
Command: Modern Operations is the next generation in cross-domain modern wargaming. It enables you to simulate every military engagement from post World War II to the present day and beyond. The scale is primarily tactical/operational, although strategic scale operations are also possible.
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): 0.44/day in the week to Aug 4 → 0.43/day in the week after.
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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 815 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Learning curve would be much easier if they have better UI
半年没玩了,退坑前玩了将近500小时,推荐还是推荐的,好话已经有玩家说过了,我说一说最近的问题: 因为是回坑玩家,这次下载的时候发现进度条总是卡在最后90%多的位置,能卡上一整天,一开始以为是网络问题,后来排除了,因为总下载不下来于是就想把游戏文件删掉,结果发现删除也要大半天,感觉不对劲,就去翻了下游戏文件,好家伙,为什么WW这个文件夹下面要搞一大堆特别小的文件夹?大文件群下载和迁移都很慢,你们以前好像不是这么搞的啊?我记得最早下载很快的,甚至我那时候还是用的机械硬盘,现在用SSD比那时候都慢我是没想到的 因为这个原因回坑的兴致也没了,游戏是还可以,优化问题是老毛病了,啥时候能修好啊
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.9M | 102.3K | 82% | $2.49 | |
| $3.9M | 7.4K | 66% | $12.99 | |
| $3.9M | 7.4K | 65% | $14.99 | |
| $3.9M | 9.3K | 77% | $29.99 | |
| $3.9M | 4.5K | 83% | $39.99 | |
| $3.9M | 2.7K | 74% | $38.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $701.3K | 237 | 58% | $59.99 | |
| $40.5M | 35.8K | 54% | $49.99 | |
| $19.8M | 19.8K | 89% | $29.99 | |
| $16.5M | 22.2K | 92% | $19.99 | |
| $10.4M | 9.6K | 79% | $39.99 | |
| $5.6M | 4.7K | 87% | $39.99 |
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 2,404 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
Hours played at review time, across 817 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
一杯茶一包烟,一个任务划一天
有人破防了耶——,在法理上國共內戰是沒有結束的,那想要統一只要中共向國府投降就可以了喔(暴論 ------------ If there's only enough time for a cup of coffee before the war... This brief moment might be out final respite. 看到CSIS在2023年時對中共武力犯台所做的兵棋推演,在台美日的共同防衛下,可以以慘烈的代價擊退共軍。 但美國若拒絕協防台灣,中國將佔領台灣。 在川普執政的現今,美國是否願意為台灣付出昂貴的代價? 或許可以透過烏克蘭當今的處境略知一二。 中國和台灣之間的武力差距是無法逾越的鴻溝,若中國不出動軍隊佔領台灣,而是以飛彈洗劫全境呢? 在這種想定中,台灣沒有任何獲勝的可能。 即使會招致國際社會的譴責,但對於死去的民眾是無濟於事的。 俄國和北韓作為中國牢不可破的聯盟,會無條件支援中國入侵台灣。而美國會是台灣可靠的盟友嘛? 期望透過C:MO,自己瞭解一下,若有一天面臨戰爭,我們,應該怎麼辦。 希望ZERO DAY的假想,不會有變成現實的一天。
As a military man (Army) I find the planning an implementation of the battles on point. There is a couple of things lacking in the game that are really glaring. The use of Nukes is not clearly implemented in the game. Nor is the use of Chemicals/Biological weapons which would add to the realism. In this regard (Persistent) and Non-Persistent biological should be added to the weapons stores. This would greatly enhance the realism of the game. I would also like to see the use of Battalion level ground troops. Para-Troops ect. Without this the game simple becomes more of an AREAL/NAVEL BOMBING GAME. Not a true Command example of the battle field. This is The one thing that Keeps this game from going to the ultimate level. I am not sure why this has never been thought of or added to the game. Having been in NBC I will give you another GEM that the US played with but never use. (Vectors). This was the infection of animal and insects that would be flown over a City/Town or Battlefield. And released by air planes. The resulting infections would kill a number of troops and then the insects would die off in a matter of hours or days as the case may be. That and the use of Bio and ground troops would add to the games realism. Until that happens we are still NOT THERE.
This game has massive learning curve and it is very complex and sometimes really frustrating. That being said I have hundreds hours in this game and I feel it is in the league of its own when it comes to games like these. Especially the air ops and air combat drives me nuts, there is way too much babysitting involved and still the game logic for planes seems to actively work against what you are trying to accomplish. Despite all the above I still enjoy the challenge, the unique complexity, the realism, the amount of workshop content etc. very much.
中文呢?
还在玩...比较硬盒,全是英文,一开始会劝退很多玩家
Excellent armchair general simulator. I can't think of any other game that comes close to the scale of real-world units and weapons that Command has. Units and weapons are all modelled from publicly available real-world data giving amazing flexibility in creating and playing out both historical and hypothetical conflicts. The type of gameplay is geared towards the planning phase of the operation. Don't expect to be micro-managing units in real time, even though it is technically possible to play that way. The mission editor is where you'll be assigning available units into each task, setting the parameters of their mission and adjusting their respective ROEs. Once you think everything is set, unpause the game and watch your plan unfold. The AI does a decent job at behaving autonomously according to changing situations in real time based on it's ROEs. But if things start to go wrong with the plan, you can always intervene and start giving move-by-move commands. CONS: No game is perfect, and Command is a bit rough around the edges. The UI feels dated and doesn't have a friendly workflow for newcomers. The learning curve is very steep, even more so if you don't have a good working knowledge of basic capabilities of your aircraft, ships and weapons. The SAT map is low res (I know, it's also free) but Command would be so much more immersive if there was native support for high res satellite imagery. The game doesn't work well with NVIDIA Container processes, and I like having my NVIDIA run in the background. This means every time I want to play Command, I have to spend 5 minutes trying to kill NVIDIA Container processes in the task manager first. The music and sound effects are well below standard. Not that the music is a huge part, but it would be nice to have more than one song to listen to. The sound effects are so bad it sounds straight out of the early 90s. It doesn't seem like it would be a big ask to update those to something more immersive and realistic. At the time of this review I've also been encountering a weird crash that happens randomly. To the dev's credit, support has been in contact and we're trying to troubleshoot. Overall, it's not a game for everyone. It doesn't have fast-paced appeal or flashy visuals, but if you really enjoy pure simulation/strategy gaming, this is an excellent product.
Very accurate sim . You can test practically any real world scenario .
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.