nation. The DLC adds enough content to keep things interesting. Includes Steam Workshop support. While the core loop can eventually feel repetitive, the unique challenges of each act and how you approach them keep things fresh. [/list]
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 4/day in the week to Jul 31 → 4.71/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 2,404 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, German*, Spanish - Spain, Russian, Simplified Chinese, Polish, Spanish - Latin America, Italian*languages with full audio support
Hours played at review time, across 907 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Master of Command è un gioco di guerra e tattica abbastanza semplice, ma che coglie nel segno ed entra nel cuore di chi lo gioca. Ambientato nel XVIII secolo senza sconfinare nel più facile scenario dell'era napoleonica, riesce nel suo scopo di restituire l'atmosfera e le difficoltà logistiche legate ai primi eserciti nazionali senza trascendere in una eccessiva complessità di sistema. Storicamente curato senza essere pedissequo, è in grado di soddisfare la passione del patito di storia attraverso le campagne militari di Federico il Grande di Prussia, come il divertimento di un neofita che si avvicina al genere. Semplice (sia beninteso) non è sinonimo di facile. Le campagne nazionali delle grandi monarchie dell'Ancient Regime vi daranno comunque filo da torcere nel vostro cammino di affermazione e conquista grazie ad un gameplay bilanciato e fedele alle principali dottrine militari in auge al tempo. Ogni nazione è diversa e fondata sulle proprie peculiarità. Gli eventi sono carini e danno varietà imprevedibilità al gioco. L'estrema scalabilità dei settings della difficoltà di gioco contribuiranno a soddisfare sia il novellino che il gamer più agguerrito. Le possibilità di personalizzare i propri reggimenti fin nel minimo dettaglio sono numerosissime e permettono di far sentire propria l'armata che si sta cercando di sviluppare. Il sistema di achievement che permette sia di sbloccare reggimenti unici e storicamente accurati, come di cambiare il tipo di reclutamento nazionale di base con cui (ri)giocare una campagna, garantisce longevità e versatilità al gioco, ideato per un pubblico ampio e non appiattito sui patiti di genere. La grafica fumettosa è gradevole, e le musiche selezionate, nonostante tendano a divenire ripetitive a lungo andare, sono maestose e ben eseguite (oltre che frutto di ottima scelta che va dai capolavori della musica classica al tema di Barry Lindon). Il gioco insomma è decisamente un gran passo avanti rispetto al titolo con cui questo team aveva debuttato e riesce pienamente ad intrattenere e divertire nella sua ricerca di creare la propria epopea militare nel secolo delle guerre di successione e di lotte per l'affermazione e la supremazia in Europa. Per quanto personalmente dissenta dall'opinione di altri stimati gamer nell'avvicinare questo prodotto a titoli e serie come Cossacks etc., visto che MoC manca totalmente di una dimensione politico/imperialista, questo piccolo gioiellino è un diamante ancora grezzo e non scevro da qualche critica. Il sistema delle formazioni di battaglia è decisamente "rustico" e potrebbe essere approfondito. Il punta e clikka per impostare la profondità dei tuoi reggimenti e indirizzarli allo scontro talvolta naufraga in qualche piccolo bug di sicura risolvibilità e migliorabilità. Tuttavia i meccanismi di gestione della battaglia e dei rifornimenti di un esercito qui sviluppati sono tali da soddisfare una larga fetta di giocatori. Se il tuo scopo è giocare battaglie divertenti/ stimolanti e veder crescere i tuoi induriti veterani temprati dal fuoco dei moschetti e dal freddo dell'inverno resterai di sicuro piacevolmente soddisfatto. Il solo consiglio che mi permetto umilmente di dare agli sviluppatori è quello di non cadere nell'avidità di rilasciare DLC troppo costosi. Sono sicuro che questo titolo verrà arricchito di scenari inerenti le battaglie della guerra Franco Canadese o della Rivoluzione americana e posso garantire loro il mio supporto se riusciranno a tenere i prezzi delle espansioni tra i 7 ed i 10 euro. Ribadisco loro il mio plauso fatto che hanno dimostrato di avere idee originali, carine e ben eseguite, oltre che un gusto non comune per la storia militare: pls keep up the good work and have fun developing games!
