
Broken Arrow is a large-scale real-time modern warfare tactics game that combines the complexity of joint-forces wargaming with action-packed real-time tactics gameplay.
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.
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.
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): 55.43/day in the week to Sep 1 → 39.57/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 17 day-to-day chart moves that followed a price cut, against 2,502 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
Broken Arrow is a large-scale real-time modern warfare tactics game that combines the complexity of joint-forces wargaming with action-packed real-time tactics gameplay.
Featuring over 300 realistic military units and technologies, each battle offers an immersive experience with endless replayability.
Experience a gripping narrative-driven campaign featuring 19 handcrafted missions set in the Baltic region, played from both the United States and Russian perspectives.
The campaign features a thrilling plot of escalating global tensions, where each mission presents new tactical challenges and story developments. Whether defending key positions with elite units or launching bold combined arms offensives, every mission is designed to test your command skills in dynamic, realistic warfare scenarios.
On top of the single-player campaign, engage against AI in the Skirmish mode on 19 maps based on real life locations, choosing your favourite specializations and difficulty levels. Team up with your friends and learn the game at your own pace against various AI presets that represent Battlegroups you will face on the battlefield. At release, Skirmish doesn’t currently allow playing co-operatively with AI as team allies, but it is planned for a future update.
But if you’d rather face human opponents, hop online and engage in thrilling Multiplayer matches up to 5vs5. Track your progress as you rise through the leaderboard and you gain experience as a general while you level up and gain new medals.
Unleash your creativity with the powerful Scenario Editor, the same tool used to craft the game's missions. Design custom scenarios complete with cutscenes and dialogue using a visual scripting system—no coding required.
Share your creations with the community via the Steam Workshop or download them to experience endless user-generated content.
Craft your unique army deck by selecting from a vast array of units, each customizable to suit your strategy.
With over 300 units and more than 1,500 possible combinations, you can tailor your forces to match your playstyle. Modify vehicles and aircraft with different weapons, armor packages, and support systems to gain the upper hand on the battlefield.
Victory begins with meticulous planning. Broken Arrow offers a diverse range of units categorized into six key roles:
Recon Units – Specialized in spotting and marking enemy positions.
Infantry – Versatile ground troops equipped with various weapons.
Fighting Vehicles – Includes tanks, ATGM carriers, and fire support vehicles.
Support – Artillery and anti-aircraft units providing long-range support.
Helicopters – Ideal for rapid deployment and hit-and-run tactics.
Airplanes – Control the skies with interceptors and ground attack aircraft.
Deploy to the battlefield via land, sea and air. Use paratroopers and helicopters to rapidly seize key locations, reinforce them with heavy tanks and break enemy counter attacks with artillery and tactical missile strikes.
Infiltrate special forces behind enemy lines to disrupt enemy logistics and provide laser designation for your planes. Use the terrain to your advantage to ambush, out flank and outsmart your enemy.
Engage in combat across expansive battlefields inspired by real-world locations. From industrial harbors to sprawling urban centers, each environment offers strategic opportunities and challenges.
Utilize terrain features to ambush enemies, secure key positions, and execute flanking maneuvers.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Engagement
Reviews
Themes across 2719 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ЛГБТ-разработчики даже не смогли отличиться каким-либо креативным подходом при создании своего "творения". Вытянули что-то из World in Conflict, что из Wargame от Eugen и в результате получилась малоиграбельная ерунда - совершенно не дотягивающая по накалу до World in Conflict и по масштабу до Wargame. А про жополизство СШП и ненависти ко всему российском (разрабы из России) в одиночной миссии - да же ни чего писать не хочется.
This game suffers from extreme Russian bias one side is clearly better than the other, balance the game and I will change my review.
