
Terminator: Dark Fate – Defiance is not just a game; it's an adrenaline-fueled journey where your strategic prowess decides the fate of mankind against the machines. After the machines took over, the greatest threats may not come from the machines but rather from other human survivors.
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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): 0.71/day in the week to Jul 23 → 4.14/day in the week after.
About
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 4.5Kreviews | 83% | — | $3.9M |
| $27.99−30% | 50ratings | 74% | — | not modelled | |
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 862 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is so good, I bought it, decided to try tutorial, and then forgot to pee for 6 hours. Updated: After completing the main game and playing the DLC, I would use the word "genius" to describe this game. There are so many things it does superbly. One of my favorite things about COH: 1 was destructible environments. This game takes it to the next level - terrain blocks line of sight, blocks shots, but can be destroyed. Shots have a real trajectory and do not stop at some magical cutoff marker - they just keep flying and can hit things far behind the aiming distance. To give you an example: A 30mm heavy cannon is engaging an infantry squad in a building - it will shoot many rounds at that building, blow off the walls, but some shots will miss, pass through the buildings and may hit a logi truck that is way back and is considered "safe". Is your soft technical under artillery fire? Park it under a tall building and see arty hit the building. The realistic trajectory makes controlling the line of sight important, but in dense environments you may just force fire to open up new lines of sight, by blowing up environmental objects. Just like COH, this game is heavily focused on keeping your infantry in cover, and fighting to dislodge enemy infantry from cover. Here the "genius" parts come in - you can order your troop transports to assault a building with a Z shortcut - the transport will move up to an entrance, drop off infantry, that may engage enemy in hand to hand inside the building. Did I mention that all buildings actually have stairs? So to get to a roof, a unit inside a building walks up or down the stairs. Every building has directional entrances, for example to enter a junk wall in one mission you have to be inside a compound it is protecting - you cant just get in from the outside. Some of the larger buildings complexes have these entrances connected - can move between buildings without going on the street. The vehicle/crew combat is superb - reminds me of fighting over a panzer wreck in COH1, except here it's every vehicle can be decrewed, and then repaired and re-crewed. Sometimes by a different squad. The realistic damage model is satisfying. An ATGM kills most everything and sets other things on fire, making crew bail out. But then the damaged and beat up (enemy) crew can linger around, get back in their vehicle once "fire" burns out, repair it from scratch and get it back in a fight. So it's your choice whether to kill the wreck or try to save it to evac it at the end of the mission. Vehicles have different components that can get critically hit, they can get out of fuel. There are abandoned vehicles in missions that need to be refueled to be used. The list of things I like just keeps going on. The engagement distances are very long, in some cases like ATGM, longer than a screen can show, which reminds me of "Wargame: European Escalation" - spot with a camoflaged unit, shoot targets with ATGM or artillery from far back. Find high value targets and take them out in innovative ways. The Dark Fate game clearly borrowed heavily from Wargame. Managing ammo, running out of ammo, resupplying - these are interesting concepts that add up tactical layers. The learning curve is there, and missions essentially act as an extended tutorial. For example there is a mission that teaches you how to use mines and C4. Units travel faster on roads, and use them for pathing - mine the roads and enjoy hearing "booms" in a fog of war. See that ATGM flying at you? Press F1 and pray the smoke will hit fast enough. This learning curve is not super complicated, but satisfying. Units have upgrades, like smoke grenades, common and exotic armor and they persist between missions. Lose a vehicle and upgrades are gone - you can replace a humvee, but not the exotic armor you acquired in one of the missions. Same with infantry upgrades. Reading game guides suggests they get more health and faster rate of fire and more damage, so losing a veteran level 5 unit is painful, and you will be trying to preserve the last remaining man in many squads. Managing somehing like 64 infantry squads in late game can get difficult, and it took me 20 minutes and multiple saves to figure out "who drives what" and in which sequence ( your early force that enters the map is super important). The atmosphere of the game is superb - imagine driving a bulldozer, towing a combat trailer (bunker), with 3 independently firing guns, through a bombed out ruined city blocks. Every one of those 3 guns picks their own targets - this is not something I've never seen implemented so well, even in COH. The unit upgrades mean that I'm thinking of which 3 weapons to equip on this killdozer, and what targets it will be useful against. Then, in combat, this dozer will get shot at, some crew members will be killed, and it may lose say the ability to fire the hatch weapon. I can choose to close the hatch to preserve the remaining crew, or let it rip. Here picking between a 3 person squad with vehicle upgrade skills or a beefy 5 person squad that will stay in combat longer is a real choice. Finally, the mission design - again, genius. These are not your typical RTS cookie cutter maps. Every map is unique, from grid-based US midwest to dense industrial areas to open farmlands, with many natural obstacles that split the map into smaller zones that can be controlled. For example vehicles cant cross foot bridges or hillside paths, and noticing some of them can win you a mission. The way battles unfold in single player is satisfying, from a token avanguard, you deploy more units as you complete objectives and the battles evolve along the line of sight and those micro-map sectors. Sometimes game throws you curve balls, and this is where vision becomes important. Keeping snipers in "do not fire" mode, just to watch from some building to spot an enemy flanking. Music is great, I cant even name the genre, but it's fitting as I'm struggling to give orders with tactical pause to "many more units that I ever controlled in COH. The units are voiced, the map events, such as rescuing a unit are voiced, and this is done well, in that "America strong", 1980s Abrams and Bradleys and A10s dominating vibe. I enjoyed the game immensely, stayed up much later than usual, this is the RTS that I've been waiting for since COH 1.
