
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.
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Reviews, worldwide (the counter carries no country): 2.14/day in the week to Sep 12 → 2.33/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
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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 896 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Игра замечательная. Хорошая РТС с менеджментом армии между битвами. Строить можно разные армии - с упором на линейную пехоту, на штурмовиков, на кавалерию или даже на арту. Явно есть хоть и не очень большие, но проблемы с разнообразием и балансом. Карт довольно мало и за одну кампанию вы успеете их повидать почти все, если будете активно сражаться. Статы некоторых предметов явно несбалансированны и один предмет такого же качества может являться прямым апгрейдом другого, имея при этом ту же цену. НО разработчик не забрасывает игру. Выходят регулярные апдейты, баланс потихоньку допиливается, добавляется новый контент. Плюс идет взаимодействие с комьюнити, освещаются моды. Так что у игры явно светлое будующее и забрасывать ее не планируют. Единственный +- серьезный минус, как по мне - цена в тысячу рублей. Для такого проекта она слегка завышена. Но учитывая постоянное развитие, к покупке рекомендую
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 904 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's very fun, the battles are top knotch for musket era and very fun but the campaign is lacking. You play 3 different maps and then win after the third or can do endless but there's no real objectives or map. But I still like the game and would recommend
I was initially very excited by this game as there have been a lot of issues with modern total war games and I wanted to see another take on it. Most negative reviews bash the campaign but I was really dissapointed by the battles. They are so close to being good (minus the AI) but they are plagued by unforgivable decisions. In total war, I can pretty easily guess how my unit will do against an enemy unit based on their names alone. In Command and Conqueor I have to think of the unit, its weapon, its secondary weapon, my strategems, general upgrades, commanders, and all of the up to 8 items each unit carries. The stats of the actual unit itself are basically meaningless compared to how its equipped. This makes all the (very complicated) unit trees meaningless because all hussars can be curiassiers, all infantry can be grenadiers, etc. when equipped to make them so. These items aren't even thought out properly. There's tons of items and half of them make no sense to ever equip because they're just not as good as the other ones. Some of the balance is also way off. Dragoons are just useless. It never makes sense to bother having mounted gunners because charge is just so much more powerful, especially against the mentally deficient AI that never responds properly. Stacking a bunch of super high charge cav with polish horses + getting the most expensive cannons possible is such a dominant strategy that it makes everything else obselete. Some features like bayonets also make no sense. They give tiny stat modifications and its so obvious when you should have the bayonets on versus off that the "trade off" they give is meaningless. Take them off out of melee, put them on in melee, and they're just a straight stat boost. The only thing giving them accuracy and reload penalties does is give me more busy work during a battle. I really want to like this game, and I've tried modding these problems out but there's such a deep issue with the game's design that the moddable .json files simply cannot fix it. Good game design is presenting the player with meaningful choices. Picking which of the 10000 items to put in my 5 available slots or whether I want "+10% march speed" versus "+5 ammunition per day" are stupid choices that don't influence the game enough for me to care.
This game is a hidden gem. If you like Total War's battle half this game is for you. The battle system and the army deck building is way more elaborate. If you like shiny graphics more and the campaign of Total War and you auto resolve your battles, then this game is not for you. One last mention, thois game is fkin hard. (So devs please dont make it any harder.) As a bonus you can customize uniforms and names for the mood. There is a plethory of nations and army types. If on the fence, TRY the DEMO!
