
Unity of Command is an innovative and refreshing operational-level wargame that covers the entire 1942/43 Stalingrad Campaign on the Eastern Front.
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 4 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 24 → 0.14/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.
About
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great Game
good game, recommended
aprendiendo a jugar
Media
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ceci n'est pas une évaluation négative entièrement mais le jeu est très frustrant et a des règles stupides. Les scénarios en soi sont intéressants, le fait de devoir faire attention au ravitaillement et au terrain aussi bien entendu. Le problème ce sont les conditions de victoire. La seule chose sur laquelle le scénario se base est le temps, et TOUS les scénarios ont un temps limite. Je joue en ce moment la contre-offensive soviétique sur le front de l'Est. Je viens de perdre un scénario (que je vais donc devoir recommencer) juste parce que je n'ai pas atteint le dernier objectif à la fin du tour 7. Face à moi, une arméé allemande en déroute, et une unité presque complètement anéantie qui tient le dernier objectif. Qu'est-ce qui justifie la défaite ? Pas grand chose de mon point de vue. Lors du scénario précédent, j'ai remporté une victoire décisive, 2 tours avant la fin du temps imparti. Cependant j'avais pris chacun des objectifs indviduels un peu tard par rapport aux limites fixés sur chacun ce qui fait que j'ai remporté peu de prestige et aucun "prestige supplémentaire", la monnaie que l'on peut utiliser pour avoir plus de renforts lors des scénarios suivants. Le fait que la victoire soit décisive ne rapporte aucun point de prestige, uniquement les objectifs individuels. Donc, si je résume, un bon wargame pour ce qui est des batailes, des réflexions stratégiques et tactiques, un mauvais jeu parce que la seule chose qui compte pour la victoire c'est de faire vite. On peut y voir une justification pour les scénarios de l'opération Barbarossa, mais aucune de mon point de vue pour les scénarios de la contre-offensive soviétique. C'est très dommage, cela apauvrit un jeu qui aurait pu être très bon si les conditions de victoire étaient mieux pensées. EDIT: Encore pire, remporter un scénario dans les temps ne suffit pas, parfois. Je viens de remporter à la troisième tentative un scénario MAIS je suis quand même bloqué, les scénarios suivants ne se débloquent qu'en cas de victoire décisive ou brillante. Donc je dois réussir ce scénario mais encore mieux. Non merci.
Very good
it is challenging and fun.
If you enjoy strategic board games, this really simulates that feeling. Although not as sophisticated a game as UofC II, the rather basic AI nevertheless manages to respond well to your moves. In fact it is better at re-establishing its own supply lines and reforming good defensive lines that II sometimes seems capable of. It is also good at exploiting gaps you leave to disrupt your supply lines. It doesn't have the range of units and the useful artillery options that II has though, but is nonetheless a fun game to play even if it feels dated. The simplicity can be enjoyable after playing more complicated games.
Where to start? - aggravating. There are no saves, only "continue campaign" and when you lose a scenario? You're done. You have to start all over, which sucks. - I made it to the 3rd scenario in the Barbarossa campaign. North and Center the Russians just run around willy nilly rarely attacking if at all, but it's still a ♥♥♥♥♥ to win and advance, because - You biggest enemy is time. The number of turns to complete goals is ridiculously low. You can call in a fighter/bomber if you want a quick animation... it rarely does any damage, regardless the target. Until I see some "Wow!" maybe trying another campaign, I give this a thumbs down... There are better games with better features, easier learning curves, and more enjoyable to play covering this same campaign
Attack~!
An enjoyable hex based game that strikes the right balance between simplicity and difficulty. You just need to focus on movements and keeping supply lines open. You don't waste any time getting buried into the individual unit stats or too many mechanics but in exchange you have to often accomplish some fairly aggressive and ambitious mission requirements which means you have to play intelligently and make the absolute most out of every turn. Some of the scenarios are much more difficult than others so if I have one criticism it's that you will get stuck on a specific mission for awhile but then you'll breeze through the next few scenario so it's got a bit of a speed bump progression. It delivers on making you feel like you are in a war room directing massive offensives and campaigns in a very quick, approachable, pick-up and play kind of way. You can take long breaks from this game and easily jump back in without having to relearn much.
Players by region
Where this game's players are, estimated from review languages.
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