
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.
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.
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 2582 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Если ты хочешь купить этот дорогой кусок неработающего кода, думая, что сейчас, вот как патриот, победю загнивающий Запад (прошу, не покупай), сейчас объясню. 1. Баланс Видишь юнит у РФ? У Юсы он профитнее и с казом (каз — это когда ты стреляешь в юнит из ПТУРА или трубы, а он высвечивает «Active Protection»; эта надпись будет тебя бесить уже через 10 игр против бургерных). Видишь боевые вертолеты и вертолеты снабжения? Ну так у Юсы они круче и видят дальше. У пехоты РФ в отряде мало людей, что способствует тому, что на тебя приедет 20 рыл либерального преимущества против твоих 7–8. Самолеты, естественно, у кого круче? Когда все твои юниты разбомбит самолет из стелса, поймешь. Патрульный самолет СУ-34 иногда не может сбить самолет с 3 ракет при пинге 27 (часто теперь вижу не только у меня, но и у тиммейтов, что стелс-самолеты не умирают с 1 попадания ПВО, которое ваншотит их). Арта и РСЗО — 50/50, потому как у Юсы она, естественно, переснабжается быстрее, но если ты видишь тыл противника, то ты победил. Ах да, тыл: будь готов, что у тебя на высоком Эло будут прятаться снайперы Юсы, прилетевшие на стелс-вертолетах. У Юсы можно набрать 2 ядерки в деку (набор юнитов до старта), и ядерка Юсы в 80% долетит, и за стелса еще одна ракета с коэффициентом мажет по нему. А там дело — заехать на точку и получить баллы. Весь раунд ты выигрывал, и под конец заезжает бомж на джипе и побеждает. 2. Комьюнити, глупые стримеры и разрабы Жди того, что играющие под пиво на Юсе будут ныть на очередной нерф РФ. Ибо джоны, имеющие скорость развертывания, снабжение и инфу, не могут победить, и большинство игр сводится к тому, что либо ты спамишь кост-эффективными юнитами и победишь, либо тебя. Если ты насмотрелся стримеров, которые орут, какая РФ имба, и показывают таблички в экселе с самолетом ТУ-22 на кабах и БМП-спамом, расскажу одну тайну, которую они не говорят. Юса также спамит кост-эффективными юнитами, где ты будешь видеть спам AMPV, ACV, CV, страйкеров и другую нечесть с припиской «Трофи»; они все с казами. А самолет ТУ-22 меркнет с постоянными налетами юсовских летчиков, которые нажали одну кнопочку и победили твои войска. И если ты посмотришь на некоторых стримеров, то увидишь, что кроме Юсы они не играют, потому что она быстрее и удобнее. Изредка показывают: мол, смотри, видишь, какая РФ могучая, играя в дискордике по инфе. Отдельный вид искусства скидывать ссылку на статистику фракций. Я прям охотно верю в нее от разрабов которые говорят одно делают другое проще говоря врут Про разрабов уже ленивый не пошутил — медленные, унылые лжецы. Наобещают многое, а потом сиди и терпи. У них даже пост с извинениями на неделю опоздал. 3. Баги и абьюз-механики На деле же в игре критически много багов, где ты можешь случайно высадить юниты в скалу, и они не смогут выбраться (Снежный замок — карта). Юниты по дороге застревают и могут нарезать круги, а ты ждешь их, думая: «Вот сейчас приедут». ПВО не ваншотит, хотя должно. ЗРК не может сбить вертолет, если перед ним задымить, — чем пользуются абьюзеры на Юсе, высаживая прямо на лицо Панцирю грузовой вертолет с пехотой. Типа в игре дым считается препятствием, и радар не видит — прикол, да? Насчет механики стелса: это мертвая абьюз-механика, где вертолет РФ не может в 100 метрах обнаружить стелс вертолет Юсы «Найт Хок». Отряд с джавелинами будет наваливать по тебе из стелса, если ты отвлечешься, даже если там сидит снайпер — он их не увидит. Ах да, джавелины. Если у тебя техника без каза, то считай, что это мертвая техника на передке против Юсы, если ты не будешь ее мониторить. Про режим тут все просто. Весь раунд ты побеждал, и под конец заехал рейнджер на точку и забрал у тебя победу. Путем пота, усилий и хитрости, абьюза всех механик, ты только сможешь победить Юсу, которая даже не напрягалась, спамя. Я смог достичь 2240 Эло — это, конечно, не прям высоко, базовое значение, когда понял все механики. Если ты выше, играя на РФ все время в соло, — поздравляю, медаль и грамоту.
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Latest in each market: best FR #32, worst US #100 · 13 markets collected
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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 2.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Я уже не знаю , что тут писать. Интересная игра, но неадекватный подбор игроков и постоянная чехарда с балансом не дают нормально играть. Попытки собрать сбалансированную деку разбиваются об очередную правку баланса и осознание, что ВС РФ опять "подняли winrate".