While there's some aspects of MoC I like, it falls flat in a lot of ways. The systems in-game are fairly simplistic and about what you would expect if you've ever played a Total War game. MoC isn't particularly realistic nor is it particularly gamey; it's par for the course, except with somewhat unsatisfying controls and an annoying camera. The game is designed to be played from a single perspective without rotating your view; you can rotate and turn on free cam, but many elements of the UI (while decent otherwise) do not rotate with you, and even here your angle of view is limited to a set arc. If you've played a Total War game, the camera will give every battle a sort of claustrophobic feeling; there's always just a little bit of friction tied to looking around, and you'll never quite be able to get the perspective you want. I could accept this if the battles at least matched Empire or Napoleon, since those games are rather antiquated at this point and there aren't many better options, but the game's tactical element is critically lacking any depth and is terribly balanced. Though most things are at least viable, there is no necessary strategy beyond massing Grenadiers and Cavalry in deep columns, then right-clicking the enemy army. This will, inevitably, bring you victory, because fully specialized melee units will always defeat their less-specialized counterparts regardless of terrain or enemy fire. By the final act of my first campaign I had fully mantled Folard and turned off all shooting in favor of the bayonet; if I could have ditched the crappy muskets for medieval swords and spears, I would have. Concentrated gunfire had consistently proven incredibly disappointing compared to even the most mindless charge. This + the lack of any Fog of War and flat, simplistic battle maps preclude much ability to ambush or really enact any interesting strategy. The unit upgrade trees are a little cool but ultimately I didn't find much interest in it. You can just upgrade all your infantry to elite shock infantry, all your cavalry into elite heavy cavalry, all your cannons into heavy cannons... There is seemingly little use for dragoons, skirmishers, cheap low-tier units, et cetera. Despite the efforts to diversify the factions doctrinally (which conceptually I find quite interesting!) the armies end up rather samey unless you're LARPing and building intentionally diverse and historical regiments. Beyond battles, the roguelike element could kind of interesting but ultimately doesn't matter much. Runs don't vary to any great degree organically and there are no spectacular unique items, so you can't suddenly end up with a weird hyper-effective skirmisher army or some bizarre arty spam build unless you set out from the get-go to build for it intentionally. It's going for a similar degree of realism to Total War, so the roguelike elements feel like they lack the dynamism and consequence to be terribly interesting. The overall "story" of the Seven Years War also doesn't change much through your actions; whether or not you invade Scotland or obliterate Silesia does not really matter, as there's no narrative feedback in the campaign at all. There are some things I like, of course. As previously stated, I rather like the attempts to diversify the nations (which is something Total War didn't really do too much for this time period). I like the customization and the Battle Brothers-esque campaign map events, though I think there's more that could be done with the concept. I don't even really dislike the game. But it struck me as mediocre, and I think it's only worth picking up if you're very much in love with the setting and have already played its preceding Total War games. It feels like the foundation for a much larger and more unique experience that would fully realize the Seven Years War theme, but lacks much meat beyond that initial excitement.
Master of Command è il classico gioco di tattica semplice da imparare, difficile da padroneggiare. Il gioco è ambientato durante la Guerra dei 7 anni e già dalla selezione iniziale della campagna si denota una ricerca a livello storico/militare a dir poco notevole. Restando in tema campagna la varietà delle Nazioni e dei loro sottogruppi offre un'alta rigiocabilità, specialmente se si punta a sbloccare reggimenti speciali. Il gameplay tattico/strategico potrebbe risultare monotono, d'altronde la guerra di linea è monotona, tuttavia dopo ogni battaglia si imparano nuove tattiche su come affrontare il nemico. Il gioco a mio avviso era già spettacolare all'uscita e gli sviluppatori continuano a far uscire aggiornamenti e dlc introducendo nuove meccaniche e nuove nazioni.
10/10 Total War: Mobile - Endless Mode
Поначалу я был воодушевлён сеттингом и необычной идеей, но спустя часа 4 стали выясняться очень неприятные детали: эта игра плоха и как стратегия, и как рогалик. Набор юнитов тут нищий и отличаются они друг от друга не особо сильно по мере прокачки, если речь идёт о пехотных отрядах(хотя как-будто должны отличаться ♥♥♥♥♥♥ как), в теории их можно и нужно прокачивать разными шмотками, ведь после сражений они стабильно падают, но их мало и чаще всего это полный мусор, покупать их тоже задолбаешься, потому что в каждом городе свой рандомный набор в магазине и стоят они немало. Особый блеск, когда ты разбиваешь вражескую пехотную армию, а с неё падают пушки; разбил отряд с артиллерией - лови карабины для драгунов; победил кавалерию - вот тебе штык на пехотинца. Баланса в игре просто нет, на первой карте ты ♥♥♥♥♥♥♥♥♥ искать патрули для сражений, чтобы набрать себе опыт/деньги/лут/и т.д., кое как прокачавшись и одолев вражеский штаб ты перейдёшь на вторую карту и там тебе сломает ♥♥♥♥♥ первый же патруль, в котором ополченцы-терминаторы врага всухую в ближнем бою вырезают твоих гренадёров-ветеранов. Менеджмент ресурсов ужасно душный, золота нужно немало, а дают его ♥♥♥♥♥♥ копейки. Каждая карта, кстати, на время, что только ухудшает ситуацию в игре, где от рандома зависит больше, чем от тебя. И музыка тут говно. Лучше уж в Empire TW семнадцатилетней давности играть, чем в эту поеботину. Жаль, что всю убогость этой игры в первые 2 часа не разглядеть.