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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.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Dutch, Russian, Simplified Chinese*languages with full audio support
| $39.99 |
| — |
| 90% |
| — |
| 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.
Hours played at review time, across 866 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
While this is one of my favorite RTSs of all time, I understand why people don’t like it. This game is hard to the point where it is borderline unfair. You will be expected to achieve k/d ratios where you will kill between ten to thirty units for each loss you take. And this is not a game where you can micro your way to victory. Your infantry squads are comprised of soldiers with individual health bars, and if one of those bars drop to zero and that entire squads combat effectiveness is decreased until the end of the mission. Similarly, your vehicles have armor and each hit they take will strip some of that away, permanently decreasing their health pool. There is no base building. Instead, your army consists of whatever you managed to keep/salvage from previous missions and whatever you can afford to buy with the rewards you get from completing missions. However each unit has an upkeep cost, so you are forced to keep your army fairly small. Do you want to keep your tank, or do you want 80 men with semi auto rifles? This means that what units you will be able to field for any given mission is entirely up to what you managed to keep alive and what you decided to keep. Instead of devising some optimal strategy, this game forces you to think tactically, constantly changing your strategy to account for ever changing battlefield conditions. And this is where the game in my opinion shines. There is a good chance you will need to replay a mission several times (or save scum), but few games have made me feel the way I do after I beat a mission while keeping (almost) everyone alive. Now for the bad. The AI and pathfinding in this game are not great. You will frequently give your units orders to relocate only to get a notification that they got wiped out because they decided to run in front of a tank with a 30mm rotary cannon instead of going on the other side of the building like you thought they would. There is also a lot of randomness which can result in a vastly superior force getting wiped out because they whiffed all their shots. Feels amazing when it happens to the enemy, not so good when it happens to you. And then there is the aforementioned difficulty. You will always be on the backfoot, and the game will punish you if your troops are out of position. And of course there is New Tortuga, which is perhaps the dumbest mission ever. For some reason the developers thought making your units fight without letting you control them was a good idea. This is one you will want to look up a guide and save scum for because after the initial ♥♥♥♥♥♥♥♥ this becomes a rather interesting fight. Some additional notes, this game doesn’t let you just choose your units, but also customize them. There are a few flat upgrades like an ATGM launcher for the Bradley or an active protection system for the Abrams, but most of them are tradeoffs. You can put heavier armor on your vehicles, but they will be slower and handle worse off road. You can upgrade their engine making them faster, but that also increases the cost. Do you want your Humvee to have a 50 cal machine gun, a 7.62 minigun with decreased range but higher rate of fire, a plasma machine gun that does more damage but no penetration, a 40mm grenade launcher that can shoot over cover, a recoilless rifle that deals splash damage and can oneshot light armor, a plasma launcher that can kill medium armor but wont attack infantry, or a anti tank guided missile that can seriously hurt even the heaviest armor (and can even one shot from the rear) but is costly with limited ammo and has a decent chance of missing if the target is moving or if there is smoke. And those are just the options for the light vehicle weapon mount. There are still the medium and heavy vehicle weapon mounts as well as choices for rifles, lmgs, sniper rifles, and shotguns. Oh, and yes, weapons have limited amounts of ammo that you will need to resupply. Artillery is powerful, but will quickly become useless if you don’t have an ammo truck to keep them topped up. Your vehicles also technically have fuel, but that is rarely an issue. Your units also level up granting them better stats and letting you pick perks depending on their class. The main campaign also features RPG like choices, both in and out of combat, which is something I have never seen in any other RTS. And these choices have consequences that you will feel throughout the entire game. A choice that you make in the very first mission can change the outcome of the last one. The game is also fully (and rather well) voice acted. Overall I would strongly recommend checking this game out, but understand what you are getting is a very different beast to your standard RTS fare.