fantastic game, scratches the Empire/Napoleon TW itch
This game got me into muskets. I used to be more of an ancient times/medieval/ww1/ww2 strat game guy. This game changed that. Its got just enough battle brothers mixed with empire total war to keep me hooked. Tired after work? This game is amazing. Also runs really well on steam deck. Looks like they are calling this one done and moving on, but man, I'd kill for a revolutionary war and napoleonic dlc. When I want something meatier, I play the WDS Wargame's Seven Years War, or good ol' Pike and Shot: Campaigns. When I just wanna chill, this game all the way. Its still pretty difficult, but the vibes are very relaxing. Be prepared to learn this style of warfare, and to be forced into really tough battles due to RNG on the events. Still, its a great game, and easily my favorite wargame lite in recent memory.
Master of Command séduit par sa stratégie tactique en temps réel exigeante, où moral, terrain et logistique dictent chaque bataille du XVIIIe siècle. La gestion persistante de l'armée, la personnalisation des régiments et les 200 unités historiques offrent une profondeur remarquable. Une pépite immersive pour les passionnés d'Histoire militaire.
Played as Austria, won every battle, starved, lost, 10/10.
[h1]《指挥大师》(Master of Command)评测:约取实得,见微知著[/h1] [i]* 感谢keylol提供游戏评测机会 * 本评测在其乐社区的链接:https://keylol.com/t1041946-1-1[/i] [h1]总评[/h1] 插图:线列步兵剧照 本作以18世纪欧洲“七年战争”为历史原型,尤其以普鲁士的腓特烈大帝为光环主角,模拟欧陆列强间的战役。战略层面披着《战场兄弟》(Battle Brothers)的Q版捏人+养成+轻量资源运营外衣,缝合战术层面《全面战争:帝国》和《全面战争:拿破仑》式的大炮、燧发枪和龙骑兵即时策略战斗,行军养成和战场微操玩法都很扎实,数值平衡很好,画面效果有取舍,对硬件配置要求不高,开发者持续更新态度端正,中文翻译质量可接受,无脑推荐历史策略粉丝早入手。 [h1]死宅军迷出身的开发者[/h1] [quote]“每见泛泛而读略得印象者,稍经时日,便腹中空空,不如予之约取而实得也。” ——清 《蒿庵闲话》[/quote] 开发工作室名为Armchair Interactive,直译就是“沙发椅互动”,自黑对应英语语境的“Armchair Historian”、或中文语境的“死宅军迷”、“明粉德棍精罗”那帮人。其宗旨要做“涌现式叙事”(emergent storytelling)、即“玩家自主掌控战术,在深度策略互动中自然生成的可反复游玩游戏”。好大的口气啊!不知死活的工作室创办者Griffin Johnsen,早年以Armchair History动画历史视频频道成名,后来试水成立工作室,首部维多利亚时代战争题材的《火力与机动》(Fire & Maneuver)装逼失败,惨淡扑街。 