
Wage a campaign of brutal conquest in this realm-shattering real-time strategy game set in the Warhammer Age of Sigmar universe. Become a warlord and lead four unique factions to conquer the wild and savage Realm of Ghur in tense and tactical battles.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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




Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, 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 | $11.99−80% | 3.1Kreviews | 52% | — | $858.3K |
| $59.99 | 955ratings | 73% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 824 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]7.5/10 AoS world presentation. 6.5/10 game. I got it on sale for 10$ so it was a good investment for few hours. It definitely doesn't deserve whole price tag..[/h1] Cannot recommend because it has game breaking bugs even year after launch. Escpecially when unit behavior is so numbingly dumb as one can be attacked from all sides and just stand there doing nothing. And unskippable cutscenes in 2024 . . . And cheating AI with infinite resources and no requirements whatsoever. This game seldom brings fun, mostly cringy facepalms over how all over the place the pace is. Director expects me to to fight against infinite horde of enemies, even if it is stated they are on verge of collapse in every mission. FFS, why devs never really think through their designs . . . . Visuals are nice, I admit very nice so that is a thing. presentation of units are awesome, animations feel good. They try to be real, but . . . that holds them back from having "that thing". They do not feel “chunky”. Sound design is awesome. I like it. Story progression is all over the place. At first it is sandbox game, a minute later you play doom eternal on ultra- nightmare. I wouldn't mind that whole map starts attacking me right after a cutscene, if that was everything it had to offer. Not whole map + infinite troops. Characters are fine. Awesome to see it in an RTS game. Except Sigrund - that is a cardboard cutout and exposition dump medium. She didn't feel like forced character, just not a not-character anyway. You cannot blame it on being reforged stormcast. On the other hand, other characters in campaign feel like proper people with distinct personalities. [h2]But . . . . [/h2] Difficulty setting is an illusion - AI does not care about your DIFF setting, it's going to cheat anyway, in campaign and in skirmish. I get tit that EVERY RTS has possibly infinite amount of models to summon, but good RTS games have bounds of reality of their world they upkeep. Not in this game. Because why would AI follow rules of the game. Naive wretch, did you expect intelligent design? from GW franchise? it's like 20 years too late for that. I have no idea who accepted game in this state. Game jumps from easy to ultra-nightmare and back to sandbox from mission to mission. Pacing and exposition exists. It just exists. It is not pervasive, but few sentences were cringy. For all that was prepared for me, it didn't make me dislike game. I suppose for new players it is good they explain some things and what is going on, but that has never transpired. In campaign, I am thrown into random field trip into rocky savanna. Had I not know lore of the wold, nothing would make sense. I might as well had led car people to exodus from evil clutch people who want to use car people as multiplication devices. Yes, that is what is going on in the story. It was clearly prepared for fans, not for casuals, however it does not have enough meat on the bone to entice fans. [h1]Is it substitute for DOWII? Nope. [/h1] Game play drags itself into abyss. Everything takes too damn long. There is variety of missions, which is fun, I give them that, but ultimately EVERYTHING is form of capture and hold against cheating AI. Someone clearly tried to make it a fun game with variety, but ultimately everything there feels same'y. Sluggish and very,very,very slow progression. Even if skirmish lasts 20-25 minutes, it feels like eternity. I feel like I am watching mobile fortresses rolling out of basement. I don't think it's because of map sizes, but because armies move realistically, when map sizes are kilometers in size. On top of that, there is no variety big enough to call it DOW II contender. It might have better visuals and production value, but doesn't have that something which makes you keep coming back. It lacks FUN factor for me. Perhaps I am looking at from perspective o 1000 hours in DOWII, but still, it doesn't grip me. Unit variety is ok, I guess. Similar to DOWII for each faction, but not enough faction representation. I get it, that in past we got 4 armies at base and we were happy, however 4 sides in representation of whole AoS world is a joke. They are all rock-paper-scissors and all armies have their equivalent. Every army is the same army with a reskin. It is similar to DOWII, but DOW II had more enticing gameplay engagement. This was a setback of DOW II as well, but c'mon. It's been 20 years and we all should expect better game design by now. Seems like DOW II will remain best RTS in GW's IP world.
