
Call to Arms offers an innovative mix of real-time strategy and 3rd, as well as 1st person controls. Set in the time of modern warfare, the game offers realistically modeled vehicles and heavy weaponry. Command your troops to victory or fight by yourself in the 3rd or 1st person action mode.
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.
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/day in the week to Jul 30 → 3.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 875 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Вечная BETA
stop reading the reviews and get the game alr
good
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French, Italian, German, Spanish - Spain, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 877 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
You just need this game and WF mod, then you can feel the power Vanilla game can run on potato device smoothly
I really enjoyed CTA while it was the "latest" in the whole MoW/CTA series. There are some mechanics that kinda suck compared to the other games especially the new CTA:GOH. With that said, if you have played CTA:GOH you'll know this game's mechanics and QOL content is severely outdated. CTA:GOH does way better in terms of control, information, and overall feel. CTA:GOH is WW2 based but there are mods with content that bring it further into the future. Anyway, CTA is fun. People that don't enjoy this game but are fans of the genre are the type of people that need to have their hands held through everything in life. Let me guess, Arkham Asylum was too difficult for you even though it told you where you needed to go and what to interact with the whole way through?
Жалко,что такую игру не довели до ума, постоянно вылетает в бою в динамической компании, изначально думал,что проблема в модах, но поиграл в ванильные ДК понял, что проблема в самой игре на которую попросту забили, очень жаль(
7/10 半成品的战争召唤算是给地狱之门趟趟水了,这一代题材不错直接是现代战争,真希望之后能再出一部现代题材的,不用靠着mod撑着了。这一部最好的就是可以直接第三人称或者第一人称控制士兵和装甲单位,射击的时候又能实现第一人称瞄准,然后还能正常上帝俯视指挥,直接实现了三个方式玩,游戏性很高。
апрпар
Armchair general here. Haven't played on of these since Sudden Strike 4 when I was a wee boy. Quite new to the game (less than 10 hours), so only an outline review. Really solid 2010's warfare simulator as far as I can tell. Haven't undertaken any combined arms or contemporary warfare (i.e. drone and autonomous platform) missions yet, not sure if there are any in the workshop/editor, but is a great architecture of thinking about how to command at levels and use the terrain. Kind of highlights why command structures are a thing in the first place, as at times it feels like you're having to do the work of the Lt's and Captains (and sometimes higher) simultainiously. I've found it quite challenging on easy, as have many others, hence only 12% of players completing the USA 2010s mission 'Invasion' on easy mode. Fog of war can be turned on and off, and this sort of simulates having or not having a satellite feed of the battle, which changes whether you make decisions proactively or reactively, which is a nice feature. IRL sadly there's no minimap with red enemies showing their current movement when you're about to make a decision. This really does completely change the game and the difficulty, as the AI is quite fluent and proactive in its countermeasures. Tempo control in battle is one of the US military's core doctrines and I confess, I had to use the 'backspace' speed control on 2 (slowing down events) to beat the Invasion mission that only 10% of players have. This highlights this point quite well. The game is very educational, from an active operations simulation point of view, as far as I can tell. The take control and fight aspect is quite useful, especially in tank warfare as 'peer and shoot, then take cover' procedure is easier to do on your own than with orders. Also taking control the point man when rushing and enemy positions works well as your generally a better short than the uncontrolled characters. You are outnumbered on basically every mission, and therefore its a shame there's no British campaign as generally the US IRL would have the numbers and air support, which they don't have in this. For instance, in the Invasion mission the US would get a read on the enemy positions then just drone strike them. This is the first time I've played one of these and learned something about myself and generally thought, if I have to actually do this tomorrow, I'll be less likely to cook it. For instance, I naturally leant into a kind of thinking that makes small unit raids and recon missions really fluent, while force concentration in dense areas required me to drop that mindset (at least in this game). Looking to smash it when I get used to the controls a bit more and have some time. There's no real tutorial as far as I can tell, so you just sort of learn by doing. Once I learn more I suspect the difficulty curve will feel a bit less. Feels like a less shooter leaning Battlefield 4 with an overlaying command simulator. In summary, good for psychological evaluation of your own decision making, if nothing else. Like genuinely, screen capture your decisions and then think about your errors, and why you made them. It's like having a risk psychologist/game theorist in the room with you. Will update the review when I have played more. Looking forward to building some missions/checking out the workshop.
Coming from gates of hell I love this game it has so much potential. However development stopped im not sure why. If the development team released some updates to get it to the great level of gates of hell no one could vote this game down.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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