
Total Conflict: Resistance is a unique symbiosis of global strategy, tactics and first-person action. Realistic mass battles, many types of armored vehicles, weapons, uniforms, unique mechanics, immersive free gameplay. Lead any state and bring it to greatness!
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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, Italian, German, Spanish - Spain, Traditional Chinese, Simplified Chinese, Russian, Ukrainian, Korean, Portuguese - Portugal, Serbian +1 more
Engagement
Hours played at review time, across 53 reviews with recorded playtime.
Reviews
Themes across 53 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
ok let me start of saying this is a great concept for a game but terrible execution this could be one of the best games ever made honestly but the devs suck instead of fixing issues they seem more concerned about adding more vehicles every update and this could easly be fixed by having mod support and they will try to say they do but they dont the only thing moddable are faction names/flags and weapon skins thats it if it had good mod support i could see the community running wild adding tons of weapons and quality of life fixes, uniforms ex... in short could be dope but its not and i dont see that changing
IF THE DEVELOPER REWORKS THE GLOBAL CAMPAIGN, I'LL CHANGE MY REVIEW. The idea behind this game is genuinely interesting, and I had a great time playing through the tactical campaign. But the main focus of the game was clearly supposed to be the global campaign. Unfortunately, it's ♥♥♥♥♥♥♥♥. Almost every major patch reworks the technology tree, and yes, new content gets added. I read the patch notes, I see dozens of bug fixes, and that's great... but it never actually changes anything that matters. The global campaign is fundamentally broken. Here is my list of the problems: Metals - I understand that using four different metals to manufacture vehicles is realistic. But with the ore deposits being randomly generated, I don't even know which city has the metal I need, and when nobody is selling the metals I need on the market... what exactly am I supposed to do? If you want to produce armored vehicles, you either: * buy every piece of metal from the market from day one (which probably requires banks, but you don't even have enough building slots), * be able to produce only a couple of tanks that get blown up by RPGs, * or aggressively conquer cities and slowly develop your mental issues trying to deal with the game's economy. Economy - Nobody wants to deal with this ♥♥♥♥♥♥♥ logistics. Just give us a global storage system. I don't want to spend my time searching for the rifle ammo in my towns. The global campaign should be about building an army and fighting battles, not spending most of your playtime doing logistics and construction. AI on the Global Campaign Map - First of all, I hate when every city under the AI control has battalions with 30 squads. Second, don't be surprised when every country on the map declares war on you one after another after only two in-game years. Either play on some isolated island nation or prepare to suffer. Establishing alliances and improving relations is useless. Buildings - Please, add one more building slot, at least in non-rural towns. Why do I have to live in a permanent state of deficit simply because I don't have slots? Also, the countries should be able to develop their construction speed or capabilities. I don't understand why a country with dozens of cities can only build or upgrade one building at a time. Battle AI - The vehicle AI is incredibly stupid. Your vehicles need absolutely perfect terrain to function. They are useless in hills. Infantry seems to become competent after gaining combat experience (The enemy doesn't seem to have the same lack of combat experience, though) - and even then, they're still vulnerable to rebels. DLC - The Western and Eastern Airborne Forces DLCs are basically legal cheats. They give you access to IFVs and artillery technologies years before everyone else. These technologies should have minimum research years just like every other comparable vehicle. Manpower - Remember those AI battalions with 30 squads in every city? Yeah... you are not able to do that. You have to keep an eye on every single soldier - even though they are complete idiots. It becomes incredibly frustrating, especially during the early years. I want to enjoy the battles, not become mad over every casualty. I'd just add a setting where you can toggle the reserve requirement when creating a new campaign, so you can enjoy this game a little bit more. And you should remember that soldiers also need food, which puts even more pressure on an already broken economy. Campaign Start - The economy and political system feel especially hard during the early years. You're basically building your country from zero, and it's slow and painful. At least the game gives you a decent starting army, which works well in defence. But you still need to wait for years before you can build a proper assault battalion. You'll constantly be short on military factories (unless you let your people starve), metals, manpower (especially during wars), and research. Politics - This system feels underdeveloped. The developers should expand it by making ideologies more distinct or adding other political mechanics. To sum up my feelings about the global campaign: It's slow, painful, and feels like every country makes 30 squad battalions just to throw all of them on you. Even with the dumb battle AI and how punishing every single casualty is, I still really enjoy the tactical battles. The global campaign is what makes me quit every single time. Instead of fixing and polishing the game, the developers moved on to making The Last Haven, which, judging by the reviews, ended up being even worse. I can't really recommend buying this game at full price. But, if the battles you saw in the trailers are what got you interested, it could be worth grabbing on sale.
'member Freeman: Guerrilla Warfare? Pepperidge Farm remembers.
