
"You are outgunned. You are massively outnumbered. You must win." These are your orders. Humanity has already fought its war against the machines -- and lost. AI death squads stand watch over every planet and every wormhole, the few remaining human settlements are held captive in orbiting bubbles, and the AIs have turned their...
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Genres
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 | $9.99 | 1.6Kreviews | 82% | — | $495.3K |
| $2.49−75% | 86ratings | 84% | — | 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.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Short answer: B U Y the game and all DLCs Long answer: I played the game since I was like... 3 or 5 years old and I didn't know what I was doing. When I became 8, I started to get more into the game (Played with my brother and father). At 13 I kind of stopped playing the game At 16 I came back to it, did some LAN parties with my brother and father (again). We managed to beat level 7 in 2024. Now, 2025, I did a solo max ai difficulty and... the run ended (had 19/40 of the planets under my control). level 6 to 7 is a big jump. Same for 8-9. The game goes on sale almost all the time. At the time of this review, everything was at -75% (until the 26th of June). If you want to have a game where you can mess around, have fun (and suffer a bit in the endgame), this is for you. Even if this game has some bad things, it is still very good for its time. Released in 2009 and last dlc came out in 2014. A 2009 classic.
AI War is like no other strategy game. In an RTS or 4X, you basically always fight opponents which are of about equal strength to you. In AI War, you fight a massively strong opponent. This opponent already owns basically the entire galaxy. But the AI does not perceive you as a strong threat, which is why it doesn't just attack you with everything. Apparently it is fighting something in a different universe, after having defeated you. You are fighting small scale guerilla warfare. There is no culture or diplomacy or trade(not with the AI on any level at least. I have the feeling there is a merchant or something?) The universe is full of gravity wells. The AI owns all of them. They are filled with static defences, and important strategic assets. You may destroy static defences and they will not be rebuilt. Strategic assets will also not be rebuilt. But when you destroy a strategic asset it makes the AI gets a little angry. So this threat(anger) meter of the AI is present on your HUD, and is one of the main things that determines what you do in the game. Taking a whole gravity well to make your base means that you will destroy the local strategic assets and annoy the AI. Destroying only static defence that defends the path you want to take through does not annoy the AI. This means that you don't spend your time taking all available territory, like basically every other strategy game. I don't know that there is another Strategy game in which owning territory comes with a downside other than them requiring you to defend it based on the resource cost of loss of assets. You take important territory, and cut paths through the other bits. Static defence has range, or detection ability, so if you leave a static defence that is in a gravity well you go through, but is too far away from the wormhole you want to go through, then it can't actually do anything, as you can manoeuvre around it. Ships are a different matter. Killing them doesn't increase your threat level to the AI, but they have their own set of mechanics to deal with. I am not fully familiar with all the mechanics. But, in a general sense, it is fine to destroy ships, but it does mean that this will tend to cause a retaliation strike, which you have to defend against, if you engage them and let them escape. Ships you lose on an AI planet gets converted into material that builds new ships of about equal value that they will send against you later. Though when ships take large scale direct action against you, at certain intervals either because of something you specifically did or just every so often, you will be warned about it in advance. Your own gravity wells can be filled with your own static defences, which you will need in the incoming waves that operate somewhat like a tower defence. You and the AI have basically the same set of ships. And ship combat is based around large scale numbers, rather than individual ship control or usage of active abilities. A in, you bring 146 of a specific type of ship, or just a big bunch of 700 ships of all the types. You don't take 2 of your catapults, put them in siege mode, bring down the enemy gate, activate the speed boost on your 6 close range fighters to get into the gate. You can have a a starting fleet of like 400 ships in the first minutes of the game. And the number of your ships can go from 400 to 0 to 400 in a very short period of time. There are very few resources to manage. The main resources are mined forever in that the resource source never dries up. It's all about massive scale, and constant output of high amounts of ships. This is where the Total Annihilation or Supreme Commander comparison makes sense. The tactics are about massive numbers, not small scale highly specialised units with a range of active abilities. Also, you can have coop with lots of people vs the AI.
