
The year is 2419. War has devastated Earth, and mega-corporations take to the stars to fight over colonised planets. Your employer, the Crayven Corporation, chose you to command an army of ground and air forces. You thought it would be just another brush-fire war. You were wrong.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 Sep 1 → 0.14/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
Stats
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 204reviews | 85% | — | $25.4K |
| $5.99 | 675ratings | 88% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ground Control Anthology to klasyk strategii czasu rzeczywistego, który już w 2000 roku pokazał, że RTS wcale nie musi oznaczać budowania baz i produkowania setek jednostek. Tutaj najważniejsza jest taktyka. Przed misją wybieramy oddziały, a następnie dowodzimy nimi na polu bitwy, wykorzystując ukształtowanie terenu, osłony, flankowanie oraz specjalne zdolności jednostek. Kampania prowadzi przez konflikt pomiędzy Crayven Corporation i Order of the New Dawn. Fabuła ma przyjemny klimat militarnego science fiction, a kolejne misje stopniowo wprowadzają nowe jednostki i możliwości. Ogromną zaletą są trójwymiarowe mapy. Wzniesienia naprawdę wpływają na walkę, a odpowiednie ustawienie jednostek potrafi zdecydować o wyniku starcia. Anthology zawiera również dodatek Dark Conspiracy, więc dostajemy kompletną wersję pierwszego Ground Control. Grafika i interfejs oczywiście mocno się zestarzały, ale sama mechanika nadal potrafi dawać mnóstwo satysfakcji. To jeden z tych RTS-ów, w których wygrywa się przede wszystkim dobrym dowodzeniem. Zapomniany klasyk gatunku i świetny poprzednik Ground Control II. Zdecydowanie polecam.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1][i]“It's over, Anakin! I have the high ground!”[/i] ~Obi-Wan Kenobi[/h1] In order to understand [b]Ground Control[/b], we should go back to the time it was released. See, the early 2000s (and this game was released exactly in 2000, in June) finally marked the end of the transition era for strategy games. And yes, strategies were a bit late. While genres like first-person shooters and platformers felt like they could seriously benefit from 3D, strategies?.. I mean, it's the genre about one unit going to war against another, right? And the fact that said unit may be represented by only a few pixels (like in, say, [b]Command & Conquer[/b]) didn't really change much. Still, there were always those who wanted a bit more. Let's not go too deep into history, which can be traced all the way back to the 80s and a game called The Sentinel (1986); let's talk about the evolution. And for strategies, things went into motion in 1995, when [b]Mindscape[/b] released their jaw-dropping epic: [b]Warhammer: Shadow of the Horned Rat[/b]. While still utilizing 2D sprites for units, it introduced us to a fully 3D landscape. And it was... huge. Again, it wasn't the first game to experiment with elevation (technically, it was a thing since the 80s too), and what it did was pretty limited—while units did have benefits for their sight, physics-based projectile trajectories didn't get extended range, there were no damage bonuses, etc. Still, while trying to recreate [b]Warhammer[/b]'s original tabletop mechanics, [b]Mindscape[/b] changed the genre forever. Everybody started to want that. Even the games that were still heavily old-school started to utilize heightmaps. [b]Cavedog[/b]'s [b]Total Annihilation[/b], which came out in 1997 and made elevation one of its core mechanics (while heavily improving it and even introducing polygonal models), was a nice example of that. Talking about 1997, by the way: [b]Total Annihilation[/b] aside, it was also the year when [b]Blue Byte[/b]'s [b]Incubation: Time is Running Out[/b] was released. Which was, like, a 3D porn for strategy games (with heavily improved lines of sight and fire). And after that? The Hell broke loose. Tactics dived into realism ([b]Force 21[/b]), base-oriented strategies got [b]Homeworld[/b]... Like I said, the genre finally fully adopted 3D. That's when [b]Ground Control[/b] came out. And it was... a thing. A fully 3D real-time tactics game, where height played a crucial role (no, seriously, if you got the high ground in this game? You're, like, the king of the world. It's a game-changer). With a real, no-“buts” free camera. With proper 3D models and environmental details like weather effects and dynamic lighting that directly impacted the "stealth" mechanic (a rarity for strategy games at the time). Sounds awesome, right? Well, it was. In many ways, [b]Ground Control[/b] achieved what many others tried to do. Every mission felt like a challenging tactical “puzzle,” the game really wanted you to know your units (special powers aside, each of them was unique like a chess piece), and, of course, there was multiplayer. So, it's a must-have thing in your [b]Steam[/b] library? Well... About that. The problem with [b]Ground Control[/b] is that, while being a rather big milestone for its genre (remember, only “yesterday” we had [b]Commandos: Behind Enemy Lines[/b]), [b]Ground Control[/b]... didn't age well. For three reasons. First, there's nothing in it that those that came after don't also have. I'm talking about that certain something that makes you return to the old games, despite all of their limitations and clunkiness. I already mentioned [b]Commandos[/b]. Lots of tactical games have stealth nowadays. Even the RTS titles like [b]Age of Empires IV[/b] embraced the idea. But it didn't have that specific [b]Commandos[/b] thing, which, at the moment I write this, only one company ([b]Mimimi[/b]) can properly imitate. And even their games (which I absolutely love) still feel a lot like an imitation. Means that sometimes you'll still want to get back to original. [b]Ground Control[/b]? Everything it did, others have done better (aside from other things, [b]Ground Control[/b] is pretty minimalistic and doesn't even have the most basic settings like the ability to change speed). Also, naturally, while looking technically impressive in 2000, [b]Ground Control[/b] simply can't impress