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| $40.2M | 39.3K | 81% | $44.99 | |
| $41.1M | 66.9K | 84% | $39.99 | |
| $41.1M | 74.6K | 96% | $19.99 | |
| $41.1M | 30K | 47% | $69.99 |
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Latest in each market: best FR #32, worst US #100 · 13 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Turkish +1 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
отличная игра хорошая как стратегия но очень сильно утомляет и бои по часу
Хороший последний патч, пока лайкussy
在月初剛更新的時候,我比起失望更多的是錯愕,當時我沒有來留評價;更新後的幾個禮拜,我其實還是蠻喜歡玩這遊戲的,也沒有來留評價;直到今天,看完直播紀錄後,我終於整理好了心情。 PTE 這次事件(細究我就不在評價裡重述了)最大的問題,我認為不是官方所說的 "We missed a lot of things that made PTE fun",而是團隊從來沒有真正將「測試伺服器」視為「測試新版本的伺服器」。 先講結論,以這次年度更新為例,我覺得較好的做法是先在 PTE 上更新,觀望至少一週後,再合併到正式服。 雖然歷經了好幾個月的測試以及反饋調整,但如果最後製作組的結論是「這依舊不是我們期望的樣子」而選擇丟棄,我是可以接受的。測試服顧名思義就是用來做實驗的,而實驗大多都是失敗收尾的,這都很正常。 然而我感受到的卻是:玩家積極討論、反饋了幾個月的內容,沒有任何說明就被丟棄,甚至出現了測試服玩家玩了幾個月都沒聽說過的改動;更重要的是,這一切彷彿拒絕討論一般,直接被推上了正式服。 於此同時,官方還在公開表示「我們很積極採納玩家的意見」,真是刺痛我心扉。 這就是我認為「被背叛」的根源,而我相信有這種感受的人應該不只我一個。 因此,儘管時至今日我還是很喜歡玩這遊戲,我也暫時會繼續玩這遊戲,但我依舊,暫時在此留下不推薦。 2026/7/23. ------ When the update dropped at the beginning of the month, what I felt was less disappointment than sheer bewilderment, and I didn't leave a review then. In the weeks that followed, I actually still enjoyed playing the game, so I held off again. It wasn't until today, after watching the stream recording, that I finally sorted out my feelings. To me, the biggest problem with this whole PTE incident (I won't rehash the details here) isn't what the devs described as "we missed a lot of things that made PTE fun." It's that the team never truly treated the test server as a server for testing the new version. Let me state my conclusion up front: taking this annual update as an example, I believe the better approach would have been to push the update to the PTE first, watch how it played out for at least a week, and only then merge it into the live branch. Even after months of testing and feedback-driven adjustments, if the devs had ultimately concluded "this still isn't what we envisioned" and decided to scrap it, I could have accepted that. A test server is, by definition, a place for experiments — and most experiments end in failure. That's perfectly normal. But what I actually experienced was this: content that players had actively discussed and given feedback on for months was thrown away without a word of explanation; changes appeared in the live version that even long-time PTE players had never heard of; and worst of all, everything was pushed straight to live as if any discussion was simply off the table. And all the while, the devs were publicly saying things like "we actively listen to player feedback." That one genuinely stung. This, I believe, is the root of the sense of betrayal — and I doubt I'm the only one who feels this way. So, even though I still enjoy this game to this day and will keep playing it for now, I am nevertheless leaving a Not Recommended here, at least for the time being. July 23, 2026
The game is actually quite good, but the developer and publisher are holding it back. Where do I even start? The game has definitely improved over time. It's less buggy and more enjoyable than it was at launch, but the pace of development is painfully slow. Updates are small and take far too long to arrive. In my opinion, this game should have launched in Early Access because it was clearly unfinished and, to be honest, it still is. Major features like spectator mode, replays, save/load for campaigns, a map editor, and proper modding support are still missing. The map editor, in particular, was one of the features i wanted but never came. It could have provided virtually endless community-created content, but at this point I doubt it will ever be added. The latest update after the PTE was good overall, but I can't understand the decision to scrap almost all the new features that had been tested during a PTE that lasted around four months. It feels like a huge waste of time and effort. Now they've announced a PAID DLC, and I think that's one of the worst decisions they could make given the current state of the game. I'm strongly against locking gameplay content behind a paywall in a multiplayer game like this. Cosmetic DLC is fine, but if specializations, factions, or anything that affects gameplay are sold separately, people will see it as pay-to-win. That