
'83 is a 40v40 squad based, objective focused online tactical first person shooter set in a Cold-War-Gone-Hot scenario. It's designed with 'accessible realism' for the most enjoyable, but still hardcore experience that gets you to the action fast, without losing the lethality of war.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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.
Reviews, worldwide (the counter carries no country): 1.43/day in the week to Sep 4 → 4.71/day in the week after.
About
It's 1983. The tensions between NATO and the USSR have reached their breaking point, and the Cold War has quickly turned into an all-out conflict across Europe. Take the side of NATO or Warsaw Pact forces in an authentic, realistic, yet accessible online first person tactical shooter. Welcome to '83!
🪖 40 vs 40 large scale battles with infantry, vehicles, tanks and fire missions
🪖 30 to 40 minute matches that take you straight to action
🪖 Objective focused, squad-based team gameplay
🪖 Team Commanders guide their faction to victory in an RTS-style metagame
🪖 Era authentic weapons and equipment with realistic handling and lethality
🪖 Spiritual successor to Rising Storm 2 Vietnam
Need to know more? Let's go! 👇
When we say that '83 is a spiritual successor to the Rising Storm series, it's not only the accessible realism approach that makes '83 worth that title. Members of our team have worked on all previous Rising Storm titles, and also on the Red Orchestra franchise. Some of us have been in the biz of developing accessible realism games for the past 15 years.
It's just what we do best.
Games in the tactical/mil-sim shooter genre are usually a huge time sink. Everybody loves Tarkov and Arma but... not everyone can game 100 hours a week, or afford to prep for a match for XYZ minutes - only to die instantly!
'83 is mindful of your time. It skips the dull parts commonly present in realistic games, takes you to action fast, but does not neglect the lethality of war.
You can absolutely still die fast, but should that happen, you're back in business within a minute or two. You might want to avoid the dying though, your squad needs you and every death matters, as the matches are only 30-40 minutes long!
The tactical aspect of '83 lies in the objective focused flow of every match that simply requires teamwork to win. Clutch situations when capturing key objectives on the map can be solved with smart flanks, diversions, or well-timed fire missions, all coordinated across multiple squads within a team.
As with any tactical shooter, the selection of gear matters and can make a difference in '83. However, the point is not to experience gear fear. You can customize your loadout, but there are predefined classes (including a team commander!) that set some boundaries in order to strike a balance across factions.
There is a large selection of weapons and other gadgets, each meticulously designed and animated according to their real life counterpart. Also, the weapons behave in a realistic way: the barrels and suppressors overheat when rapid firing, machineguns are better deployed on a stable surface, and bullets don't magically teleport in between magazines when you reload a half-empty one.
Sounds like a game you want to play? Great!
Please add '83 to your Steam wishlist, and let's stay in touch!
Engagement
Reviews
Themes across 137 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Плюсы: 1) довольно хорошо продуманные механики, есть выбор режима стрельбы, что уже хорошо, почему-то в hll этого до сих пор нет. 2) приятные модельки и звуки 3) разрабы учли кучу всяких мелочей, которых нет во многих играх, но из-за которых играть становится намного приятнее Минусы: 1) Онлайна почти нет, вечером по мск играет человек 6, в остальное время онлайн полностью отсутствует 2) куча багов и всяких недочетов. Гранаты летят не по пальцу, а чуть правее, но почему-то так во многих играх, как-будто у всех разрабов косоглазие, в чем проблема сделать как в арме, там гранаты нормально кидаются. Машины ужасно ощущаются, при столкновении ничего не происходит. Следы от пуль ужасно выглядят. Звуки ходьбы слишком далеко слышно, из-за этого почти любой бой превращается в ожидание пока кто-нибудь не топнет. У некоторого оружия пули летят выше, чем стоит дальность прицеливания. И это только самые заметные недочеты.
фпс мало, сервера пустые, потраченных денег жаль
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 21: 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): 0.86/day in the week to Jul 30 → 1.29/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 2,402 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*, German, Simplified Chinese, Russian*languages with full audio support
Hours played at review time, across 137 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Oh, no, no, no No tengo novia Pero me mola el pacto de Varsovia Ese señor me tiene gato Y no me mola el tratado de la NATO ¿Qué harías tú en un ataque preventivo de la URSS?
Да, это все еще ОЧЕНЬ сыро, плохо оптимизировано и онлайн мизерный до остохуeния. Но пацаны, я вас прошу- купите игру, помогите разработчикам. Они подарили нам RS2 Vietnam, дайте им время и мы снова получим конфетку, я верю.
good
Genuinely good gameplay not many players but I hope it gets the player base it deserves.
Le jeu est vide, personne en ligne donc injouable. Remboursement demandé.
