
IRON NEST is a brutal dieselpunk heavy-artillery game where you dominate the battlefield through a colossal war machine. Take map measurements based on the received coordinates, strain the hydraulics, and gunlay the cannons to unleash devastating blows ⟹ Will you obey High Command, Operator?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
A brutal dieselpunk heavy-artillery simulator where you dominate the battlefield through a colossal war machine. Every lever, every dial, and every shot is under your control. High Command may send its orders, but the chain of command ends at your fingertips. They don't carry consequences. You do, Operator.
MAKE EVERY SHOT COUNT.
The teleprinters are calibrated to monitor local radio traffic. One delivers TOP-PRIORITY directives from High Command. The other relays direct calls from the frontline. Remember: every piece of information can determine the success of the entire operation.
Transform intelligence reports into a battle plan, get aerial photos that reveal the outcome of your actions, and watch your barrels reshape the landscape. The map isn't here just for measurements. It's also your window to the battlefield. Make no mistake. You can move the markers, but the scars remain.
Hammer the measurements, crank the numbers, and watch the ballistic calculator grind toward firing solutions. Drive the charges higher to blast shells across the horizon, or dial it back to arc them deliberately into enemy emplacements.
Beware: the machine may fail. You must not.
Breach bunkers with armor-piercing rounds, screen friendly withdrawals with smoke, and ████ █████████ with phosgene gas. It never happened if there are no witnesses. Every shell is forged for a single purpose, and whatever you choose will echo across the battlefield long after the smoke clears.
Haul the elevation wheel and watch the guns climb under your command. Match it with the exact propellant charge, or a surgical strike will turn into an avoidable mess. Precision is everything because neither flawless paperwork nor the finest propaganda will erase your guilt.
Drag the heavy lever and feel the entire structure shudder beneath your feet. A machine like IRON NEST doesn't spin on a whim. It takes time to swing that much iron with grace. Skilled Operators use that time to handle other tasks. After all, the coffee machine on your desk is there for a reason.
Pull the trigger, and let thousands of tons of machinery answer your call. Feel the turret recoil and watch the frontline crumble under the weight of steel. Once the dust settles, only silence remains, hanging heavy in the air, and the moment new orders arrive, it all begins again.

✔ Heavy-Artillery Simulator
✔ Dieselpunk Aesthetics
✔ Interactive Tactical Map
✔ Hands-On Massive Mechanisms
✔ Manual Control of a 5,000 Ton Turret
✔ Procedurally Generated Objectives
✔ Endless Replayability
✔ 2x Challenge Modes
✔ Leaderboards
✔ Handcrafted Story
✔ Newspaper Reports
✔ Unlockable 30x Ammo Types and Abilities
✔ Customizable Cat Companion
✔ Military-Grade Hearing Loss
✔ Fully Operational Warhorn
✔ Unlockable 100+ Medals
✔ 15x Regions

The campaign is set in alternate-history Spain in the late 1920s, on the brink of a civil war. In this timeline, the monarchy still holds power, and a republican uprising is spreading across the country.
IRON NEST is a two-person passion project from Nick Talmers (development) and Dominik Latos (propaganda). With 20+ years of combined experience and a lifelong obsession with artillery, interwar machinery, and dieselpunk, we're building the game we've wanted to play for years.
Nick has dreamed of IRON NEST for over a decade, and after meeting through developer-publisher collaborations, we decided it was time to bring this heavy spider-turret simulator, dripping with steel and power, to life.
The response has exceeded our wildest expectations. Thank you (truly) for every wishlist, message, and bit of support. It means even more because Heavy Turret Simulator is just the first step in the IRON NEST universe.