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 29: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 11 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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*, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese* +2 more
| $59.99 |
| 366ratings |
| 74% |
| — |
| not modelled |
| $59.99 | — | 78% | — | 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 827 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Muy buen trabajo visual.Se nota la atención en los detalles. Una lastima que las facciones a elegir no sean las mas atractivas de Age of Sigmar. Creo que seria mas exitoso si contáramos con mas facciones de inicio. Sin enanos ni elfos ni Iron jaws. le doy un 4 sobre 10.
I can say that I liked this game. I’ve only played the campaign, as I’m not very interested in skirmishes, online play, and so on. First of all, I would like to mention the game’s advantages. The graphics are beautiful — not all RPGs have such detailed characters, and overall the visuals are a pleasure to look at. The second advantage is the exciting story. Thanks to the cinematics, it feels almost like watching a movie. In the campaign, 3 out of 4 factions are available, each with unique features. The battle system is quite simple: there is no base building or complicated economy. When I played it, it reminded me of Dawn of War 2. I didn’t really like Dawn of War 2, but this game I enjoyed. As for the disadvantages, the first is slow unit movement. Units are very slow, which makes them difficult to control. The game is designed around micro-management, but unfortunately, it doesn’t work well. I also disliked how enemy units sometimes spawned from nowhere. In my opinion, a good strategy game should maintain balance, even in the campaign. When both sides lack resources and the player has to find creative ways to defeat the enemy, the game becomes much more fun. Conclusion: It’s a nice game; it’s not as bad as many people say. You will probably enjoy the campaign and the visuals, but the game isn’t strong enough to keep you hooked for long.
I was able to pick this up for dirt cheap, I enjoyed my time with the campaign and have started playing a few of the other modes. I definitely recommend the game for fans of RTS' or AOS, especially if you a newbie to either setting. While the campaign wasn't without its frustrations the characters and the story are better than most RTS' and the four factions you get to play as all have their own distinct flavor.
Je l'ai pris juste pour la campagne. Le jeu est abandonné en multijoueur. +- 25h de campagne si on prend son temps. C'était chouette la campagne ne se répète pas trop.
Ok this one is weird. I like it so far, and I would say I recommend it IF you are a fan of Dawn of War 2, but its not better than DoW 2. Even then, this is slightly different. It does have some jank, and lacks a bit of QoL compared to DoW2. Is it worth full price? That's a pretty hard no... I got the ultimate edition from cd keys for 3 bucks, and for THAT price it's an absolute steal.
Ce jeu est injouable. Contrôle trop complexe. Très répétitif, bon , ceci dit je n'ai joué que 2 heures....De trop !
Engorroso y difícil control de las unidades. Habría que tener un ratón y un ojo sobre cada unidad para tenerlas medio controladas. Una sola base y en la otra punta del mapa, a donde tienen que ir una y otra vez tus unidades para reponer sus perdidas. Además se mueve deseperantemente despacio. Oleadas internimables de "minions". Misión 3 y ya me ha hartado.
Warhammer Age of Sigmar: Realms of Ruin : By Triple F “Warhammer Age of Sigmar: Realms of Ruin” is an ambitious real-time strategy (RTS) game set in the sprawling, high-fantasy universe of Warhammer’s Age of Sigmar. Developed by Frontier Developments, it aims to capture the grandeur of massive, factional battles while staying true to the rich lore of Games Workshop’s Age of Sigmar tabletop game. With a focus on faction diversity, tactical combat, and visually stunning representations of the Mortal Realms, “Realms of Ruin” brings the immersive and often chaotic world of Warhammer Age of Sigmar to life. It strikes a balance between deep, strategic mechanics and accessibility, making it appealing to both Warhammer enthusiasts and RTS newcomers. The game’s story mode follows the forces of Order, specifically the Stormcast Eternals, as they engage in a brutal campaign to secure the lands of Ghur from the encroaching Orruk Kruleboyz. The campaign weaves together the lore and high stakes of Age of Sigmar, offering players insight into the internal and external struggles of the Stormcast Eternals as they fight not just for territory, but for survival in a realm teeming with monstrous threats. The narrative is more character-driven than many RTS games, with dialogues and cutscenes that deepen the personalities of faction leaders, bringing a level of immersion that fans of the lore will appreciate. This story mode is divided into several campaigns, each with unique objectives and challenges that cater to varied strategies and keep players engaged. One of the highlights of “Realms of Ruin” is its faction system, offering players access to multiple factions with distinctive playstyles and units. Each faction whether it’s the resilient Stormcast Eternals, the sneaky Orruk Kruleboyz, or other iconic Warhammer forces, each have unique unit rosters and mechanics that impact gameplay strategy. The Stormcast, for