James Cameron's The Terminator is a foundational film for me, astounding me from a young age and spurring my desire to become a feature film director. An unexpected commercial success, sequels were inevitable and have been a mixed bag on the whole: Cameron's Terminator 2: Judgment Day is without question one of the greatest action films of all time, but everything after that has varied from average to downright terrible. Tim Miller's Terminator: Dark Fate was the former, an unimaginative film that achieved bare minimum competence. One might remember the marketing push production studio Skydance Media made in the gaming sphere: Carl, Dark Fate's T-800 unit, made his way into Mortal Kombat 11. Sarah Connor and a Legion Terminator showed up in Gears 5. There was a mobile game. What makes Dmitry Babkin's Terminator: Dark Fate - Defiance particularly strange is that it was released in 2024, half a decade after Miller's film proved itself to be a critical and commercial failure. There is very little market demand for a real-time strategy game based on a mediocre film, and yet developer Slitherine (most likely developed by Cats Who Play in actuality, whose name was removed from the project due to the Russian invasion of Ukraine) released the game into a market skeptical of licensed games and dominated by other RTS heavy hitters. Strangely, Dark Fate - Defiance is better than the film it takes its namesake from. Not a direct adaptation, but rather a spin-off taking place in the same world setting, the game follows an up-and-coming commander leading his own guerrilla crew against the forces of Legion and numerous other factions. Normally, you'd expect a licensed game based on a well-known franchise to target mass-market appeal, but the developers are instead gunning for the hardcore strategy market. This is to say that Defiance is brutally difficult, even on normal settings. I would often spend upwards of two hours on a single mission, constantly reloading prior saves as my poor tactical decisions left my men machine-fodder in a ruined building. There's a rather immense amount of decisions to weigh, as Defiance allows you a great amount of customization for what you want your militia to consist of, such as the individual weapons, perks, and armor of each squadron. You'll need to, because they fall like paper otherwise. This does lend the game an appreciated survivalist atmosphere, which is perfect for Terminator's future war setting. There is a shocking amount of depth and nuance to the game design, and call me a masochist, but there's a part of me that liked being absolutely crushed time and time again only to finally emerge victorious by only a hair. That being said, it can be downright excessive at times, and there's a degree to which I don't want every single play session to last me three hours. Consider this a problem of pacing, as the game severely needs some breather levels, even considering that some of the tougher ones are optional. The game is also, very obviously, an independent title, as there's a weird lack of polish for a developer whose expertise goes as far back as 2017 with Syrian Warfare. Selecting all of your troops isn't as convenient as Halo Wars, for example: there's no button you can press to select all of your units, leading me to waste time selecting all of them by dragging my mouse in a game where time is often essential. Sometimes it feels like when I order my units to do something, I have to order it multiple times for them to actually execute it. While I won't "blame my losses on lag", so to speak, I wouldn't be surprised if this contributed to them. Finally, performance in Defiance can often be downright terrible, which is sort of inexcusable given I am far above its recommended specifications. I understand that RTS games are not exactly known for running particularly well, but dropping down to 30 FPS is absurd. Dark Fate - Defiance was always going to be an uphill battle regarding its visual presentation for me. The version of Cameron's future war that Miller and production designer Sonja Klaus crafted for Dark Fate was generic and drab. While not bad by any means, it was a far cry from the horrifying blues and neon purples of the original duology. Defiance, then, was never going to not strike some ire within me as a lifelong Terminator fan. I cannot fault the developers. Defiance's art direction is a fairly faithful recreation of the film's look, although I will say that I think too much of it takes place during the day, when much of Terminator's hellish future atmosphere comes from its everlasting nights. Graphically, the game isn't bad by any means; Legion's units, especially the hunter-killers, are richly detailed and fearsome. Level destruction adds a lot to the game's atmosphere. One feels like a badass when your tanks break down a fence, but fears for their life when Legion's own bust down a wall. Lighting, in particular, is a highlight; stark shadows cast over the battlefield both day and night. This is all backed by an energetic score from Eduard Lisin, better known by his professional alias EDLISE. EDLISE pushes you into the atmosphere with pulsating, acidic beats, electronic undulations, and the rusty moaning of a post-apocalyptic guitar. He doesn't try to replicate Junkie XL's score for the film, nor Brad Fidel's iconic score for the