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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**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
AI War: Fleet Command is an RTS where you are a tiny, squishy human fleet trying to annoy a galaxy‑eating AI without making it mad enough to delete you from existence. Play it right and you feel like a tactical genius; play it wrong and the AI politely demonstrates why humanity lost this war a long time ago. 8\10
Surprised I don't have more time in this game. Love a lot of the things Arcen Games makes, and this one still holds up for a solo player. Each game is a bit long, but with the expansions and stuff turned on, you can get whatever challenge level you like and a lot of different playstyles. Currently worked my way to a scenario where there's about 50,000 ships, probably 30,000 of which are active in the game at once. Sure, it's making my PC crawl, but holy cow you do not get this level of fun in anything else.
how to say this... the point of the game is to defeat the galactic level AI that demolished 3/4 of the univers using whats left. So you're suppose to splinter cell it out, without being caught and kill the MF.... but how do you intend to slip by a GOD level AI WITH 200000 SHIPS FFS !!!
RTSとかRPGとかいろんな呼ばれ方をしているが、個人的にこのゲームが近いのは「超複雑なソリティア」だと思う。 従来の4Xゲームのシングルプレイには構造的な問題があった。 「人間より賢いAIはなかなか作れないし、賢くするほど重くなるし、実際に人間より賢くしてもゲームが面白いとは限らない。 ので、一見すると対称に見えても、高難度ではAIにゲタを履かせてズルをさせるしかない」 という問題である。 AI Warはこの問題に真っ向から解決策を叩きつけてきた。 「最初からAIとプレイヤーを非対称にする」という解決策である。 お陰でシングルプレイゲームとしてはかなりの遊びごたえになっている。 クリアするにはかなり根気と座学が要り、日本語なんてなく、 チュートリアルがクソ長く、UIもあんまり親切とはいえないので万人にはおすすめしづらいが、 それを乗り越えればだいぶ遊べる。 コンテンツ量が半端ない。リプレイ性も。 AIは基本的に敵対者というよりはゲームマスター的な存在で、一応タイマー的な要素はあるものの、 制限時間がそんなに表に出てくることはなく、基本的にプレイヤーが進捗するほどAIが反応してくる。 何か行動を起こさない限り、大規模な襲撃などで理不尽にこちらを滅ぼしてくることはない。 たまたま神立地に当たって難易度補正で軍がふくれた隣国モンテのような動きはしてこない。 AIが厳しい行動をとってくるときは、だいたいプレイヤー側に責任があり、 それが徹底されているので負けても納得感がある。 国境のタレットのアップグレードを忘れて再建できない工場が壊れた? それはアプグレを忘れたのが悪い。 大群を送り込んできた? それは大量の損失を出してスクラップを供与したのが悪い。 本国を空にしているすきに首都を滅ぼされた? それは態勢を整えていないのが悪い。 定期的に来る襲撃が防げない? それは領土を取りすぎたか、防衛技術に投資せずに進めてしまったのが悪い。 4Xゲームにありがちな「都市は持ってれば持ってるほど強い」が通用しなくなっているのもいいところ。基本的に領土の取得はメリットももたらすが、同時にかなりのデメリットを伴うので、それと相談しながら意思決定してやりくりしていくことになる。一個一個の意思決定がその後の展開に響いてくるので面白い。 時間泥棒なので注意。9/10
A pretty decent RTS game that does its own thing, and has surprising depth. I quite enjoyed it. If you are experiencing crashes when parking the game in the background, try toggle "settings->interface->disable pause on lost focus". You can still manually pause the game before you alt+tab away from the game.
AI War: Fleet Command is a far more superior product then Ai War 2. Get this one instead.
Waiting for players
Que os voy a contar, es una mierda como un piano pero salió gratis xD
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
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| $495.5K | 1.1K | 75% | $9.99 | |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| — | 86 | 84% | $2.49 | |
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| — |
| 0 |
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| $7.2M | 10.1K | 94% | $19.99 |
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