插图:Griffin Johnsen的油管频道自画像 天下没有一战即溃的军迷,嘴硬,行动更要硬。Griffin Johnsen后来并不讳言首作野心过大、功能膨胀、商业模式和开发节奏拉胯的狼狈失败,到了开发本作《指挥大师》(Master of Command)就有了收束后的冷静清醒:不再强求大而全,不再把历史、多人、大场面效果、战役和服务型运营一锅乱炖,而是把注意力聚焦到七年战争、普鲁士的腓特烈大帝与欧洲列强们在这组特定历史的高光舞台上。 如果说《战场兄弟》(Battle Brothers)是在中世纪低魔大陆,运营12-20人佣兵团,那么本作的战略层面,就是玩家运营一支多达5个旅、20个团的近代军队,战略级行军、补给、补员、训练、吃喝拉撒、随机事件取舍,还保留了最有YY感的Q版捏人深度养成功能。 插图:本随机事件仅普鲁士线独有的第三种完美解法,致敬腓特烈大帝鼓励农民种植土豆的史实佳话。 如果说《全面战争:帝国》或《全面战争:拿破仑》的精华之一,在于尽可能如实反应了当时的欧陆战场,那么本作的战术层面,精华在于用低成本、同样复现了战术级列阵、炮轰、对射、突击、决胜,打崩对手的士气,活着通向下一场战役/战斗的爽快体验。 插图:每章都有多个可自选战役分支,达成支线条件可获取史实强力部队和解锁特定战术理论 “约取而实得”、“见微而知著”,诚哉斯言!如此懂行的开发者,玩家社群怎会不爱?这款单机、非3A、有上手门槛的策略作品,去年发售初期峰值在线人数超5000!本月初追加DLC到现在,也稳定在每天七八百人在线,评测3500多条,好评率近90%! [h1]画面穷得荡气回肠,情怀得理直气壮[/h1] [quote] « Ce ne sont pas les grandes armées qui gagnent des batailles, ce sont les bonnes. » — Maurice de Saxe, maréchal français[/quote] 直译: [quote]“能赢得战役的是精兵良将,而不是臃肿庞大的军队。” ——莫里斯·德·萨克斯,法国元帅[/quote] 省流: [quote]兵非贵多也,乘机取胜而已。 ——《武经总要前集》[/quote] 从爱尔兰到契丹,恶名昭彰的大厂们可以堆美术资源,强上把玩家显卡风扇哀嚎狂转的各种黑科技。可是,声光色效的短暂奶头乐散去后,我们冷静探讨这些妖艳贱货们,对“硬核策略游戏的游戏性”本身,有什么直接帮助吗?哪个玩家会一直啧啧称奇士兵建模的军服布料下垂物理特性?又有哪个玩家会一直盯着蚂蚁小人们互殴倒下时的处决动作? 此处插播一条祖安吐槽:对,说的就是你,又当又立,全家户口本被全球玩家们喷到只剩一页的Sega,历代全战都单出一份永不降价的血腥补丁DLC,还政治正确地声称是为了合规云云。 本作这伙沙发椅上指点江山的开发者,是怎么讨巧的?人家压根不卷美术资产,只主打一个考据情怀!从西方到东方,本作典型玩家中,有几个敢说自己小时候没玩过锡/铅/木/塑料各种材质的兵人的?谁还没中二脑补过千军万马、硝烟弥漫的战场的?谁还没旁白解说和即时配音的?像是W. Britain品牌的兵人(认真脸:此处品牌露出并非收费推广),到今天快130年了,还在吸引一代又一代永远年轻且专一的大男孩们,孜孜不倦为信仰持续充值。 多张插图:七年战争中的英军第23掷弹兵团,此处适合《信长之野望》玩家乱入:南蛮 三段击! 开发者这种穷得荡气回肠的小团队,当然走不起3A写实路线。本作战场画面,士兵模型甚至带着明显的Q版低模感。可你就说这种 “粗”,跟刚才一盒盒复刻七年战争的实体兵人玩具,像不像吧:三角帽、米特帽、高对比度的彩色军服,复刻版团旗栩栩如生…… 插图:游戏战场画面截图,两军激烈交战中 大炮轰鸣,整齐横队,火枪齐射,手榴弹猛掷,刺刀突击,马刀挥舞,一场重量级战役,两方加起来动辄就是三万雄兵死磕(认真脸again:此处为可审计数字!不是曹老板兴兵八十三万会猎于吴的虚假套路)。 插图:Boss战后结算画面,优势在我! 这份体量和沉浸感,哪里还需要硬卷烟尘粒子、布料模拟和血肉横飞去假装大制作嘛!开发者是真懂玩家打小就装在心里的那个战场梦啊!这也太亲切了吧! [h1]一本正经地捏人、养成和战斗[/h1] [quote]„Die Schlacht ruinierte die ostpreußische Infanterie; seitdem sind die Regimenter dieser Region wertlos.“ — Warnery, preußischer General, über die Schlacht bei Zorndorf[/quote] [quote]“这场战役摧毁了东普鲁士步兵;从那时起,该地区的部队就毫无价值了。”——普鲁士将军瓦尔内里,在佐恩多夫战役中[/quote] 图片说明:题图选得好,绅士少不了。