original duology, outside of a solid cover of his iconic "Main Title - The Terminator". It took some warming up to as I played the game, but I eventually got into the groove of it and am currently bouncing my head to it as I write this very review. The final thing I'd like to touch on is the game's writing. Writing in a strategy game? Not only is that more likely than the uninitiated would think, but there is a genuine attempt from writer Vitaly Shutov to craft a world with serious consequences for your difficult decisions. Unfortunately, the scenario itself is fairly bland and I would argue somewhat unfocused. The player spends way too much time fighting factions that aren't Terminators; the Mexican Cartel, in particular, is a fairly bizarre focus of the game. Now, I'm not naive; I understand that in the broader Terminator world setting, human beings are not a unified force and won't always get along. However, the excessive emphasis on this aspect takes me out of the atmosphere. That being said, there are some interesting worldbuilding flourishes, such as the Integrator faction: slave-trafficking, merchant transhumanists obsessed with Legion technology, and the desire to overcome the limitations of their flesh. They remind me somewhat of the Omar from Deus Ex: Invisible War. Although the script does try to introduce some nuance into the plot, with themes like how one cannot trust any faction that demands unquestioning allegiance, the characters themselves are all flat archetypes that I hardly care about. Protagonist Lieutenant Alex Church is unfathomably noble with zero character flaws outside of his inexperience. Sergeant Mason is either the reluctant second-in-command or Church's faithful worshipper. Jessica Kidd is a no-nonsense action girl with nothing else going for her. It's all servicable at best, but one could frankly skip all of the dialog with reckless abandon outside of the major choices, which admirably affect gameplay. Terminator: Dark Fate - Defiance is a surprise. While not without many flaws, such as poor pacing, overcooked difficulty, a lack of polish, dull writing, and frankly, the fact that it is beholden to follow Dark Fate's conventions, it does shock with its nuanced and complicated militia management and challenging yet fun mechanics and level design. A very solid graphical presentation and pulse-pounding soundtrack bolster it too, granting it some atmosphere that its holdover art direction isn't capable of delivering alone. Honestly, if you're looking for an RTS to kick your ass, Dark Fate - Defiance would be right up your alley, and it is one of the better
The game itself is well designed and can be fun and epic. Unfortunately, the campaign seems designed entirely around forcing you to save scum. There are so many ridiculous sudden events and spawned enemy forces that you literally can't beat many levels without advanced knowledge. Basically, expect to fail every mission a few times. Not just take bad losses that would make your game harder, but outright fails. This game does not respect your time and energy.
The Game is great, when it lets you play it, unfortunately the main campaign seldom lets you, almost every mission throw's in a 'story element' which stops you from just playing the game, be it press ganged enemy militia your not allowed to kill (which won't stop your artillery auto targeting them), story critical characters who cause a mission fail on death who you can't control and stand in the open, unit's of enemy militia your not allowed to kill or forced races against the clock. This is trial and error game play at it's worst.. The game play loop of tactical combat is constantly interrupted by these breaks and after a few missions it gets really annoying, as often the only way to resolve one of these 'plot points' is to save and reload over and over especially as failing any of these objectives the game springs on you is a mission failure, I did initailly still recommend this game still as when it lets you just play it, the games fun on the rare occasions in the campaign the game lets you just play it without some random variable which can only be countered in hindsight with a save and reload, but I can't recommend it after playing more, it's just far too frustrating. If the dev's see this review, just please let players play the game and fight missions how they want, don't use these cheap tricks to force tension by making the player carry out stupid actions for some mission condition they could never of predicted or some auto loss condition with can only be prevented with a reload, it spoils the whole experience.
Is there something good here that some players will love? Yes, but the game trips over itself. The RNG is too swingy and requires save scumming. And the basic control of units is difficult and frustrating. Your army will constantly path poorly while you lose men for not micro-ing correctly when engaging several enemies. It's just not fun.
The game would be so great, but the units are so damn stupid that you have to play everything three times. All run behind the house, one soldier runs towards the enemy. This drives me insane. And I have never seen such a bad semi driver. Why did they implement a truck if they can't program it to drive properly? Command and Conquer 1 has a better pathfinding and this is a 30 year old game!
