
Time of Fury takes you right into the European Theater of Operations. Strategic Command is the essence of winning the war and in Time of Fury the World War 2 is just huge, ideal for every strategy game fan.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
At 2026 very fun strategy game to play, IA is rather agressive and difficulty is well balanced, sometimes tricky. Won't compare it with some recent games in the style... this one has now the best quality / price. Need to be patient but rather easy to understand. Be aware you won't finish a great campaign in a single day
Time of Fury is a dense, old-school grand strategy experience that aims to simulate the full scope of the Second World War in Europe through an uncompromising focus on scale, systems, and historical structure. Developed and published by Conglomerate 5, the game places players not in the role of a battlefield commander, but as a national-level decision maker responsible for guiding an entire country through the political, economic, and military pressures of global conflict. It is a title that clearly prioritizes strategic depth and historical modeling over accessibility or visual spectacle, making it a deliberate throwback to classic wargames rather than a modernized strategy hybrid. From the outset, Time of Fury establishes its ambition through sheer scope. The massive hex-based map of Europe spans tens of thousands of tiles, representing cities, terrain, supply routes, and front lines across the entire continent. Players control armies, air forces, and naval units at a high level, moving formations across regions rather than issuing orders to individual soldiers. The sense of scale is constant, with multiple fronts often active simultaneously, forcing players to think in terms of theaters of war rather than isolated engagements. This macro-level perspective is central to the game’s identity and defines nearly every decision the player makes. Strategic planning extends far beyond troop movement. Logistics and supply lines play a critical role, with offensives grinding to a halt if infrastructure is neglected or overextended. Research systems allow nations to invest in new technologies, weapons, and strategic projects, encouraging long-term planning that can take years of in-game time to pay off. Diplomacy adds another layer, letting players influence neutral countries, manage alliances, and manipulate geopolitical conditions through political points rather than brute force alone. These interconnected systems reinforce the idea that wars are won as much through preparation and policy as they are through combat. Historical structure is deeply embedded in the experience. Key events, treaties, and turning points shape the flow of the campaign, creating a framework that mirrors real-world developments while still allowing room for divergence. Players can attempt alternative strategies, delay or accelerate conflicts, or pursue different diplomatic outcomes, but they do so within a historical scaffolding that keeps the war recognizable. This balance gives the game a strong sense of authenticity, though it can also make campaigns feel somewhat rigid, especially for players seeking more emergent or sandbox-style outcomes. Combat itself is largely abstracted, resolved through unit strength, positioning, terrain modifiers, and logistical support rather than direct player control. Battles unfold automatically once forces engage, shifting the emphasis toward preparation and deployment rather than tactical micromanagement. This approach reinforces the game’s strategic focus but may feel distant to players who prefer hands-on battlefield decision-making. Success often depends more on months of careful buildup than on any single engagement, which can be deeply satisfying for methodical planners and frustrating for those seeking immediate feedback. Presentation reflects the game’s priorities. The interface is dense and information-heavy, with an emphasis on data clarity rather than visual flair. Unit icons, maps, and menus are functional but utilitarian, clearly designed for players willing to spend time learning systems rather than those looking for cinematic immersion. Sound and music are understated, serving primarily as background accompaniment to long planning sessions. While this presentation can feel dated, it aligns with the expectations of traditional wargame enthusiasts. The learning curve is steep, and Time of Fury makes few concessions to newcomers. Tutorials are limited, and understanding how the many systems interact often requires experimentation and patience. For some players, this complexity is the game’s greatest strength, offering a deep sandbox where mastery feels earned. For others, it becomes a barrier, making the experience feel slow or opaque during the early hours. This divide is reflected in its mixed reception, which largely mirrors the split between hardcore strategy fans and more casual players. Ultimately, Time of Fury is a game that knows its audience and caters to it unapologetically. It is not a streamlined or modernized take on World War II strategy, but a comprehensive simulation that rewards long-term thinking, historical interest, and tolerance for complexity. For players who enjoy managing nations rather than units, shaping history through policy and preparation, and engaging with grand strategy at a deliberate pace, it offers a demanding but richly layered experience. Rating: 5/10
[i][b]The identity of this web site or the integrity of this connection cannot be verified.[/b][/i]
.
nice game
If you like grid-based war games, give it a go, but it is nothing extra
I wanted to fight for history but got a puppet show in dust - even the clocks took a nap on the job
Pris avec une promo steam, rien compris, apres pour 1€ j'imagine que c'est pas si mal que ça
[b] ALERTA: SHOVELWARE [/b] Não deixe que jogos falsos poluam a Steam e tomem o lugar de jogos legítimos na página inicial da loja. Faça sua parte, deixe uma análise negativa se possuir o jogo. Já não jogo os jogos de Conglomerate 5. O desenvolvedor é famoso por seus diversos jogos de baixíssima qualidade, pagar por reviews positivas e por roubar jogos-tutoriais da Unity.
Типичная стратегия
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Photo-Life - Rina's Journey | $2.4K | 51 | 86% | $2.99 |
| JQ: dogs & cats | $2.4K | 158 | 83% | $0.99 |
| Stunt Simulator Multiplayer | $2.4K | 79 | 95% | $0.99 |
| Shield Impact | $2.4K | 74 | 77% | $1.59 |
| Let Me Die (inside) | $2.4K | 63 | 67% | $2.99 |
| Lancelot's Hangover: The Quest for the Holy Booze | $2.4K | 63 | 94% | $2.99 |