老普鲁士第7步兵团(Musketirer Reg. Nr. 7 von Braunschweig-Bevern)的萌娘形象,原画作者sergestus 题图老普鲁士第7步兵团的历史,最早可追溯到1676年。团名中的“von Braunschweig-Bevern”,不能望文生义下定论说“该团来自布伦瑞克-贝沃恩地区”。实际上,欧洲旧军队一直有团主命名传统,军团不仅是番号单位,而常常挂靠在某位贵族、王室成员或高级军官名下。比如同时代的彼得大帝之女、俄国女皇伊丽莎白·彼得罗芙娜在1741年登基后,立即“佩戴圣安德烈绶带,宣布自己为三个近卫步兵团、一个骑兵卫队和一个胸甲骑兵团的上校,并接受了上层阶级的祝贺”。又如前文老普鲁士第7步兵团初代目团主,是勃兰登堡选侯夫人Kurfürstin Dorothea,家底来自近卫部队当年远征时留下四个连所组成的家族团(Hausregiment)。该团在18世纪中叶的制服为蓝色制服外套、粉色翻领/袖口,红色后摆,米色背心;掷弹兵帽为粉白色并有粉色绒球;团旗为深蓝色配红色射线。该团在七年战争前享有盛誉,西里西亚军官冯·普里特维茨晚年回忆录评价该团为“一支规模宏大、英勇善战的优秀部队”,战力仅次于近卫军。但在科林战役中几乎团灭,战损超过1000人,残部由于新兵补充不足,无法恢复昔日的辉煌,甚至沦落到佐恩多夫战役中陷入恐慌。1774年,腓特烈二世秋后算账,严厉评价:“这种行为既不可饶恕,也不容遗忘。” 游戏中,普鲁士线完成任务得到的奖励军团之一,是著名的死亡骷髅骠骑兵团。该团在游戏中有多强呢,哼哼,就当是玩《全面战争:阿提拉》,用东罗马具装铁骑,背冲全速突击轻装白板步兵的那么爽吧。 插图:游戏中的死亡骷髅骠骑兵团,面板数值逆天 一直到德意志帝国晚期,大约1909年,德皇威廉二世的宝贝独生女儿、维多利亚·路易丝公主,还亲自下场cosplay,在“将指挥权移交给公主”的礼仪场合,穿着死亡骷髅骠骑兵团制服,成为该团名誉上校,为后世留下了这份珍贵的明信片影像。 插图:维多利亚·路易丝公主穿着死亡骷髅骠骑兵团制服的明信片史实影像 我们这些死宅军迷(Armchair Historian)啊,就是会在这种地方忽然认真得可怕呢。 (同时插入游戏插画和电影剧照) 军迷们,此刻怎能不泪流满面(解说员詹俊老师语气):看看这张游戏载入时的插画吧,几乎就是向1976年拿了四个奥斯卡奖的电影《Barry Lyndon》(台湾地区参考译名:《乱世儿女》)脱帽致意了:1759年8月1日的明登战役,英德联军大战法军。英军“明登团”红衣线列步兵横队推进,军官带头在前,老款米字旗在后,火枪刺刀拉出整齐斜线,远处烟尘里敌军若隐若现。英军三角帽上别着明登白玫瑰,用以在战场烟尘混乱中区分敌友。至于玫瑰来源,一说顺手摘自战场树篱野花,一说摘自当地老乡花园。迄今相关英军传承部队每年8月1日仍有佩戴玫瑰的纪念传统。 [quote]„Wenn Soldaten anfangen würden zu denken, würde keiner von ihnen in der Armee bleiben.“ — Friedrich der Große, König in Preußen[/quote] [quote]“如果士兵开始思考,他们中没有一个人会留在军队里。” ——普鲁士国王腓特烈大帝[/quote] 精彩的来了!真实历史此时诡异到连游戏都不敢这么玩的! 插图:英德联军主帅不伦瑞克的费迪南王子 联军主帅、不伦瑞克的费迪南王子,下令“听鼓声响起为号,步兵伴着鼓声前进”(advance [b]upon[/b] the beating of drums) !经副官口头用法语转达(无力吐槽:虽说法语是当时欧陆贵族间的通用语言,可这位老哥给英国人讲法语?),到了部队就成了“立即击鼓进军”(advance [b]to[/b] the beating of drums)! 沃尔德格雷夫少将(此老哥战后原地升官到中将)的旅得令,立即向法军密集炮兵和骑兵的中央防线进发,金斯利少将的旅紧随其后:6个英军步兵团,就这么浩浩荡荡上去送啦?常理讲,哪有线列步兵老远主动走向完整骑兵阵列去千里送人头的?哪有开阔地形上步兵横队硬吃炮弹轰的?何况当时还没后世拿破仑时代的步兵防骑兵的空心方阵,英军步兵只要阵线一动摇,法军骑兵抓住战机,一个突击就能打垮。 果然,英军步兵伴着鼓声向密集法军骑兵推进,硬吃毁灭性炮火,但展现出了惊人的纪律性、决心和毅力,仍坚持维持队列整齐。法军万人骑兵开始冲锋!一波一波地冲锋!卧槽居然在近距离被英军步兵刺刀阵击退了?!英军又冷静打出齐射,击溃法军第二线骑兵!另有一说,此战英军炮兵打出了步炮协同,是英国野战炮用马拉机动、以跟上推进支援火力的传统起点,甚至称给皇家骑炮兵的概念提供了源头。 