
War in the East 2 is the most comprehensive, most realistic, and most advanced wargame modeling Eastern Front warfare in World War Two.
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): 0.14/day in the week to Jul 30 → 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.
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The hardcore fans will hate to hear this, but the huge majority of the game's "in-depth" mechanics are mostly just smoke and mirrors. A beginner could easily learn this game within a few turns. It's just the horrifically-dated UI and absolute scale of everything that can be overwhelming. But trust me, you get used to it.
游戏很贵,不值这个价钱。 游戏看着很专业,有很多考究的数据,能给人很多的“既视感”,但深究下去全是败絮其中。 和AI对弈代入感为0,这些AI算子不遵循移动规则,可以在它的回合内肆意乱飞,让人感受不到任何“兵来将挡,水来土掩”的博弈。敌人的分布一周一换,应对起来像在助考App里不停地刷着有些相像但彼此又没什么关联的题。突破防线不管捅出多大的窟窿,AI必定能在下一回合以完整防线堵上缺口,令人惊叹。 系统相当死板。游戏内的OB窗口调不了次序,方面军排得乱七八糟,想看得舒心只能在游戏外自己记录OB。集团军不能组建;骑兵-机械化集群有的剧本用坦集ToE玩Cosplay,有的压根就没有;快速集群就更别说了,独立坦克军、机械化军根本都不知道该交给谁。方面军不能改名,战线在第聂伯河呢,愣是叫斯大林格勒方面军。单位编制表错漏频出,没投产的武器都能编进去;其变化也和战况完全无关,人多得用不完,师规模却一缩再缩。甚至有些设定从头用到尾,41年42年苏军的作战MP开销比德军大那是组织不力经验缺乏,到了45年还是这样真是难以理解。 对我而言基本是个一档弃坑的游戏。回想起来,反而是啥都不懂或者一知半解的时候最开心,随着游玩愈发深入了解游戏的过程,就是失望和祛魅的过程,这远远压过了“在战争中学习战争”的正向反馈。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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.
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 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The AI constantly teleports soldiers across the map to shore up its line. Realistic? I think not.
Before any one buys this game they need to research how the AI behaves when playing solo, simply put the AI teleports units wherever it wishes, which in my experience makes playing a solo game after December 41 pointless. Still the best of it's kind against a human opponent however given the games detail and complexity you really would expect a little effort from the AI as opposed to what is a blatant game destroying cheat routine. loved WITE1 really disapointed in WITE2 .
I have figured out the air phase of turn 1 now. Cant wait to properly learn land combat next.
Simply put, this is the most comprehensive and detailed game depicting the entire Eastern Front of WW2, covering 1941 to 1945. Nothing else comes close. On the surface it's relatively approachable, you can get a game going without too much friction. But don't let that fool you, because underneath it's an incredibly deep and complex simulation. That said, both the logistics and air war systems can be automated, which takes a lot of the micromanagement off your plate. I wouldn't lean on that indefinitely though, as hands-on management of both systems is where a lot of the depth lies, and neither takes long to get the hang of. (logistics is creating depots on railyard hexes (idealy) and assigning a correct priority, air is largely getting your planes forward and assigning them to a fitting squadron) Linux compatibility is solid. I play on Linux Mint with Proton Experimental without major issues, though you will likely run into audio problems. The fix is straightforward, add the following as a launch option in Steam: PULSE_LATENCY_MSEC=90 %command% If 90 doesn't work for you, try 60 or experiment with other values. One thing worth knowing about the AI: it has a movement exploit. As long as it doesn't have to move zone-of-control to zone-of-control, it can essentially teleport units to almost anywhere on the map, though it can't attack in the same turn it does so. This makes multi-turn encirclements largely pointless in singleplayer, which is genuinely frustrating. If that's a dealbreaker, the game does offer Play by Email (PBEM) multiplayer. Personally, I've made my peace with it. The AI is fairly weak on the offense regardless, and the teleporting actually serves a purpose on defense: it tends to result in the AI forming coherent, intelligent defensive lines rather than leaving gaping holes. It knows when to hold ground and when to pull back, which makes for a competent opponent even if it plays by different rules. None of that changes my verdict: this game is an absolute blast and gets a full recommendation from me. Turn scale is one week per turn, and each turn will run you roughly 30 to 60 minutes depending on your pace and how deep you want to go into the numbers. you dont have to resort to extreme micromanaging in order to win or have fun.
