
Realistic, immersive, breathtaking. WARNO is the ultimate World War III battle simulator from the masters of strategy, Eugen Systems. A Cold War turns decisively hot as you command hundreds of units on a beautiful and brutal battlefield. Outsmart, outfight, and lead your forces to total victory.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 3.86/day in the week to Aug 19 → 9.43/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.
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; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 16.1Kreviews | 80% | — | $21.1M |
| $39.99 | 28ratings | 82% | — | 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.
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 1012 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
WARNO is a game made in... Yes everyone knows. This is purely a 10v10 perspective. I've also completed all achievements and done multiple runs of Army General and all Operations. (All achievements currently 49/49) Nothing is perfect not even WARNO. My previous experience with these type of games was Steel Division 2. I learned how to play Steel Division 2 in approx. 100 hours to be competitive and take advantage of the different terrain. Seemed very simple to determine the matchups and know the outcomes. WARNO does not do that. Anyone that says that is lying to you. The amount of times I've seen leopard 1s fight a T80 and somehow win is uncommon but happens. I'm not just talking about sideshots. EUGEN looked at XCOM 2 and decided RNG should lie to you on paper. The Game: Balance is currently the best its been for 10v10 in a very long time. There are certain divisions that play in very specific ways, and each update seems to add a new element to learn and understand. Personally the arty rework could use some more polishing in terms of timings for different units. (towed vs self-propelled). Overall, very positive change for the health of the game in promoting more skill gameplay or skill based decision gameplay. There are some that state AFK Counterbattery is an effective tool, however is itself a skill based decision, investing ~400 points instead of a frontline for artillery youre going to forget about to get counter batteried is a choice. As someone who will routinely play and push a zone until im in their spawn with no opposition in 10v10 without purchasing a single artillery unit... Isn't based on the zone being empty. Based on their choices on how they alocate their points. Spending your points is a skill based decision. Some have choice paralysis and float more than a normal amount of points. When you can find a balance of throwing slop into the front, and minimizing losses of higher value material you start to maximize the momentum of pushes. Counter battery investments can work in much the same way as throwaway infantry can in terms of points allocation. The Community: Is like playing minesweeper without the numbers. You're going to find some amazing community members that are or try to be positive all the time. You're going to find Burkina Faso RP speeches at the start. You'll see ALL KINDS of portraits. Some of the most hilarious names of all time. And those edgy military larpers that think WW2 was cool because they spoke German and waved at eachother. Aside from personalities, SKILL. Talking about player skill in 10v10 almost doesnt matter. There are so many archetypes that actually work together and bizarre deployment choices leads to chaos. Strategic problem solving is the itch that gets scratched for me when that happens. Generally speaking most players are passive. They will move up to a zone at or just behind the frontline and sit there. Any sort of communication with randoms is another RNG gift from life. Ask, tell, intimidate, mediate, meditate, mastur... you get the picture. None of these communicate well with people who just want to do their own thing. Which can be weird when you're entire team... that you work with... to control the same area... dont want to communicate. Communities: There are a number of communities that bring a positive aspect to the game. I'd be biased to say BED clan as one, but i'll say it as overall positivity and fun times is our main focus. We try to play against eachother when we reach about 5-6 or above. One to get games. Two, we know our opponents are tough. Seal clubbing, while an important Canadian hunting tradition in isolated areas in the north, is not entirely fun after 2000 hours. Nightshift and Helljumper are two hosted servers that are run and modded by a great team. I highly recommend jumping over to the Nightshift server. They are literally pushing the game forward by introducing new map concepts, new map packs, and generating themed events. I have 3000+ hours in this game. I've tried to summarize key points while I wait for my buddies in the next round. So even when not playing warno. I have not committed this much time to another game since World of Warcraft. I have purchased every division, played every division in 10v10 minimum of 10 times. 100 for about 10... Sooooooooo Yeah Not perfect 10/10. So maybe like a perfect 5/7
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best UK #50, worst MX #99 · 10 markets collected
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
徐州地方,历代大规模征战五十余次,是非曲折难以论说,但史家无不注意到,正是在这个古战场,决定了多少代王朝的盛衰兴亡、此兴彼落,所以古来就有问鼎中原之说。 当年先总理令革命军分三路会合徐州,兴师北上,光复徐州的第二天,清帝见大势已去,宣告退位。民国十六年四月,也正是在徐州城郊,我有幸亲率数十万健儿征讨北洋军阀孙传芳、张宗昌,大获全胜! 我不明白,为什么大家都在谈论着项羽被困垓下,仿佛这中原古战场对我们注定了凶多吉少。二十年前,我从徐州踏上征途,开始了第二次北伐,中华秋海棠叶遂归于一统。本党本军所到之处,民众竭诚欢迎,真可谓占尽天时,那种勃勃生机、万物竞发的境界,犹在眼前。短短二十年之后,这里竟至于一变而成为我们的葬身之地了么? 无论怎么样,会战兵力是以八十万对六十万,优势在我!
