
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 909 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tons of fun. If you enjoyed Empire or Napoleon, or the UGC games, it's a no brainer. It's not perfect, but the loop is solid, battles often play out in interesting ways (especially post patches) and it's so satisfying to beat an army when you're heavily outnumbered. Don't go in expecting the scope of a Total War game, this is a low budget game that punches well above it's weight.
Loving this game so far, if you're a fan of games like Ultimate General:Civil War or want a deeper experience of battles similar to Napoleon/Empire Total War than this is the game for you. AI is challenging and the unit roster, both regular and special units is deep with lots of options for different loadouts and unit progression across the game. Each faction has a unique playstyle and unit roster, with three different composition options within each faction. Lots of replayability and with more factions still to come this game should have my interest for a long time coming.
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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 2,419 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, German*, Spanish - Spain, Russian, Simplified Chinese, Polish, Spanish - Latin America, Italian*languages with full audio support
Hours played at review time, across 917 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Loved the demo and love the combat
Really enjoyable game
游戏是好游戏,但是最高难度下,完全没能体现线列时代作战的策略性,因为过于无脑强化并堆料ai的部队规模和数值导致玩家只能剑走偏锋,前期战斗基本全靠骑兵拉住ai的步兵进行一个全图拉练。 简单只说一点,你会看到第一幕有着60士气的新兵,我作为瑞典地方部队开局,使用的t3地方掷弹兵突击阵型下满耐力配合刺刀拥有50的冲锋和35的近战,在我侧翼刺刀冲锋后,居然只能和ai15近战能力的红衣新兵打出1:1的交换比(也许是bug,但是我后续观察发现近战绞肉基本就是这个交换比浮动)。以及用掷弹兵无论站定脸接或者对冲ai地方t2骑兵,也是只能1:1交换比。如果换成玩家的新兵或者地方骑兵,能有ai这表现的十分之一我都谢天谢地了。 可以看出最高难度下敌人加成,暗改有多离谱,远超介绍里写的增加一定的作战效率。而且ai冲锋只需要2-3疲劳(反正很低),而玩家居然需要10疲劳,并且ai溃兵逃跑消耗体力极慢,在前期我方火力匮乏的情况下,ai地方骑兵士气离谱到冲锋之后白旗走几步又能快速恢复立马又能气定神闲地反冲玩家拼刺精疲力尽的部队。掷弹兵的虚弱和敌人体力的高额加成共同导致了掷弹兵的鸡肋——作为一队精英重步兵,其定位仅仅是依靠高额士气拿人头硬换交换比,更可怕的是还可能打不过新兵。 而本作元帅难度加成下的ai骑兵在火力不充足的情况下强势到玩家需要留预备队反冲锋,侧翼截断,需要炮兵集火,需要线列等距离齐射,还要在敌人崩溃后进行追射(因为你永远追不上ai那跑得飞快的溃兵)保证它不走两步又回来冲锋给你接着造成巨额损失。而我的朋友,这只是一队骑兵而已,可能只是一队装备了金色武器的t2的地方骑兵,而这样的骑兵至少有3-4队,后面只会更多。 更不要说到了二幕一些营地战斗动辄刷6-7队炮兵爽炸玩家了,8队骑兵的巡逻队随便狂暴鸿儒玩家线列,贴脸齐射一轮一看ai只死40来个骑兵,远不如炮兵圆弹砸一轮。这游戏炮兵和骑兵真是断档的强度,而炮兵尤甚,尤为恶心的是一刷刷一坨。 也正因为制作组给ai的加成太高,也导致这游戏所有难度都来自于一幕,而一幕要压战损同时还要面对超出自己两倍人数的敌人,只能是跑马拉松,而中后期随着学说和部队的积累,数值又出现快速膨胀,使得本作显得难度极为割裂,在玩家发展出足够强大的炮兵和骑兵旅之后,线列熟练度高了之后,后期又基本就是千篇一律的蹲坑挂机过
总的来说还好,就是汉化有点问题
Seven Years War so I'm going to be heavily biased in favor. In a nutshell in perhaps familiar terms this is a Total War sort of battle engine from a Battle Brothers sort of campaign background. Customizable flags and uniforms. Leaning realistic except for some light hearted gamey aspects like most of the equipment items etc. Now, despite that, here are some criticisms / suggestions (does not impact my recommendation)... 1. Very annoying little "bug" (maybe) where the windowed mode re-sizes / maximizes every time the screen changes (ie to/from battle, loading screens, etc). This is in windowed mode with native resolution and resizing by dragging corners. Playing windowed at less resolution for a smaller window does not produce this problem. But the lower resolution / screen size seems to make the UI elements smaller and that is a pain also. 2. Terrain Effects - Looks like Woods merely provide cover, they should really also slow cavalry like Streams slow all troops currently. And open order infantry should make better use of this cover than formed infantry. Fences and Towns should also slow all troops except along roads. Speaking of Streams, they work pretty well as a first step but ALL slowing terrain should wipe out the cavalry charge momentum bar. These would make the battles more realistic and, in my opinion, deeper and even more interesting and varied. 3. Line of Sight, or the seeming lack thereof. Seems like artillery can shoot over hills and past woods against targets they should not be able to see. There is small cover malus but not nearly enough of an impact. This would also help make the battles even more varied and interesting. 4. Some or many of the non-weapon/non-horse/non-breastplate items seem far too influential. I appreciate the light gamey flavor but I also think this subtracts from the significance of what I'd be more inclined to consider the main items. There are some other kind of gamey things but mostly they are just flavor to keep it a light and fun video game with historical flavor that I can just enjoy anyway. Great job devs!
Great game
Kozak
yes if you want something like cossack 2
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.
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