С чего бы начать этот обзор. Давайте начнём с простого, с эмоций. А именно, эмоции должна даровать вам игра, когда вы в неё играете, а иначе зачем вообще играть? Получаете вы их в процессе или от результата, не столь важно. Главное, получить дозу в мозг, и эта игра действительно даёт эмоции первые часов сорок. А потом я чувствовал лишь одно — скуку. Да, именно бесконечную скуку, будто ты ждёшь друга третий десяток минут после фразы «уже выхожу», и ты стоишь под палящим солнцем, оперевшись плечом в тело пятиэтажного дома, построенного ещё задолго до твоего появления на свет, и эти нити времени начинают пробивать тебя насквозь, погружая в некий транс. А потом я очнулся от него и такой: так это же я в таком же состоянии отыгрываю восьмую компанию, и шаблон один и тот же! Так вот, отойдём от моих литературных росписей и теперь перейдём к конкретике. В игре напрочь отсутствует разнообразие геймплея в плане тактики. Нет никакого смысла собирать армию точных шассеров или граничар, которые будут аки соколы разить врагов наповал своими меткими выстрелами, но делать они это будут ровно до тех пор, пока до них не дойдут гренадёры. И вот в этом весь смысл этой игры — гренадёры! Вы хотите играть по-умному и преимущественно ведя стрелковый бой? Гренадёры пруссаков уже идут скручивать вашу голову с резьбы! Вы хотите поиграть кавалерией против пехоты? А как насчёт того, чтобы поиграть в игру «Догони меня, гренадёр»? Не хотите? А вас кто-то из той тысячи гренадёров об этом спросил? Лучше не тратьте время на вопросы и убегайте на своих конях, а хотя вас всё равно догонит гренадёр и покажет, зачем ему такой большой головной убор, для вас в положении раком! Вы любите артиллерию? Ах ты мой маленький любитель больших калибров и тонн меди, посмотри, что у меня есть! Тысяча гренадёров, у которых вес яиц суммарно больше, чем твоих орудий, в два раза! Ты тянешься за крупной картечью в надежде остановить такую лавину стали? Знаешь, что с такими умными, как ты, делают в нашем гренадёрском батальоне? Сейчас узнаешь! Нагибайся! Мы уже дошли до тебя под картечным огнём, и ты ничего не сможешь сделать с нами! Может показаться, будто это излияние желчи от человека, который пытался играть по-умному и встретился с бригадой гренадёров, но нет, это я был командиром той бригады, и мне просто было сначала весело сносить всё, что есть, бригадами гренадёров, а потом скучно. Но про скуку я уже говорил, а если вам не хватило одной бригады гренадёров, то купите вторую, чё ваш король как дурак? Единственный момент, когда мне было очень интересно играть, это когда я установил моды на воздушные ружья и, играя за Британию, выдал их пешей гвардии Великобритании. И что там началось, господи прости. Эти «королевские воздуханы» сметали всё, что видели на своём пути. Они фармили по пять тысяч душ на свой баланс без пота и забот, а дед, командующий ими, стал первым человеком, к которому было применено слово «свэг», и мне кажется, он его и создал. Разницы между нациями нет в радикальном смысле. Больше всего зашло играть за СРИ из-за рандомного набора полков, и было реально интересно, но потом у меня было пятнадцать тысяч солдат на первом акте, и стало просто весело, а затем и скучно. И Обсервационный корпус России, в котором я реально пытался отыгрывать через фузилёров и укрытия, но потом я увидел бригаду гренадёров — и вот так появилась на свет тактика в две бригады гренадёров и бригаду кавалерии, которая просто не контрится ничем и никем. Так что играть стало просто однообразно. И да, можно сказать, что я сам загнал себя в рамки такой тактики, но зачем играть иначе, если иначе не даёт такой же результат? Под конец я настолько преисполнился гениальными достижениями за прохождения компании за каждую нацию на трёх доктринах, что я начал ломать достижения, потому что переводить время в этой игре на такого рода достижения — это действительно безумие и садомия. В конце хочется сказать, что в эту игру можно играть одной рукой, а второй дрочить, и ты всё равно будешь побеждать. Стоит ли оно того за тысячу рублей или нет — решать вам, но я своё мнение расписал, так что теперь ваш ход.
This is a great game, and the new DLC is really good, but there are major issues with the Chinese localization. Previously, the parts where the translation was missing and showed up as empty boxes were still somewhat bearable — I could roughly understand them. However, the new DLC has far too many translation problems. First of all, in the new DLC, the options for the General Command Insight and the Swedish Military Academy research are all just empty boxes with no Chinese text, making it completely impossible to understand what they do. Secondly, both Sweden and the Polish-Lithuanian Commonwealth are using the name and nation description of the Holy Roman Empire. I hope this can be fixed.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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