example, are powerful, heavily armored warriors capable of holding the line against formidable foes, while the Orruks emphasize speed, surprise, and overwhelming numbers. The faction diversity not only stays faithful to the tabletop experience but also allows players to experiment with different strategies, lending the game a high level of replayability. Combat in “Realms of Ruin” emphasizes tactical positioning and unit synergy, with the game blending elements of traditional RTS with mechanics inspired by tabletop wargaming. Units have strengths, weaknesses, and unique abilities that make them effective in certain roles but vulnerable in others. For instance, ranged units can support melee troops from afar but are weak against flanking maneuvers, while heavy units like Stormcast Retributors can absorb damage and disrupt enemy formations. Terrain also plays a role, as certain areas provide cover or positional advantages, encouraging players to think critically about where and when to engage the enemy. This blend of strategy and tactical depth captures the spirit of Warhammer battles, rewarding careful planning over brute force. The visuals in “Realms of Ruin” are nothing short of impressive, with an art style that brings Age of Sigmar’s fantastical landscapes and armies to life. Each battlefield in the realm of Ghur feels alive, from dense jungles filled with monstrous flora to desolate wastelands scarred by previous battles. Units are meticulously detailed, with armor glinting under sunlight and magical energy coursing through weapons. The Stormcast Eternals, in particular, look as powerful as they are described in the lore, with auras of energy surrounding their thunderstrike armor, while the Orruk Kruleboyz are grungy, fierce, and distinctively intimidating. The dynamic animations of spell-casting and melee combat further enhance the sense of immersion, making every skirmish feel like an epic clash. Sound design is another strength of “Realms of Ruin,” with a score that captures the grandeur and danger of the Mortal Realms. The orchestral soundtrack complements the high stakes of each battle, enhancing tension during combat and underscoring the somber tone of the story. Voice acting is equally compelling, bringing personality to key characters and adding depth to the campaign. Environmental sounds, like the clash of steel and the distant growls of lurking monsters, immerse players further into the war-torn realm of Ghur. These audio elements work in concert to bring the dark, mystical world of Warhammer to life in a way that few games achieve. Multiplayer mode in “Realms of Ruin” is a key feature, offering competitive and cooperative play that lets players test their skills against others or join forces for a tactical edge. Multiplayer skirmishes are intense and demand quick thinking, especially with each faction’s strengths and weaknesses on full display. Frontier Developments has implemented a ranked matchmaking system that pits players against similarly skilled opponents, fostering a competitive community. In addition to ranked matches, casual play options allow friends to team up or face off without the pressure of rankings, making the multiplayer accessible for both casual and hardcore players alike. The ongoing balance adjustments and potential updates promise a continuously evolving experience. In conclusion, “Warhammer Age of Sigmar: Realms of Ruin” is a robust and immersive RTS that successfully brings the fantasy of Warhammer Age of Sigmar to digital form. With a rich narrative campaign, meticulously crafted factions, tactical combat, and a stunningly realized world, it provides a fulfilling experience for both Warhammer fans and strategy gamers. While some may find the complexity of unit management and faction balance challenging, the game offers enough guidance and accessibility to accommodate various skill levels. “Realms of Ruin” stands out as one of the most compelling Warhammer RTS titles, capturing the essence of the Age of Sigmar universe and delivering an intense, rewarding strategy experience in the process.
While I recommend this game, I highly suggest getting it on a deal The Story wasn't groundbreaking, but is a great way to introduce people to the world that is AoS. A nice bit of grim and bright story telling. The gameplay is admittedly not my favorite though. I couldn't help but think multiple times throughout the game that it felt like I was playing a MOBA rather than an RTS. The lack of being able to pull units out without going in full retreat mode hurt me specifically. Positioning of units in this game was very important, much more so in this RTS than others. I did have frustration with the fact that sometimes units will just take it and do nothing, while others would actively fight back There are a few bugs, but nothing game breaking, besides 1 in chapter 17 where you can't summon more units, but you can get around this by just deepstriking units into the battle. Admittedly it works in your favor as it is better to just summon units directly to fight rather than wait for them to walk all the way across the map. Pray to god you have enough resources though. All in all in gameplay, I sorta wish this was more similar to Battle for Middle Earth rather that what we got, but I really enjoyed it either way. Good fun game. Sad it didn't sell well
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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