IRON NEST: Heavy Turret Simulator is a first-person heavy-artillery experience that blends tactical problem-solving, complex war-machine management, and strategic decision-making into a genre of its own. The inspirations behind the game range from 1990s anime and Cannon Fodder to Nick’s passion for engineering and artillery. Also, we would like to acknowledge PVKK, which, in our view, helped shape the genre in which IRON NEST proudly stands.
HEARING LOSS IS NOT SERVICE-RELATED
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 | $19.99 | 13.9Kreviews | 98% | — | $9.4M |
| $19.99 | 143ratings | 94% | #274 | 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.
Updates
Engagement
Reviews
Themes across 2671 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Por fin un juego que se atreve a hacer realidad lo que todos pensamos pero ningún político tiene el valor de proponer: bombardear Murcia.
Купил себе Железное Гнездо и не жалею. [b]НИКОГО НЕ ЖАЛЕЮ.[/b]
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best DE #59, worst JP #99 · 13 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Ukrainian, Japanese, Russian, Korean, Czech +4 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра про работника ростелекома который должен бомбить отряды ЦРУ и защищать бункер путина
Will satisfy my need for PVKK before it comes out.
做简单物理题的感觉 不用脑子但是要步骤和检查 有的还有时限。 做完就爽。 爽完再拿下一张卷又累 累了又停 停一会又想玩 😅
几个冷知识 1.炮弹上可以写字 2.战斗警报未拉响时,炮塔前部的小窗户均可手动开启,开关在窗户旁边 3.每关开始时不要捡唱片,天窗就会一直开着 4.重启发动机似乎只对灯光有效,未重启时其他功能均能正常使用 5.一些阀门会泄漏蒸汽。不处理此类问题不会影响铁巢性能,但全部阀门泄漏时汽笛无法拉响,而且会掉帧( 6.左炮装催泪,右炮装光气,一轮齐射可以摧毁大范围内一切目标,比任何穿甲或榴弹都好用
ОГОНЬ ПО Б***СКОМУ ХУТОРУ!!
Игра замечательная. На всякий случай формула расчёта возвышения орудия: Дальность до цели(метры)*0,012/на кол-во зарядов. Как определить кол-во зарядов? Очень просто: Расстояние до 5 км=1 заряд, от 5 до 10 км=2 заряда и тд по 1 заряду каждые 5км (5км=1 Зар: 10км=2 Зар:15км=3 Зар:20км=4 Зар:25км=5 Зар:30км+6 Зар).
ОГОНЬ ПО БЛЯДСКОМУ ХУТОРУ БУУУУУУУМ
Iron Nest has an interesting concept. The game revolves around triangulation - essentially very basic geometry using coordinates and information from spotters/intelligence to work out where to aim your cannon. It's a neat mechanic at first, and figuring it out during the first couple of missions is actually quite satisfying. The problem is that you nail the mechanic after about two missions… and that's basically 95% of the game. The core gameplay loop is: Get coordinates/intel → do some basic triangulation → dial the numbers into the machine → load the cannon → fire → repeat. And repeat. And repeat. And repeat... It's a good mechanic, but it isn't enough to carry an entire game on its own. I kept waiting for the game to introduce something else, but unfortunately, very little comes along to expand on that initial idea. Another major annoyance for me is how the entire game takes place inside the walking turret. As a concept, that's fine and it could have been really cool if the environment had been properly developed around it. But given how limited the world already is, some of the environmental design feels downright lazy. For example, when you raise the turret elevation, parts of the machinery simply clip straight through the ceiling. In a game where essentially the entire experience is built around one relatively small environment, you'd expect considerably more attention to detail and refinement. It's difficult not to look at things like that and think the developers could have spent more time polishing the world their entire game takes place in. The time-trial missions are where the clunky controls become particularly frustrating. They basically turn into: Run over there → pull lever → run back → spin wheel → run over there → pull five more levers → run somewhere else → repeat. Again, if this were mixed up with other gameplay mechanics, it might be fine. But because you're already doing essentially the same triangulation/cannon routine throughout the rest of the game, these missions just feel like another repetitive layer on top of an already repetitive gameplay loop. I honestly think the game would have benefited enormously from having a crew that you could recruit, manage and level up. Give different crew members different skills, let them operate parts of the turret, introduce meaningful decisions about who does what; maybe add close quarter encounters, add a periscope so you can see the surrounding environment and issue orders to the crew to fire tactical/close range weapons; add machinery modifications to work around different builds (to justify those sandbox missions); and suddenly the whole concept has another layer of strategy and replayability. And finally, a huge number of the "Overwhelmingly Positive" reviews appear to come from people with only a handful of hours played. Having spent some time with the game myself, I can understand why: there is a fun idea here, but there just isn't much of a game beyond it. For me, this was essentially a 2-hour experience. Once you've figured out the triangulation mechanic and seen the basic mission structure, you've pretty much seen what the game has to offer. Iron Nest isn't a bad game. It has a good idea at its core. It just desperately needed more ideas around that core. Unfortunately, for me, there's not enough here to recommend it. Thumbs Down.
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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.
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The games this title's players most often review too — audience affinity.
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