
Land on the beaches of Gallipoli and fight intense 50-player objective-based battles on the Ottoman Fronts! Experience WW1 trench warfare and desert expeditions as one of 10 historic classes, armed with authentic weaponry. Gallipoli brings the most immersive WW1 FPS battles yet.
Most likely between $2.7M and $7.5M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 78% | approximately $4.4M |
| PlayStation | $29.99 | 79% | — |
| Xbox | $29.99 | 82% | — |
| Epic | $29.99 | 90% | #24 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $9.99 on Steam · Türkiye (−67%). Compare 18 prices in 15 markets →
Reviews
Themes across 1707 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Is this your game? Tell us your real sales — we'll mark the estimate as developer-verified and use it to calibrate everyone's. Share your numbers →
positive critical· bar length = how often the theme comes up
Reviews
Love the series. Love the graphics. guns, uniforms all are great. but the movement feels awful. I am going to refund and come back if they change it. My understanding is that the devs wanted this game to have this feel. if it doesn't change sadly i wont be back.
Definite thumbs up, but as others have said the gunplay needs some tweaks. Leaning would improve the game a lot. Crouch is still toggle-only, which seems absurd and contrary to how most people like their controls. Runs great in Ubuntu.
Best of the whole series and the of the best shooters ive played.. the new suppression system is the best ive ever experienced
Really cool game
One step forward, two steps back. If Isonzo felt most like a Mount and Blade fight, Gallipoli is more akin to a hunting simulator. The combat is slower and more methodical, with longer respawn times, larger travel distances, and massively increased weapon sway and ADS time. Isonzo devolved into peaking out of cover quickscoping people and strafing-dodging in the middle of rifle duels, which felt more like mid-2000s Halo and CoD than "authentic WW1 combat," but it was fun, and the pace of the game kept the "meatgrinder" vibe you're looking for in a game set in WW1. Gallipoli, in contrast, is a game entirely about slowly moving up to the front line, finding a good piece of cover, pre-aiming, holding the shift key for half a second until the weapon sway stops, and then uncrouching and taking a shot at the first person you see. Rinse and repeat. Mapflow, flanking, movement tech and aim skill are all significantly de-emphasized in this in order to focus the combat experience on what is essentially a skeet shooting game. The map size also means you're likely to see more mortar shells in a match than enemy players. Suppression is now an extremely oppressive mechanic, but all it really results in is you sitting there, staring at the back of a wall for extended periods of time until the artillery barrage or machine gunner stops. The intent is for it to create an opening for the enemy team to rush in, but there isn't enough comms use in the community to coordinate such a thing, and even if there were, this is still a skeet shooting game. Your allies on the periphery of the assault are just going to snipe anyone who tries to use suppressive fire and artillery barrages as cover. The whole flow of the game is just sitting in place, slowly moving the frontline forward inch by inch. On paper that sounds like WW1, but it's not tense, there's little action, and by and large it's actually a relatively calm experience. The chaos of the attackers finally breaching a control point and the desperate fight to push them back in Isonzo has been replaced with a slow, methodical snipe-and-sweep through the trenches, hoping you will be able to push them out in time but completely unable to actually make any bold plays that would charge in or flush them out. This game is [i]too[/i] tactically-focused for its setting and for the audience its casual, gamified control-point mode draws. Instead of playing like a bunch of untrained youths being thrown at a wall, the game expects you to play like a spec-ops team. But "meat grinder" and "Ghost Recon" don't mix. Beyond that, there are some meta-level design choices that really haven't worked out. There's been a massive reduction in the amount of special class slots per team in order to facilitate slower, more methodical gameplay. Which means that whoever loads in first gets the single Sniper and HMG slots every single match. If you do not have the fastest connection and SSD in the lobby, you will never be able to play either of these classes. This has also made utility extremely limited, because the handful of players who get to play with anything more than a rifle and a single grenade mean your squad is gonna be stuck with nothing but a rifle and a single grenade for almost every member. Levelling has also been overhauled. It's now twice as slow as in Isonzo, which was already a massive grind, but to compensate, there are now weapon levels in addition to player and class levels, all with different XP requirements. This results in the weapon, player, and class levelups all happening at staggered intervals, which makes unlocks more [i]frequent[/i] than in Isonzo, but still results in an experience that feels far more stingy, grindy, and unsatisfying, because now you have exponentially more trees to grind out, and the rewards are all just minor perks. Like a 30% reduction in stun from nearby explosions, or a minor increase to ADS speed in a game that expects you to ADS [i]before[/i] exiting cover. Isonzo might take two hours to hit an unlock, but when you'd hit them you'd get 3 new weapons, 2 new utility tools, and a passive perk all at once. Gallipoli gives you an unlock every hour, but it's always a single perk that isn't even useful most of the time.