will only drive players away. What the developers and publisher should do instead is completely rethink their business model. Right now it feels as predatory as possible, trying to squeeze every last penny out of the player base. They could switch to a free-to-play model to attract new players (which this game will desperately need within a year) while monetizing through battle passes, skins, cosmetics, and optional DLC. Alternatively, if they insist on paid DLC, at least let players unlock it by playing the game. Imagine rewarding players for actually playing instead of just paying (that's crazy right) daily missions, weekly challenges, or progression-based unlocks (it s also fine if you need a lot of time to unlock new stuff or challenging request). Something as simple as "Destroy a tank with an RPG" or similar objectives could earn players currency toward unlocking new content. Unfortunately, based on Slitherine's communication and the way they've treated the community so far, I don't expect that to happen. Their communication with customers has been poor, and they often seem disconnected from what the community actually wants. At this rate, I wouldn't be surprised if the DLC costs around €20. If it locks meaningful gameplay behind a paywall, I think many players will quit, and the game could be in serious trouble within a year unless something changes dramatically. The base game still costs €50 a year after release. That's simply too expensive for an unfinished game that is also planning to sell paid DLC. You can't justify that pricing. This isn't a hate review. I genuinely want this game to succeed because it has a lot of potential. However, the current direction isn't sustainable. Without faster updates, better communication, and a fairer business model, things are only going to get worse. The developers will probably never read this, but maybe if enough of the community keeps protesting, they'll eventually realize that the current business model and painfully slow update schedule are hurting the game or they will just fall and lose everything they have done till now. I think it will happens the second (i m still negative on this project). Broken arrow deserves to be much better than this. One final suggestion: the game would benefit from dynamic map events that encourage teams to fight over temporary objectives. For example, a new capture point could appear during the match, rewarding the squad that controls it for the longest time with a significant number of points or points to spawn stuff. You can take inspiration for example from the objective of heroes of the storm (i know that is a MOBA but the idea is similar). There is so much unused potential in this game, and it's frustrating to see it wasted due to poor decisions and a lack of ambition.
Только в этой игре зажим одного абрамса с флангов двумя т-72 приводит к уничтожению т-72. И какого черта советские танки больше промахиваются чем американские ??? Только в этой игре отряд агс не может подавить отряд бомжей, да что там даже техника не может подавить отряд пехоты. Просто сломанная механика.
uhhhh its pretty fun but you buy a game where just loading the game takes like 7 minutes and loading into a match can take like 20 minutes because no one actually plays⁉️
Симулятор истукана за ПК. Сама игра, техника, боевка — всё круто. Но играть в это невозможно. Сохраниться посреди миссии и пойти по своим делам? Нет, сиди час не отходя от экрана, иначе всё сбросится. Какой бы крутой ни была графика и масштаб, когда из-за любой мелочи в реале ты теряешь час геймплея — игра превращается в душную обязаловку. Нельзя в наше время выпускать стратегии без элементарной функции паузы-сохранения. Пока не починят эту дичь — палец вниз.
I was waiting for this upd to say - devs fianlly listened. The game is finaaly more about actual strategy and planning, rather then mindless meat grinder. The core mechanics were reimagined with addistion of LOS and other UI. The devs had quite a bumpy year, nut they still managed to deliver what was expected. Ofc youll see ppl scream in the comments, and if you see 100+ hr comments cryuing about balance know -those are the meat generals, dont be pity about them. But with all goodies, a road to perfection is long. I wish devs time and endurance to go through it
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.
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