总体很不错,剧情也还不错,甚至可以说继续发挥的话大有可为。难度我又玩了一遍发现似乎下调了些。 但有些地方其实有点不合理,玩下来就发现敌方其实有一个隐藏属性: 【敌方拥有我方非隐蔽单位的全部视野】。 这个属性虽然是隐藏的,教程不会告诉你,但是一定要万分小心。因为火炮可以随意对你部署的部队超远程打击,反坦克火力视野外就对你开火了你还反击不了,因为对方全视野,而我方全是战争迷雾。军团也就罢了,可以用设定圆是因为天网弄了更先进的间谍卫星之类,开战后实时追踪我们。但是实际连什么地痞军阀都对你有全部视野,各种被人阴,因为你部队全暴漏。 所有的武器弹药都有限,而很多武器命中率都很低,反坦克兵初始备弹上限只有4发,而且不会自动分弹,看到一个单位就齐射,火力极浪费。对面一射烟雾弹,烟雾会逆天的直接扭曲弹道,只能停火省弹药。 我方100%受伤程度的话就感觉会比较无情,全要靠火力,靠运气,坦是坦不住的,一局玩完后部队会大量的死,各种拖车完全是废物,轻型车辆更是纸皮移动棺材,直接火化。技术一般,所以部队相当一部分是刚刚拉来的新兵,招募的时候都心有惭愧,完全明白很多人数少的小队召来面对军团的火力基本就是炮灰,哪有什么百战老兵啊,新人的三人小队扛个无后座力炮藏在个破工厂里,还有5发破甲弹,好不容易命中了对方的坦克,结果对面连装甲都没损伤,只发出了咚地一声轻响。坦克把我方交战中的布莱德利打着火后慢慢转头,一炮回击,碎渣横飞,三人已经死了一个。运气差的时候我2个艾布拉姆斯都打不过一个军团坦克,挨一炮炮管炸了,无法开炮反击,挨2炮直接死成员然后着火,前进时机枪位的舱门都不敢开,相当残酷了。
As much as I liked this game at the beginning very much, the cracks have started to appear and unfortunately they bring much more annoyance, than the game brings fun. I really liked it at the beginning, seeing that we have to manage your units, there is a supply system, and tactical items to be used, like smoke grenades, different air strikes on some of the units, C4s... In short a lot of stuff. There are many vehicles in the game, which is nice to see. They give you tactical advantage and are very useful, and you can even upgrade them. Army management is a bit of a chore, because the whole UI does not really help you out to see things at first, and you cannot even sort the units the way you want, so you spend 30 min to actually set up the composition of the army the way it is most optimal (trucks, infantry loading into a specific vehicle, towed platforms etc.) Good narrative, great immersion into the Terminator world, wonderful soundtrack. So what is actually wrong with it? Well I have to admit this game turns out to be a "save reload" simulator, because many times the units do not respond as they are supposed to. Infantry pathfinding is completely abysmal, vehicles not as much but sometimes they can make your hair turn gray. I can't even remember how many times I wanted to throw a smoke grenade, but instead of that being done by any of the guys standing already in a good positions inside the building, the command was given to a soldier that was happily strolling around the building for a good minute to pop a smoke screen. The best thing is, he died when he began throwing it, one of the other team members died, and the command was cancelled and had to repat it. They eventually did that, but it quickly ended with a squad wipe. The losses are permament, and in many cases you cannot replace them, especially tanks and other more advance vehicles, which I don't have a problem with, but the way how this game works it just pushes you to reload, because I am not going to take the loss that was not my fault. And reloading is painfully long even on SSD. The game tips you to use environmental covers to help you out, like hills, object or anything that stands between you and the enemy. What does that even mean? The only cover that can be used are buildings, and I cannot really see if the bumb on the ground is going to give me any cover or not. There is no line of fire or line of sight indicator, only the range of the weapon, and oh boy they tend to not have any of that and many times you cannot know why your guys cannot shoot. And sometimes, some good tactical decisions, like setting up your guys on a hill proned, with cover agains the incoming fire from below, are a trap. 2 enemy infantry units (Homonculi) just butchered 4 out of my 7 guys in a unit. And the cartel mission is just a pure RNG ♥♥♥♥♥♥♥♥. To sum this up, great visuals, intresting narrative, excellent soundtrack, abysmal pathfinding, irritating unit control, stupid RNG.
I've just finished the human campaign and just about to start the Legion campaign. This is one of the best RTS's i've ever played. Severely underrated and i'm so confused as to why it doesn't get spoken about more. This is genuinely great. As a long time fan of RTS's from the original Warcrafts, Starcraft, KKnD and odd-balls like Dark Reign, this stands strong. It has some pretty hectic difficulty spikes, but aside from that it's really good. If you can handle the, at times, extreme difficulty, you will enjoy it a lot. It's nothing that being a little save scummy can't fix. I give this, five big booms.
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Where this game's players are, estimated from review languages.
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