لعبتك زق
задумка пиздатая, ждем понижение системных требований. А я лучше потрачу деньги на вещи получше
'83 takes one of the most fascinating unrealized scenarios of modern military history and turns it into a large-scale tactical first-person shooter. Set in an alternate 1983 where the Cold War erupts into direct armed conflict between NATO and the Warsaw Pact, the game focuses on conventional warfare involving infantry, armored vehicles, squad tactics, and coordinated objectives. Developed and published by Blue Dot Games, it aims to bridge the gap between highly demanding military simulations and more accessible multiplayer shooters, offering substantial realism without requiring players to master an overwhelming collection of complicated systems. The centerpiece is its 40-versus-40 multiplayer warfare. Eighty players sharing a battlefield gives engagements enough scale to create genuine front lines, large assaults, defensive positions, flanking maneuvers, and unpredictable clashes between infantry and vehicles. Individual shooting skill remains important, but the design consistently encourages players to think beyond their personal kill count. Capturing objectives, protecting important positions, supporting squad members, and responding to changing battlefield conditions are often more valuable than simply hunting opponents. When both teams are organized, matches can develop a convincing sense of military momentum as control of the battlefield shifts back and forth. One of the game's strongest decisions is its approach to accessible realism. Weapons are intentionally lethal, making careless movement dangerous and giving positioning significant importance. At the same time, the experience avoids some of the prolonged downtime associated with the most hardcore military simulations. Players can return to the action reasonably quickly after being eliminated, while matches are designed around a manageable duration rather than requiring extremely long sessions. This balance makes the game easier to approach while retaining enough tactical depth to punish reckless behavior. Firearms receive plenty of mechanical attention. Weapon behavior is designed around recognizable characteristics of period equipment, while systems such as overheating, weapon stabilization, and realistic magazine handling add depth to firefights. Partially used magazines remain partially used instead of having their ammunition conveniently combined, encouraging players to consider when they reload. Machine guns also benefit greatly from proper positioning and stabilization, reinforcing their intended battlefield role. These details are meaningful without becoming unnecessarily cumbersome, making equipment knowledge valuable while keeping the fundamentals understandable. Classes and squad organization further strengthen the team-oriented design. Players cannot simply construct an unrestricted loadout containing every desirable weapon or gadget. Defined roles encourage soldiers to contribute specific capabilities to their units, while squad leaders have greater responsibility for organizing movement and objectives. Above them, the commander system adds a broader strategic dimension. A competent commander can help coordinate multiple squads and influence the overall direction of a battle, creating a light command layer on top of the first-person action. This structure works especially well when players communicate, although poorly coordinated teams can naturally produce much more chaotic matches. The 1980s setting is more than an aesthetic choice. American and Soviet forces bring distinctive weapons, vehicles, uniforms, and equipment to the battlefield, helping each faction maintain its own identity. Tanks and lighter vehicles add another tactical consideration because infantry must constantly remain aware of threats beyond enemy riflemen. The technological level of the period also works beautifully for this style of game: equipment is modern enough to offer considerable variety but old enough that soldiers are not surrounded by the enormous assortment of advanced electronic systems associated with contemporary warfare. Its alternate-history atmosphere is supported by environments, weapon presentation, military equipment, sound, and the general brutality of combat. Explosions and sustained firefights can rapidly transform relatively quiet positions into dangerous combat zones. Violence includes blood and moderate gore, emphasizing how lethal weapons and explosives can be. Rather than presenting soldiers as unstoppable action heroes, the game makes survival dependent on awareness, cover, cooperation, and restraint. The most important consideration is that '83 is an Early Access game. Its existing content establishes the intended experience, including multiple maps and modes, American and Soviet forces, infantry weapons, vehicles, squad leadership, and commander mechanics, but it should not yet be judged as a finished multiplayer package. Map variety and overall content depth can become limiting during extended play, while balancing, optimization, networking, bugs, and mechanical refinement remain areas that can evolve throughout development. Planned additions are intended to broaden the selection of maps, equipment, vehicles, environments, factions, and gameplay features. That Early Access status makes the game easier to recommend to tactical-shooter enthusiasts who are comfortable watching a multiplayer title develop over time than to someone demanding a completely polished experience immediately. Its greatest long-term challenge will be maintaining healthy player numbers because an 80-player game benefits enormously from populated servers and active teamwork. Nevertheless, the fundamental combat loop already has a strong identity, particularly when a coordinated squad successfully captures a position or participates in a larger organized offensive. Steam Deck compatibility is officially listed as Unsupported. Players primarily interested in experiencing it on Valve's handheld should keep this limitation in mind rather than assuming that the simple controls automatically guarantee full compatibility. Its design may appear ideal for portable play, but the official Deck classification does not currently provide that assurance. Overall, '83 distinguishes itself through a compelling combination of Cold War alternate history, lethal gunplay, 80-player battles, armored warfare, defined squad roles, and strategic leadership. Its commitment to realism is meaningful without making the experience needlessly inaccessible, and the 1983 setting gives it considerable personality. Early Access limitations prevent it from feeling completely mature, but the underlying design has substantial potential for players who value coordination and tactical combat over individual run-and-gun action. Rating: 8/10
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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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