Disgusting use of generative AI when it comes both to "artworks" and character voice overs. This review will stand negative until it's removed.
Good game but they think they Creative Assembly with all these paid content DLC LMAOOOOOOOO way too much dlc to be using AI slop in your game. Pick one.
Топ 5 фраз в этой игре. Нам говорили, мы едем на учения Вот это у них дороги Как говорят скоро война это закончится (если я помню) Лучшая потеря невесту, чем обороты несущего винта Война войной, а обед по расписанию И на бонус всё выше и выше.
炮兵想削明明可以增加补给时间或者削弱伤害,非要加个意义不明的十几秒收炮架。1010干脆把自行火炮删了得了,反正K.d.a起几门牵引火炮给ai托管华约自动取得炮权。火炮削弱使得大量的atgm可以随意卡在关键位置上,一群人只能盯着自己的阵地发呆,大防难以反制的堆在前线,固定翼飞机难以使用,地面战大方框A,不知道的还以为断箭PTE不小心更新到warno来了
Want an RTS game with a Cold War vibe, but maybe not too realistic? This may make your day. Do you like Team Yankee, whether it's the novel or the tabletop game? Welcome to Team Yankee: The RTS. This will probably make your day, if so. Gameplay is a HEAVILY-ABSTRACTED interaction between various squads of infantry and vehicles whose in-game performance/stats are based LOOSELY on declassified Cold War-era documents. It is not "realistic," i.e. the hellfire missile only goes out to 1.7mi, or 2.8km, in-game. But, that's not the fun part. What's fun is the interaction between different systems, prioritizing key targets, and learning to use a varied set of tools—duhh, 'cause it's an RTS. But, this isn't StarCraft where Marines can shoot through anything with their rifles: you need AT weapons to defeat tanks; AA weapons defeat planes. It's a bit less about the micro, and a bit more about playing in a way to ensure you have the correct tools to complete your mission while degrading the enemy's toolset, which mirrors real life just enough to give it a little authenticity, relative to many Golden Age RTS games. Singleplayer is based on controlling real-world units, based on research into period-accurate T/O & T/E (organization and equipment) with abstractions made to keep things interesting, with tactical battles complimenting a larger, strategic battle in the "overworld," similar to the Total War series. Multiplayer and Skirmish (PVE & PVP) consists of tactical battles waged with units from various, real life divisions, again with mostly period-accurate T/O & T/E. How it works: you build a combined arms battlegroup (not quite a BDE in size) like a deck of cards. If you know how the military works, it's kind of cursed. But, again, this is not supposed to be Command: Modern Operations; think of it like Team Yankee: The RTS Videogame. The Steam Workshop has some pretty cool mods like the Star Wars mod, so look there, if you're also interested in seeing what you can do once the regular game bores you. It's a fun game. Go play it, as it's not much on sale!