War in the East 2 is a nice and most detailed (but deeply flawed in many aspects) depiction of Eastern Campaign of the main war in human history. 1 The game boasts of listing every Soviet, Italian and Romanian division and even obscure battalion. Patches still appear correcting the 667th anti-aircraft battalion in Grozny. Great accuracy? BUT. Soviets officially mobilized 14 million men by the end of 1941, while the game accounts for only about 5 million. Ten thousand battalions missing... 2 The same pattern appears with leaders. Hundreds (!) Soviet, German and Italian generals painstakingly evaluated by many parameters — morale, infantry and mobile mastery, political, and so on. Impressive? BUT, in one obscure post, support admitted that years ago the developer nullified the combat impact of these values, leaving only initiative. This change was never made public, never reflected in the game UI, never published in the 1000-page manual, Living Manual, or the patch notes. Dozens of manual pages that you should study meticulously detailing distance, chain of command on these values - irrelevant for many years. 3 Weapon and vehicle modelling follows the same logic. Every AFV is given fuel consumption, production value, front, side and top armor — great on paper. When I looked at actual battle resolution, however, the picture changed completely. I tool the PaK 36 “doorknocker” against the T-34, and saw penetration barely falls with distance (perhaps 1 % instead of the historical 7 %). The system also treats every AP round as hitting the armor plate exactly perpendicular (90 degrees). As a result, a PaK 36 with a point-blank penetration of 50 mm goes through the 48 mm turret side of a T-34 at 800 m every time. The gun not only shoots effectively 5–7 times farther than it should, it hits about 15 times harder. But there is more. Very rare sub-calibre rounds that historically penetrated 90–100 mm only at point-blank range become effective at any distance against any front/side armor and at any angle (remember, angle is always strict 90 here - nice historical modelling), because range loss almost does not apply to them either. The game also claims to model the “damage” of every gun and the “damage resistance after penetration” of all AFVs, well, subcaliber rounds ALSO hit with full force of normal round. Result - Pak36 swats T34 by dozens like flies. After seeing this, one has to wonder whether showing dozens of parameters for every AFV and plane is worth it, where a super-simple but correctly working system of “1 tank = 1 plane = 3 guns = 10 soldiers” might have produced clearer and more historical results. 4 The same disconnect appears inside squads. The game models every weapon, but their actual usage defeats logic. 10 flamethrowers in a dedicated squad work significantly worse than a single flamethrower. The machine gun — the main weapon of any infantry squad in WW2 — inflicts much less damage than it should. Until the last update, the hundreds of anti-tank guns organic to a division did practically nothing. Most elite German mechanized infantry also did practically nothing. Meanwhile some weapons, such as 85 mm AA guns, enter a “berserk” mode and kill hundreds of targets per barrel. 5 Weather is one of the strongest parts of the game (there were some river-freezing bugs, corrected recently, but overall it is about perfect). 6 Terrain and movement systems are also excellent for this type of game. BUUT The problem is that they are too complicated - for the game’s own AI. As soon as you raise AI difficulty above 100–110 %, the famous “teleport” behavior of enemy units starts. 7 Production, heavy industry, armaments, resources and oil are modelled in great detail, with different costs for producing every piece of equipment and tens of pages of weekly reports and graphs. Historically I even hope these systems are close. Big BUT. In practice they are completely irrelevant. In 99 % of games neither side ever faces a real shortage of armaments, resources, heavy industry, fuel or oil. Perhaps the Germans experience it in 1945 when they are already losing everything — and 98 % of games never reach that stage. Even oil, the famous “ticking bomb” for Germany, eventually runs low, if Baku is not captured, but everyone confirms that somehow game mechanic twists it so, that life continues: planes still fly and tanks do not stop. So, at best, a flavor where you expected substance. 8 Information, tables and numbers throughout the game are extremely murky and often contradictory, both in the in-game displays and in the manual. I sooo want to support the game; perhaps this can even be construed as historical — Stalin and Halder and their generals almost certainly received plenty of unclear and inconsistent information and had to make sense of it somehow. 9 Above was strictly objective, this is my personal preference - strictly historical in the worst way (and in my view the most unhistorical) part is the reinforce–disband–theatre transfer system. In real life Stalin disbanded tank divisions that had lost their tanks and infantry divisions reduced to 500 men. In the game, even if you carefully preserve your tank divisions and prevent your infantry from being encircled, they are still disbanded on the same historical dates as the beaten Soviet divisions of 1941 or 1943. The game forces you to replay the exact photograph of the war; no real freedom is allowed. You may place every German division in the Crimea if you fancy, but you cannot create a single extra support battalion, nor can you spend admin points to produce an additional 100 anti-tank guns. 10 Production works the same way: whether the Germans take Moscow and Leningrad or somehow end 1941 fighting in Poland, all historical German vehicle/manpower production continues unchanged. 11 The “behind-the-map” theatres are even more rigid. Germany loses in Africa no matter what. The Allies invade and occupy Western Europe up to Berlin no matter what. You can triple the number of divisions and aircraft in the West — history still follows the textbook. The same is true for Norway, the Balkans and Italy. At best you receive ±1 admin point, and even that is unlikely for secondary theaters. For the Soviets the pattern is identical: if you strip the Far East of every division in July and still lose Leningrad and Moscow by August, Japan never intervenes — simply because in the real events of 80 years ago they chose not to. 12 Small interface problems add to the frustration. The game consistently shows 4 hits out of 100 as 40 hits out of 100 (0.04 displayed as 0.4) in battle reports. Tables cannot be sorted properly: they sort by month first and only then by year, making it impossible to, say, follow the historical progression of German, Soviet or Italian equipment entering service. 13 Division TOEs show the same photographic rigidity. This level of detail is brilliant. BUT, even if you avoid the great encirclements and still possess plenty of anti-tank guns and artillery, you STILL receive the weak "stopgap TOEs" — because that is what Stalin was forced to do after his losses. There is no logic for this in your situation, but the game follows the textbook no matter what. 14 I will not repeat after many others that 1000 pages manual covers maybe 50%? And you may guess another 15%, after that 35% is save-load-try... Which was fine for 1986 game maybe, but in 2026 to spend hours and hours to test system by system, trying to gauge how it really works - not helped by that the game is SLOW, 1 test turn (2 air resolutions and 2 land resolutions) can easily take 30-40 minutes.
War in the East 2 is truly the deepest, most well constructed wargame I've ever had the pleasure of playing. But despite its enormous complexity, it is also just plain fun to play. As you come to understand more mechanics, it just gets more fun to play.
Fantastic larp. Pure autism simulator
The fact that developers are aware of immersion-breaking AI movement and are completely disinterested in fixing the thing along with their tone-deaf responses is discouraging from playing WITE2
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