Юбилейное обновление вкрай надоело, баланс убит в сторону джонов, невероятный бафф балтийского легиона, проблемы авиации, танков, пехоты, пво и если честно проще сказать что не BROKEN в этом ARROW И самое главное что всё это из за человека что творит +5 -5 обновы, легенда которая скорее всего и поменяла все плюсы ПТС, тот кто срёт в игру с осени - FLX Прошу вас стил балалайки если вы это увидите, от лица всего камунити, увольте этого "прекрасного" человека который тормозит развитие игры не только в плане баланса но и не даёт нормально выпускать новых юнитов P.S. Если всё же это увидят разрабы скажу вам что если так продолжится камунити стрелы либо уйдёт в Warno actual либо забудет про варгеймы насмерть
На будущее о платной спеке. Шаражкина контора, для ЮСЫ бесплатно, а для РФ платно. РУ коммьюнити же гои, стерпят, скушают. Пи****сы
玩MA GA游戏,享战鹰人生 本次由BAT race网站举办的跨越杯中国区比赛一共16支队伍参赛,本次比赛采用一支队伍连续战败两次即出局的规则。16支队伍中有13支美国阵营队伍,3支俄罗斯阵营队伍,两支存在3000分玩家的队伍全部使用美国阵营,俄罗斯阵营最高分玩家为2800分且仅有一人。其中一支俄罗斯队伍为平均分不到2100分的新手玩家队伍,并且他们在第一次战败后就加入了美国阵营,最终仅有两支队伍坚持使用俄罗斯阵营。 在本届比赛中俄罗斯阵营仅获得了一次胜利,不自量力的俄罗斯阵营玩家竟敢不切实际地使用俄罗斯阵营挑战MA GA工作室的心血之作,现实会让他们更清醒自己的地位。 在本次比赛中,美国阵营对所有俄罗斯队伍都使用了核武器,而俄罗斯队伍仅使用了一次,并且TU 160发射的核巡航导弹在飞行过程中居然被B 2投掷的核弹摧毁,并且俄罗斯阵营没有一次能拦住B 2,你说谁让俄罗斯阵营玩家不安排制空机巡逻? 首先,战斗机只能在7000米距离内看见B 2,为了保持安全距离,战斗机的距离会离前线很远,这让俄罗斯阵营很难在更远的距离上及时发现B 2并且拦截,就算冲过去拦截也等于让己方的飞机冒险去阻止B 2,一旦阻止失败,还会额外损失一到两架飞机。并且,俄罗斯阵营本就缺乏空军分数很难持续不断地保持飞机在空中巡逻。 再说了,凭什么要让本就缺乏空军分数的俄罗斯阵营仅仅为了略微提高阻止B 2的成功率就要付出维持战斗机训练的代价,而且美国空军完全可以通过隐身机的攻击杀死或者赶走俄罗斯飞机的战术达成目的,拜MA GA原则所赐,俄罗斯玩家要么没有空军分数携带制空机要么在大多数情况下只能携带一架,一旦制空机被击落,制空战斗机的循环就会被打断。 而且俄罗斯阵营使用核弹就要至少出动两架反辐射机护航,高达1700分的启动成本,而且美国阵营则无需牺牲飞机去拦截,只需要让防空单位开机即可,而且往往能把俄罗斯阵营的反辐射机打下来,进一步增加俄罗斯阵营的成本。每次俄罗斯阵营有一些优势,美国阵营都会使用B 2将局势逆转,俄罗斯阵营则往往由于启动成本过高成功率过低而无法使用核武器。就连美国阵营内战中B 2的使用成功率也远高于失败率。 另外,我要质问你们两个问题,凭什么美国的远程防空单位能跑100公里的时速?美军知道自己在正常情况下能做到这点吗? 俄罗斯空军的分数凭什么比美国空军的分数少250分?如果你讨论现实,美国的战斗机又老又落后并且数量在不断减少,而中国空军的规模已经反超美国空军,并且更年轻更先进,是不是以后出售的中国阵营的空军分数可以比美国空军的分数更多? 如果你打算说俄罗斯的新D LC会让俄罗斯加强,但能仅凭这一个D LC就能让16支队伍里有8支俄罗斯队伍吗?就算能,那是不是也意味着使用俄罗斯阵营的玩家必须使用这个D LC,玩其他卡组就是赢不了美国阵营,而美国阵营玩家则自由多了? 等到美国海军D LC发售是不是又意味着下一个MA GA时代? 你们有不止一个工作人员的分数在排行榜前一百名,所以你们很清楚美俄的实力并不平衡,所以游戏的现状如此就是你们故意的。 你们是精神美国人,是MA GA工作室。 MA GA战鹰们在低分局从俄罗斯身上获得美国世界第一的心理满足,在高分局的美国内战中获得美国即世界的精神升华。 一旦发售中国阵营D LC,中国的老玩家肯定会去玩中国阵营,到时候就会如现在的局面一样,中国阵营会在低分局占优,但是在你们这个MA GA工作室的设计下高分局依旧是美国内战。尤其是在你们这个MA GA工作室的设计下,战鹰们击败中国阵营后,更是能让你们这些精神美国人的MA GA情怀和那种蠢到骨子里的优越感得到满足。你们会幻想自己终于在游戏里压制了中国玩家,沉迷在这种现实里并不存在的征服感中,完全无法自拔。 你们早说你们是精神美国人,早说你们做的是MA GA游戏我就不会买这个游戏了,我还以为你们会没有偏见地用心做游戏呢。我玩了两百个小时才在这次的比赛中看到真相,而现在我已经拿不回来被你们这些精神美国人骗走的钱了,但你们别期待我会在看到任何一个对你们这款游戏感兴趣的潜在的中国玩家时为你们说好话! Play a MA GA game, enjoy a war hawk life. In the China-region “Crossing Cup” tournament held by the BAT race website, 16 teams participated. The tournament used a rule where a team is eliminated after two consecutive losses. Of the 16 teams, 13 played on the U.S. side and 3 on the Russian side. Both teams that had 3000-point players chose the U.S. side. The highest-rated Russian-side player had only 2800 points, and there was only one such player. One Russian team was a beginner team with an average rating below 2100, and after their first loss they switched to the U.S. side. In the end, only two teams kept using the Russian side. In this tournament, the Russian side won only once. The overconfident Russian-side players dared to unrealistically challenge the beloved creation of a MA GA studio by playing as Russia. Reality will make them more aware of their place. In this tournament, the U.S. side used nuclear weapons against every Russian team, while the Russian teams used them only once. Moreover, the nuclear cruise missile launched by the Tu-160 was actually destroyed in flight by a nuclear bomb dropped by a B-2. The Russian side never managed to intercept a B-2. You say, who told Russian-side players not to set up air superiority patrols? First, fighters can only spot a B-2 within 7000 meters. To keep a safe distance, fighters have to stay far from the front line, which makes it very hard for the Russian side to detect and intercept B-2 in time at longer range. Even if you rush in to intercept, it means