buggy mess. Might be fun if it wasn't such a bugfest.
I want to start off saying that the Gallipoli is a beautiful game both audio and visually wise. Now let me tell you my experience when I first launch the game. I launch the game and end up at the main menu where I am constantly keep getting informed that I need to reconnect to the server to be able to play multiplayer. This reconnect is a pop up that keeps occurring until you select the offline option. I try to look up this issue and nothing appears online for it. So I decide to trace the connections my pc is trying to make and discover that I first connect their server in Germany and then directed to an api.EpicGames cloud server. I found what server it was trying to connect me to for US region and discovered it was offline. I relaunch game to enter region selection and choose EU, and boom issue resolved. I join an EU server and started to get a feel for the game, instantly started noticing weird interactions with structures and entities such as aiming my rifle up when nothing is in front of me. Had this occur while I was in a tunnel and I killed an enemy while my rifle was pointing towards the ceiling. Another issue I ran into is head glitching. Head glitching is a constant issue and it probably relates to the prior issue, but many players were abusing this in game and I accidently had done it myself a few times during the match. There was also an issue I ran into is that cover can be meaningless. What I mean by this is that there are no shoulder tilting and many of the entities such as ammo boxes may be client side. You would see it and consider it cover but the enemy would just be seeing you laying down in front of them. When you go to shoot you hit the ammo boxes and they got to shoot they only hit you. No proof for this but I had a constant issue of enemies trying to shoot through the ground to kill me when I spawned in a trench without ever disclosing my location making me believe there are already wallers playing the game. The biggest and final flaw I ran into is just the gameplay. They have a mechanic where stress can cause your character to be slow/mess-up on reloads and other actions. I enjoy this realistic aspect of the game however, when I am about to melee an enemy and I get struct with a artillery round and die and then see the player I was about to stab just stand up and walk away irked me. There is no friendly fire or suppression imposed on friendly units. This makes the realistic part of the game just a nuisance and unreasonable. This makes strategies pointless like in most arcade games. Who wants to charge into a trench when every enemy can just shoot through each other down the trench to kill you. They should of just made this game more arcade like. They already have the game 25 Vs 25 which is already pretty small for this type of combat. Building defenses is another heavy aspect of the game but the player count and maps are too small to really get any building done of which on its own makes the overall game a fast paced game. The maps are also somewhat inaccurate due to only at certain locations in trenches you are able to shoot out of which caused bottlenecks at locations allowing enemies to shoot fish in a barrel. You would stand a better chance out in the open on the side of a dune than you would in the trenches which makes no sense realistically. I hate to say it but Over The Top and Holdfast are far more fun of a experience if you are looking for a WWI game to get into. Neither of those games look anywhere near as good as Gallipoli. Overall Visual/Audio: 8.5/10 Gameplay: 3/10
Having played Isonzo, this feels like a true love letter to the previous game while still being a great jump forward for the series. I love the slower combat, new classes, progression system, improved graphics, and amazing gunplay. My only real complaint is that the weapon sits way too close to your face, and changing the FOV doesn’t fix it.
el juego se ve bastante bien y esta bien optimizado en mi opinion, claro le falta algo de balanceo pero siendo menos de 300 varos y de momento no me encontrado con ningun bug que afecte a la jugabilidad
pluh