nowadays. Which is cool; we can all appreciate retro. The problem is—[b]Ground Control[/b] is one of those games that went all-in on the technical side. While completely forgetting to look unique. Look at [b]Shadow of the Horned Rat[/b], the game that started it all. It can't impress nowadays either, for the same exact reasons, but it's [i]so-o-o[/i] beautifully designed that it's hard not to have feelings for it. And it's not only because of [b]Games Workshop[/b]'s legacy. The crew behind that game did a pretty awesome job designing it. Now, [b]Ground Control[/b]? It simply doesn't have it. It features boring-looking vehicles on boring-looking maps in a boring setting. Talking about the setting, by the way. What we have here is corpos fighting cultists. That's it. There's a solid amount of missions (15 for each faction, plus 15 more in the expansion, in which missions are much more interesting but also much more frustrating due to things like stealth I meantioned), but they all feel kind of the same. Remember [b]Z: Steel Soldiers[/b] (no, it wasn't a game about russian nazis; those are made of something much softer and much stinkier than steel)? That's pretty much it. And it's... stupid. I mean, the game is designed after [b]StarCraft[/b]. We're supposed to play one faction after another (we can't choose) to learn the whole story, but the thing is—there's almost no story. Even though [b]StarCraft[/b]'s signature dialogues in briefings are presented, it is close to impossible to form an attachment to the characters. Just because they're nobodies. The Shallow functions. Thanks to which everybody knows [b]Sarah Kerrigan[/b], but close to nobody remembers [b]Sarah Parker[/b]. Finally, as an extra bonus to our list, there are technical difficulties. I remember that on launch this game had problems with my hardware because it was new. Now? Now it didn't work “out of the box” on my system because it's, well, old. There is a quite easy way to make it work (you can use [b]dgVoodoo 2[/b], for example) and it'll work pretty stably (as long as you don't alt-tab too much), but still, it's one of those releases where publisher didn't care much. And to make things worse, online multiplayer in [b]Ground Control[/b] was tied to its devs' website, [b]Massive.com[/b]. Naturally, the original website went offline ages ago and the domain now belongs to a financial data provider of the same name. What does it mean to us? It means no online multiplayer. Because, like I said, the publisher didn't care. So... Here we are. Having a game which was a big milestone for the genre (even the [b]Warhammer[/b] universe should be thankful for it, since its sequel heavily inspired the famous [b]Warhammer 40,000: Dawn of War[/b]), yet gives you no reason to get back to it nowadays. And I'm not saying it aged. Everything ages. I'm saying exactly that—as long as you don't have personal nostalgia tied to very specific memories you made with this game, there's literally not a single reason to care. [b]Ground Control[/b] is one of those games you [i]read[/i] about. Or watch on [b]YouTube[/b]. In other words, it's a game you [i]learn[/i] about for historical reasons, not something you actually play and enjoy. And while I totally admire what [b]Massive[/b] (the devs, not the financial data provider) did, there's just no way I can recommend this game nowadays for those who never played it before. Especially since it's a bad release with no online multiplayer that also requires some extra work to run properly. Dixi.
Çıkışından 24 yıl sonra bile hala kendini oynatabilen ender oyunlardan. Elbette çeyrek asır önce çıktığını göz önünde bulundurarak oynamanızı öneriyorum. Bugün çıkan oyunların bazılarından bile hala daha iyi olmayı başarmış bir klasik. Konusu ise aslında çok derinlere inen ezoterik ve okültist konulara da atıf yaparak ilerler. Uzak gelecekte geçen oyunda Üçüncü Dünya Savaşı yaşanmış ve Dünya tek bir devlet haline gelmiştir. Yine de içerisinde büyük şirketlerin hakimiyeti ve birbirleriyle çatışması sürmektedir. Ayrıca dünyadaki büyük etkisi olan kurumlardan biri ise "tarikat" denilen bir yapılanmadır. Dünya ulusu şirketlerle galaksisinde kolonizasyon işlerine girişmiştir ve bunun çatışmaları kendi aralarında yaşanmaktadır. Biz de oyunda bahsettiğim çatışmaları izlemekte ve oynamaktayız.
A blast from the past. I played this quite a bit in 2000 alongside Shogun Total War. Those were the must have RTS of the time. Works well in modern systems and on the Deck. Truth be told its a bit outdated now and I wont play it that much, but its nice to have a piece of history in my library.
Started playing this game as a child with GC demo it had 3 levels i had completed those in every possible way it was such a fun old game and then bought whole version as a teen i still play it to the day golden game !
A classic rts about controlling the ground
Massive Entertainment, the creators of World in Conflict, entered the RTS industry with Ground Control 1. It's a fantastic, surprisingly unique old-school game with features way ahead of its time. The graphics are dated, but it delivers a highly pleasant, nostalgic trip back to the year 2000. I cannot say the same for the abysmal expansion. Avoid Dark Conspiracy at all costs. It is stupidly imbalanced, the plot is a mess, the maps/triggers are broken, and the constant sudden ambushes are infuriating. It is painfully obvious that this expansion was rushed out by an entirely different studio. Buy the game, but skip the DLC entirely.
I couldnt get this working on Windows 10. Black screen, even with supposed patch/fixes. =( It was amazing back in 2001 when I originally played it. Its a shame that the Steam release is not up to scratch for modern systems, because its such a great game.
遭遇战没有AI,。,。遭遇战没有AI,。,玩个毛。。。。
this game takes me back as a child i never finished this game but now as an adult i have begun to get further into the game then i ever could and i love it
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Players by region
Where this game's players are, estimated from review languages.
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