risking your own planes to stop the B-2, and if the interception fails, you lose one or two extra planes. Moreover, the Russian side already lacks air force points, so it is hard to keep planes continuously patrolling in the air. Besides, why should the Russian side, which already lacks air force points, have to pay the cost of maintaining fighter training just to slightly improve the chance of stopping a B-2? Moreover, the U.S. Air Force can fully achieve its goal by killing or driving away Russian aircraft with stealth aircraft attacks. Thanks to the MA GA principle, Russian players either have no air force points to bring an air superiority fighter, or in most cases can only bring one. Once that fighter is shot down, the air superiority fighter cycle is broken. Furthermore, for the Russian side to use a nuclear weapon, it must send at least two anti-radiation aircraft as escort, with a startup cost as high as 1700 points. The U.S. side does not need to sacrifice planes to intercept; it only needs to turn on air defense units, and they often shoot down the Russian anti-radiation aircraft, further increasing Russia’s cost. Every time the Russian side gains some advantage, the U.S. side uses a B-2 to reverse the situation. Russia often cannot use nuclear weapons because the startup cost is too high and the success rate is too low. Even in U.S.-vs-U.S. matches, the B-2’s success rate is far higher than its failure rate. Also, I want to ask you two questions. Why can American long-range air defense units drive at 100 km/h? Does the U.S. military know it can do that under normal conditions? Why do Russian air force points have 250 fewer points than U.S. air force points? If you talk about reality, American fighters are old, outdated, and shrinking in number, while China’s air force has already surpassed the U.S. Air Force in scale and is younger and more advanced. Does that mean in the future the Chinese side’s air force points can be higher than the U.S. side’s? If you’re going to say that the new Russian D LC will buff Russia, can this D LC alone make 8 out of 16 teams play as Russia? Even if it can, doesn’t that mean Russian-side players must use this D LC, and other decks simply cannot beat the U.S. side, while U.S. players have much more freedom? When the U.S. Navy D LC is released, will it just mean another MA GA era? More than one of your staff members is in the top 100 of the leader board, so you know perfectly well that the balance between the U.S. and Russia is unfair. The current state of the game is intentional on your part. You are Americans in spirit. You are a MA GA studio. MA GA war hawks get psychological satisfaction from beating Russia in low-rank matches, feeling that America is number one in the world, and in high-rank American civil wars they get spiritual elevation from the idea that America is the world. Once the Chinese side D LC is released, veteran Chinese players will definitely play the Chinese side. Then it will be the same as the current situation: the Chinese side will dominate low-rank matches, but under the design of this MA GA studio of yours, high-rank matches will still be American civil wars. Especially under the design of this MA GA studio of yours, when you war hawks defeat the Chinese side, it allows you Americans in spirit to fully satisfy your MA GA fantasies and that stupid sense of superiority that runs deep in your bones. You will fantasize that you have finally suppressed Chinese players in the game, indulging in this sense of conquest that does not exist in reality, completely unable to pull yourselves out. If you had told me earlier that you are Americans in spirit and that you were making a MA GA game, I would never have bought this game. I thought you would make games seriously and without bias. I played for two hundred hours before I saw the truth in this tournament, and now I can’t get back the money you Americans in spirit cheated out of me. But don’t expect me to say a single good word about this game to any potential Chinese player who is interested in it!