插图:明登战役四大狠人同框:左起,联军主帅不伦瑞克的费迪南王子、破防大冤种法军主帅孔塔德斯侯爵、英国骑兵吃瓜看戏代表萨克维尔勋爵、带队送人头实现反杀的施波尔肯少将。 法军主帅孔塔德斯战后愤怒破防吐槽:“我从未想过,还能看见单列步兵突破三列按战斗队形排列的骑兵,还把他们给击溃了?!”(中文省流翻译:活久见了属于是) [quote]«Береги пулю на три дня, и иногда и на целую кампанию, как негде взять. Стреляй редко, да метко; штыком коли крепко. Пуля обмишулится, штык не обмишулится: пуля — дура, штык — молодец». — Александр Суворов, русский генерал[/quote] [quote]“每颗子弹都省给三天用,有时得给整个战役备着,哪有地方弄子弹。少开火,但打准。刺刀往死里狠捅。子弹是傻逼,刺刀是好汉。” — 亚历山大·苏沃洛夫,俄国将军[/quote] 不过有一说一,玩家与本作AI方的实战体验,比老牌全战系列有点瘸腿,操作也更别扭。虽然游戏界面会明示AI当前模拟的是当时史实名将的成名战法,比如强调军官亲临一线、部队主打高机动走位的瑞典国王古斯塔夫战法、强调利用掩体蹲坑、保护军官、减少挨轰的沃邦侯爵战法等等,AI能有战线、侧翼、预备队的概念,但还是比不了中等水平以上玩家层出不穷的骚操作脑洞。AI会死板维持战线,舍不得放出预备队,主打一个“友军有难,不动如山”,常常就被玩家稍微放放风筝,一支骑兵拖住对面两三支步兵,或者忽悠对面炮兵或猎兵远离主阵线、过于突出而被玩家骑兵一口吃掉。主力战线上,玩家不会傻乎乎跟对面比赛谁更能硬吃排队齐射枪毙的损耗,蹲坑玩家会拿轻装猎兵占山头或民宅,靠地形拖住对面主力;微操玩家会背后放龙骑兵夹击骚扰;换了性急玩家早就丢两轮手榴弹,老掷弹兵嗷嗷上去拼刺刀了。笔者在此不敢跟老鸟们卖弄,唯一能提醒从隔壁全战转会来的新玩家,不能把本作炮兵默认当成隔壁投石车或弩炮,复刻卡住狭窄地形一发收割上百人头的大杀器,而得小心翼翼伺候弹药消耗,集中卡住战场要地,靠有节奏的实心弹和霰弹射击,逐步恶心对面吧。自评RTS战场整体体验,能有老牌全战系列的80%吧,完全能接受。 [h1]感动到与开发者一起共鸣的玩后总结[/h1] [quote]„Es ist besser, eine unangenehme Entscheidung zu treffen, als gar keine.“ — Friedrich der Große, König in Preußen[/quote] [quote]“做一个不愉快的决定总比不做决定要好。” ——普鲁士国王腓特烈大帝[/quote] 本作浓墨重彩勾勒出的十八世纪的七年战争,表面是国王们争夺西里西亚、殖民地和王冠继承权,实则比拼政治、外交、财政、人口、后勤,最后才在战场上见真章的总账。 本作开发者,取《战场兄弟》的队伍养成之实,取《全面战争》火器战场之实,取七年战争军制与补给压力之实,舍华丽画面之末,最后又用大量用心打磨过的丰富史实细节告诉军迷玩家们,开发者不止会在扶手椅上谈兵。“岂曰无衣?与子同袍”。交给玩家运营的军队早已超越了战斗单位本身,他们带着玩家倾注的“what if”奇妙YY感,仿佛会饿、会累、会死、会成长,还会一不小心就把局部胜利打成战役负资产。他们俨然是玩家亲如异父异母的好兄弟,好到穿一条裤子那种。 谢谢您,我们军迷玩家的天才作者,Griffin Johnsen先生。 插图:普鲁士线通关画面,介绍了普鲁士拿下并掌控了西里西亚的史实
[h1]MoC is an interesting game.[/h1] While MoC's systems and rogue-like aspects are certainly compelling for a time, nothing really melds well together for a game that describes itself as historical and models a historical setting. You'll spend most of your time roaming a series of maps, interacting with random events, engaging in battles, and oddly enough, recruiting friendly troops and buying supplies in enemy territory. I will say that recruiting British or French