As others have pointed out, this looks like a game with amazing potential. I purchased this after I heard it described by some as a "Mount & Blade: Bannerlord" in a modern setting (something I have been interested in for a very long time). The heart is there, and I can see the vision. The comparison was not entirely wrong too, and I even saw similarities to other games I like. For example, the country cards, and even parts of the UI, seem like they're ripped straight out of HOI4. The biggest complaint I have about this game (heck, the only complaint so far), is with regards to its realism. I like realistic games, but by no stretch do I need any game to be realistic. Still, the campaign leaves a lot to be desired in the realism department, and I mean a lot. Fortunately, this is just a pet peeve of mine, so if you don't mind a lack of realism, this may not even be a reason to stay away. Honestly, the fact that they even have the game in a semi-functional state says that they're already 90% of the way there. The issues I have are almost entirely cosmetic, so if you can move past them, more power to you. I'm still going to sit here and list some of the gripes I had before I wussed out. To start with, the research tab killed me. This was probably the biggest slap in the face seeing as everything else before that seemed to indicate an at least pseudo-realistic approach. I was, thus, completely caught off guard when I saw a KAR-98 on the same technological tier as a red dot optic. That is to say that there was a rifle from the 1930s in the same category as an optic developed in 1975 (in its earliest form). Moving over to the production tab, I was able to make SUVs from the start. I suppose the concept of an SUV goes quite a bit further back, but the image shown was of a far more modern design. Keeping with that, the introduction described the country I was playing as like one which was in the process of developing. Automobile industries are not known for being particularly prominent in less developed parts of the world. I don't see how my country could manufacture entire cars while being incapable of producing KAR-98s. On that note, I don't think there was a single research tab dedicated towards civilian industry. I also was not able to start researching cold war rifles like FALs until a year which has not yet passed in the real world. Even from the perspective of a developing country, that does not make a whole lot of sense. Any government in the world could easily acquire a surplus rifle like that and reverse engineer the thing. The real problem is setting up production lines capable of producing them at scale, and more importantly profitably. Speaking of profitability, there was an "economics" tab in which there were only charts describing the ratios of profitability to losses for each resource's industry. Profits by definition include both revenue and losses. Total earnings are either positive (a profit), or negative (a loss). Economics is also a far more complicated subject than just profits and losses. On that note, the resource management and construction sectors did not make a whole lot of sense. It seems like the developers were aiming to add more depth by specifying different kinds of metals and their corresponding ores, but the result was something that was an odd mix of too specific and not complicated enough. To be fair, I have seen plenty of other games fall victim to this. The problem is just that there are far too many materials used in manufacturing to simply be put in a game like this. In this approach, even by accounting only for the largest sectors, there are a lot of crucial industries that fall to the wayside. I would argue that a better approach would be to just say something like "ores" and "metals" as combined resource categories. Other resources like "wheat" and "bread" could just be combined to a word such as "grain." The issue isn't that the resources described aren't used in industry, it's just that they are oddly specific and end up looking like oversimplifications. Back to the research tab, a similar thing happens when describing specific weapons or vehicles. It's a little odd to specifically mention one type of rifle, and then switch to describing the ammunition only as "hunting" ammo. There is also an issue where if the game needs to research new weapons in the future, you cannot use any existing weapons for future tech. A better approach would probably be to just say a broader category of weapons that became popular at one point in time. For example, it might be better to say "battle rifles" as opposed to "FAL." All FALs were a type of battle-rifle, but not all battle rifles were FALs. A lot of my complaints just come down to terminology and graphical depictions, but that's an important thing to consider when making a game like this. I would be happy to go more in depth on this, but I think I have already rambled on for too long. Long story short, I had a hard time getting past this stuff. That isn't to say that this is a bad game or anything, only that I (and people like me) might have a hard time getting over stupid details like this.
Would be cool if they updated the game more often. For a couple of years they mostly add cosmetic changes.
更新很慢,且更新的都是无关紧要的东西,重要的是一点不管! 三年前啥样,现在还啥样,三年后也一样,如果你希望这游戏能进化,认为他有潜力,那你错了。 因为我就是之前认为他有潜力的那个人,然后太失望了,制作组和已经跑路区别不大,也许是松弛感吧
1. Очень хорошая концепция, реально удивительно 2. Над действиям ИИ и командам игроку надо и вправду поработать, отправляю игроков, они просто стоят, пусть потери, пусть их убьют и тд., но как будто бы отказываются идти. 3. Добавьте РУ озвучку 4. Добавить карту реал мира, не надо никаких островов с коммунизмом (у многих руки чешутся, дайте выплеснуть свой чес в игре, а не в реальном мире)) 5. Доработайте фракции, многие не хотят играть за условно славян, которые обречены на коммунизм, есть достойный ответ 6. Поработайте над дипломатией, даже в total war warhammer, она как будто более логичная 7. Добавьте обучения пожалуйста! особенно в распределении ресурсов! 8. В остальном красавцы, купил игру, не знаю, куда на донат допом скинуть
LOOKS LIKE A GREAT GAME IS A GOOD GAME BUT CRASED ABOUT 10/12 TIMES IN 2 HOUR
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needs alot of work i get that it still technically in early access but it crashes alot can be quiet glitchy campaigns is mid and over all the game is just mid the concept was great but it needs to be worked on alot.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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| 下一站江湖Ⅱ | $5.5M | 9.3K | 72% | $24.99 |
| Steelrising | $5.5M | 4.4K | 73% | $49.99 |
| LEGO® The Hobbit™ | $5.5M | 10.6K | 81% | $19.99 |
| Town to City | $5.5M | 6.8K | 98% | $22.49 |