Game was actually promising when it released and I want to like it so bad but its such an unbelievable piece of ♥♥♥♥ game on so many levels. Buy warno instead.
Почему Baltic battalion бесплатно, а Russian Guard платно? Это что за дискриминация?
I ended a skirmish against BOTS... and get punished by not allowing to continue to play, because i endet a game EARLY... ... ... what the ♥♥♥♥?....... Better play warno!
The devs really want to see if they can get the reviews below 15%, huh? I regret buying this more and more...
It's just not fun anymore. Despite enjoying this game for hundreds of hours, I have not been able to responsibly recommend it to any on-the-fence customer due to its limited content and uncertain future. Practically speaking, the game only supports a single mode: ranked multiplayer 5v5. In my opinion, this is the worst of all worlds as competitive players have to make do with 80% of their success or failure being out of their control and casual players get the pressure of 4 unstable teammates breathing down their necks or throwing matches plus 5 enemies frequently deciding to double up on an unfortunate soul. The game lacks extremely basic features (saves, skirmishes, replays, more than a single gameplay/objective mode, basic 'your tank should not be teleporting across the map and firing its cannon like a minigun' backend checks) and may in fact never implement them. I used to retain optimism that the game would reach a recommendable state but events over the past few months (and in particular the last few days) have disabused me of that. I don't know what the devs want or [i]if they even know what they want[/i], but I can say quite certainly they don't have the wherewithal to accomplish it even if they did. If they want to strip out the combat variety that made the game unique in favor of LARPing as World of Tanks or WARNO, I can just play WARNO and benefit from that game's relatively cohesive gameplay vision + lack of bugs. There's now [i]occasionally[/i] more action but always [i]less going on[/i]. With the customer-relevant portion of the review out of the way, here's [strike]a bunch of[/strike] balance changes in no particular order that need to be reworked. According to the devs this is the only way anything gets changed so might as well give it a shot: -New Dam sucks, old Dam was bad but better. -Sloppifying infantry ranges to 500m +/- 100 was uncalled for and I don't know of a single person that [i]liked[/i] this change even among PTE fans; most simply tolerated the reduction in infantry firefight variety or didn't notice since infantry kinda blows now anyway. -Why bump US Mech Rifles up to 7 men? just reduces asymmetry and interspec transport compatibility. -Why cut T-72 numbers if you're just going to make tanks the go-to unit anyway and still let US armored have a meme quantity of them? Hell, Mech will probably need the numbers even more than before since all its ♥♥♥♥ gets two-shot like so many tin cans now. -The artillery changes are largely nonsensical; nerf already underused options while throwing in an across-the-board arty buff that's only really useful to already-strong options. By now I suspect that was the point; sneak an arty buff past a public that was already tired of getting shelled to death. -Tanks are now do-it-all super units that kill everything on the ground without much effort, and higher-end tanks kill lesser tanks with similarly low effort. I get that [i]this was the point[/i] however misguided it may be, but it's going to erode the meta over time. -I don't even ♥♥♥♥♥♥♥ know what to do about the Air/Anti-Air situation, I just know that y'all decided to throw out a system that was working mostly OK in favor of a system that's either a plane train or turns CAS into a trap option depending on who I ask. No one seems to be happy. I've only ever pulled ASFs so all I can say is that this hasn't really made my job any easier, especially if I'm playing a spec that lacks access to 9000km A2A missiles. I was going to get lost in minutea but honestly the above bullet is just it; trashing a build that was working more or less fine aside from an ill-considered supply feature only to all-out replace it with some poorly balanced jank-ass pet project because a handful of asshats were sad that their tanks only two-shot [i]almost everything[/i] rather than [i]literally everything[/i]. Why even bother going into these details if some other dev faction is just going to wrestle ahold of the wheel in another month or two and find some fresh new patch of rocks to crash into (with blackjack and hookers!).
Active players
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