line infantry in Pomerania or Poland is an... [i]interesting[/i] design decision. All of this is occurring while an artificial clock counts down to the final [i]boss[/i] battle in which a massive enemy force will chase you around the map at warp speed for the penultimate showdown. As for the tactical layer, all I'll say is that I found the battles neither interesting nor challenging. This of course, isn't helped by the developers constantly shuffling back and forth with balancing updates, which seem rather peculiar for an SP focused game. It's just a weird amalgamation of concepts centered on an FTL like backend, but with an 18th coat of paint layered over it. Once the initial awe and grandeur of this niche game wore off, it's glaring issues shown through. Not saying the game can't be fun or interesting, simply that it certainly isn't what most people claim it to be.
This game is silly. its fine. just silly. i would not recommend it to anyone. go play an old total war game 1000x better then this.
Очень классная хорошая игра, единственное хотелось бы, чтобы моделmки сделали все же 3D как в Total War c чуть большей детализацией, возможность создать укрепленные фортификации, который ты бы мог создавать самостоятельно, на возведение которых требовалось бы время, это сделало бы игру Мастодонтом и флагманом этого жанра да и сказать по правде дала бы в рот Total war при таких корректировках. Добавить анимации рукопашных стычек было бы классно. Пушки тут для меня пока , что-то на уровне, я хер знает как этим попадать, да в принципе, а зачем.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $41.7K | 27 | 48% | $39.99 | |
| $3.2K | 13 | 31% | $7.99 | |
| — | 0 | — | — | |
| $1M | 1.2K | 74% | $29.99 | |
| $319.5K | 312 | 41% | $24.99 | |
| $145.3K | 117 | 64% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.6M | 4.3K | 68% | $29.99 | |
| $3.6M | 4.6K | 71% | $29.99 | |
| $3.6M | 10.1K | 94% | $9.99 | |
| $3.6M | 8.1K | 91% | $14.99 | |
| $3.6M | 14.9K | 97% | $6.99 | |
| $3.6M | 10.5K | 89% | $9.74 |