
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!
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.
About
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 863 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Игра отличная. Прошел много раз. Минусы есть. Но плюсов больше. Вот минусы. Пишу разработчикам. Провел в игре более 500 часов - нельзя на поле боя грабить трупы - нельзя строить укрепления оборона города - нет времени на подговку к вражескому штурм - если много резервистов накопилось нельзя их на работу отправить - нельзя пленных отправить на работу -Нельзя передавать ресурсы союзникам - нельзя отдельным юнитам давать приказы - самолеты летают и бомбят даже если нет топлива и боеприпасов - маленькие локации для боев - мало интерьера и мелочей в городах - нет мирных жителей - разрушаемость низкая. Бомба по пятиэтажки не рушит ее - нет ракет большой дальности для уничтожения города. Можно сделать огромную цену. Типа 200 000 и у тебя ракета - нереалистичные цены. Танк стоит 5000. Как рыба. - минус что нельхя строить укрепы в любом месте на карте. Рыть окопы - нет отделтных персонажей вражеских комбатов которых можно брать в плен итд на поле боя - дипломатия слабая. Не хватает угроз вымогательства оскорблений шантажа и прочего -нет тягачей для переброски гусеничной техники. Танк сам едет 500 км. Это нереалестично - Не хватает активных штурмов домов врагом. Забрасывания в окна гранат итд. Враг не прячется за укрытия. - трупы исчезают быстро и оружие трофейное. - нельзя побродить по поле боя после битвы. Очень было бы круто.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.86/day in the week to Jul 24 → 2.43/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 2,400 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.
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, Italian, German, Spanish - Spain, Traditional Chinese, Simplified Chinese, Russian, Ukrainian, Korean, Portuguese - Portugal, Serbian +1 more
Hours played at review time, across 863 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its been on early access for quite some time yet some basic features are nowhere to be found. You cant change camera pan speed or whether to enable edge pan for example. AI is brain dead and the tutorial is not helpful at all. They should focus on getting the basic done well before implementing paid DLC.
It’s an interesting concept, but I can’t recommend it in its current state. I’ll be keeping an eye on how the developers continue to improve it. The biggest issues are related to the UI and overall quality of life. The game pauses every time you enter a menu, yet nearly everything is menu-driven. Want to check your resources? The game pauses. Need to move resources between cities (which already becomes tedious once you manage multiple cities due to the limited UI)? The game pauses again. Want to check on an Army? got to pause the game. If they can improve the resource system and make it significantly more user-friendly, this has the potential to become a great game. I think a possible solution would be resource allocation to zones instead of indiviidual garrisons. That way instead of micro managing 30+ cities late game it's only a handful of regions.
This game is in such early access its practically not ready to come out of the oven. But here I am still still ingesting too much hopium. and yet they want you to pay for DLC. When there are still missing campaigns and vehicles. For this ill state the problems with the game and just leave you with an idea of the state of the game at the time of this review. Skip to the conclusion if you want a summary of my thoughts. The Map is honestly boring and too small, you even have countries not on the map who will attack and bum rush you. Nation building is honestly a downer. you can make "Alliances" but that wont mean you have a faction. So you can be allies with 2 countries and they will go to war with each other and pretty much never actually end the war. YOU DO ALL THE FIGHTING UNLESS ITS A BUM RUSH. Plus the AI is completely random with diplomacy. Passing laws is suuuuuuuuuch a drag, think of HOI4 political power and national focuses but practically dumbed and slowed down. Honestly youll prolly never see your entire focus tree done. I am not even sure what the end goal of the game is, conquer everyone? the game isnt clear on that, it just seems to be and endless game and again, YOU WILL BE BUM RUSHED by a country who is NOT ON THE MAP. So have fun fighting endless hordes of enemies who drain your resources, even if you manage everything perfectly. Finally, the actual combat. Enemies can range from tarkov scav to sniper elite level accuracy but you have settings to change that. But dont expect deep FPS mechanics, think call of duty 3 movement with leaning. AI teammates are either dumb or so slow theyll be dead before they enter a building, even with strategic planning and execution. Oh and all "art" and "portraits" for the game are AI generated. apperently theres only 3 types of generals/people according to the AI that made the portraits, White, brown, and obviously eastern european. Now for the conclusion: Missing a few things, why are they charging DLC? please just use real countries and real camos and maybe real people, FPS combat is meh, need better nation building and political gameplay, use WAY less AI for art. I have hope for this game but I fear that its false and the devs dont actually care. But yet I still recommend because Ill still play it.
Купил после обзора Таганая, всё как он и говорил - разработчикам успехов, идея полный восторг, механики реализованы хорошо, [strike]Кальрадия[/strike] Камбридия будет единой! Upd.: Это просто восхитительно, несмотря на шероховатости. Потрясает крупный калибр, особенно при игре от 1 лица. Наконец-то 2а42 это не странная хрень, наносящая урон немного больше чем обычный пулемет или с разбросом в 100м на 500 - а страшное оружие, способное внести опустошение в ряды противника с огромной для пехоты дистанции. Наверное, единственный свежий проект, заставляющий тебя опасаться и уважать бронетехнику.
Core mechanics are still wonky 3 years later. AI is terrible, bullets clip on invisible surfaces, game crashes randomly, etc... You can put lipstick on a pig, but it's still an animal who rolls in ****
The game has many issues such as AI pathfinding, terrible terrain that doesn't help the bad ai pathfinding, repeated crashes, and not having a autosave function despite the constant crashes. I couldn't in good faith recommend the game to anyone in the current state.
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.
what kind of early access game launches with no autosave lmao. For new players, your cucked without the knowledge that you need to manual save often so the second you get a infinite loading screen, all your progress that you made after is lost. I also owned this since its released and its been 3 YEARS AND THEY STILL DONT HAVE AUTOSAVE
This game truly feels like 3 games in 1 and it does none of them particularly well. Not aggressively poorly enough to be off putting but you really feel how thinly spread the dev(s?) are on this. The global map has a neat strategic layer to it. There is production, supply chains, having to feed your populous, raising armies, the works. Think HOI IV but the palest imitation of it. Setting up your troops is a nightmare due to the lack of QoL things that should be quite standard in 2026. Imagine customizing a unit in HOI only you get to pick from every possible upgrade in existence. Even things you A: don't own or B: haven't researched yet. Add to it that the logistics network in the game is barely existent and even on Easy difficulty which handwaves a lot of the logistics, you still have to move guns produced in city A to City B because that is where you are mustering the army. Also the army builds at 1 man per day and armies are capped at 300 people. So almost a year per army to be built. Equipping your squads is a nightmare to say the least. The next game it is trying to be is a tactical RTS. Which it can do. But again, not as well as say, Company of Heroes (COH). Units are slow. There are no formations. Your units are all strung out in a loose line and they just sort of find cover where they can (which is cool). IFV and Armor are king. The side with more vehicles usually wins. Finally, this game is trying to be a FPS. I've seen people compare this to Mount and Blade but I don't think that is the correct comparison. MB lets you have a character, inventory, companions, basic settlement management. Total Conflict: Resistance has basic settlement management. You can play as any person in your army for that battle, so that is nice. On the whole, each part is pretty okay. Not great. Not so bad you instantly turn away from it. The FPS is fun. The tactical level has some jank but also can be fun. The strategic map serves its purpose. Each layer independently could be its own, shallow game. By their powers combined, they form a sandwich of game that rivals that bread and bean sandwich that Micky Mouse made in that really old Disney Jack and the Bean Stalk retelling. You know, the sandwich that drove Donald insane and made him try to murder the cow. But yeah, 3 okay is games combining to make somehow, a worse overall product.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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