До запуска была некоторая интрига - сеттинг холодной войны, танковые броски до Ла-Манша, всё такое, но некоторые механики прям сильно раздражают: 1) динамика - танк по шоссе едет как гоночный болид, всё как-то чересчур быстро, что касается наземной технике 2) туда же - перемещение техники по лесам 3) ну и вообще жопоподжигающая вещь - это птуры, летящие через деревья 4) ИИ и команды, вроде идея неплохая повесить поведения юнитов на компуктерные мозги, но часто они исполняют сплошные непотребства В общем, терпения на эту игру не хватило
One of the best games I've ever played. Both single and multiplayer are incredibly fun with a bit of tactical complexity. I came here from Squad and was smitten immediately. I used to exclusively command & squad lead, and it helped me learn the game while also looking at it with a non-rts perspective. Tactics are the name of the game. The games modding scene is also great, with a wide range to choose from. Great to play solo or with friends. On top of that there is even more exciting stuff to come! Every new content update looks cooler than the last. I highly recommend playing this game, you'll have a blast.
Несмотря на некоторые положительные нововведения и интересные механики, у игры большие проблемы с балансом и соревновательной составляющей. Начнём с малого: танки, пехота, артиллерия и авиация. Всё это теперь разительно отличается от того, что было в Красном драконе. Танки, например, стали слабее: их фронтальная броня стала сильно уязвимой перед вражескими ПТУРами. Фугас у них тоже стал заметно слабее — один выстрел чаще всего убивает по одному человеку (а иногда вообще никого не убивает). Из-за этого даже группа танков не всегда может уничтожить отряды пехоты на открытой местности. Аналогичная проблема с ПТУР, убить которого стало трудной задачей: порой мне не хватало и трёх выстрелов, чтобы уничтожить вражеский расчёт, расположенный опять же на открытой местности (в Wargame, например, иногда можно было убить ПТУР вслепую после засвета). Вертолёты стали вроде слабее, а вроде и разительно сильнее. Дело в том, что хоть дальность ПВО и возросла, скорострельность сильно упала. Ещё как будто оглушение не особо работает. Часто наблюдал ситуацию, когда Апач под плотным огнём успевал выстрелить и поразить вражескую установку. Насчёт артиллерии сумбурные впечатления: вроде она стала намного сильнее, но размер карты и недавний нерф нивелируют её присутствие. Хотя это не мешает некоторым спамить ей в больших количествах. Ещё как будто стало больше поблажек. Вертолёты при желании часто можно вывести из-под огня. Танки с малым количеством ХП могут откинуть дымы. Механика прикольная, да и в Wargame тоже дымили, но всё же это значительно мешает как-то хорошо бить и наступать. Раньше для этого нужно было заранее делать дымовой заслон. Теперь танк без проблем откидывает дым и отступает. С точки зрения реализма, что мешало бы сделать ещё один выстрел сразу при постановке дымовой завесы? В итоге во время танковых баталий технику часто трудно добивать. Короче, всё стало каким-то живучим, но одновременно слабым. Тут уже во многом проблемы проистекают из общего баланса между двумя фракциями. Система дивизий хоть и интересная, историчная, но, как по мне, малопригодна для соревновательной игры. Например, красная фракция имеет только одну дивизию с кассетной артиллерией (в том же Wargame я мог добивать отступающие танки, уезжающие на починку). Синие же имеют их целых три. Из-за этого получается, что далеко не все хотят брать эту дивизию, лишая себя хорошей бронетехники или авиации. Вообще, синие дивизии в этом смысле кажутся более самодостаточными. 1-я кавалерийская дивизия США имеет не только кассетные РСЗО, но и хорошие танки, а также отличные вертолёты Апач и Брэдли. У красных всё это раскидано по разным дивизиям, причём порой не самым лучшим. Хорошие вертолёты можешь получить в дивизиях ВДВ, а хорошие танки — в других, но уже без БМП-3 или, например, без арты. В общем, если есть возможность — идите в Broken Arrow или вовсе оставайтесь в Красном драконе. Но если хочется чего-нибудь нового, то можно затерпеть, как я, и поиграть. Из прикольного — это режим «Генерал армии», особенно кооп, который также был в Стилке. Но остальном впечетлоения отрциательные.
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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