
Graphics! Guns! Glory! Get ready to drop into a devastatingly real depiction of the battlefield as you and your team take on a relentless foe. It Takes a War presents a new vision for the team-based tactical shooter genre.
Modeled estimate, not a reported figure. How we estimate →
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): 2.14/day in the week to Aug 31 → 2.14/day in the week after.
Reviews, worldwide (the counter carries no country): 3.2/day in the week to Jul 20 → 4.17/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

From the creator of THE CORRIDOR comes It Takes a War - a team-based shooter with VISCERAL gunplay and RELENTLESS action. Throw yourself into RELENTLESSLY VISCERAL combat where survival is entirely dependent on communication.
There is no 'i' in 'team', but there is in VICTORY!
If possible, we recommend making sure you have enough time to play a full It Takes a War game in one session as not to disappoint your teammates. A single play of It Takes a War consists of around 45-60 minutes of playtime.

A devastatingly real depiction of the battlefield. You won't believe your eyes (or ears)!

Define your playstyle via one of three totally unique combat classes - play your way!

Revolutionary 'Voice Chat' allows you to connect with your team in real-time, sharing intel and strategies on the fly. OVER!

Ultra Realism - cutting edge graphics will transport you to the frontlines of battle... and beyond!
Realistic weapons - take down a well-armed foe with an assortment of very nice and very real-looking guns!
Communication is key - connect with your team in real-time via 'Voice Chat'!
Pure Combat - absolutely nothing under the surface to distract from VISCERAL TACTICAL ACTION!

Note: No generative AI was used in the making of this game or its associated assets.
Engagement
Reviews
Themes across 185 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I played "It Takes a War" before I played "It Takes a War". Please only read my review if you already played the game. [spoiler] A lot of years ago I was active in the darkest corner of counter strike. I was a cheater. The cheating scene is a very hostile place with people doxing each other, talking ♥♥♥♥ about each other and generally being very bad persons. I got into a fight with some other guy, we even made videos about each other just to hate. One day I decided to stop this, I thought its useless and stupid and talked to the other guy. We started talking, becoming more chill and even shared personal stuff about each other. He told me that he wants to study (I think it was medicine but im not sure) and that he has actually pretty smart plans for his future. Nothing you would expect if im honest, after all we were all a bit stupid for cheating, talking ♥♥♥♥ and being bad people. I got a climpse into his real life ... it was a little one but it was a climpse. This little talk gave each of us the humanity back. It wasnt hard to break out of this hate, it was acctually the easiest thing on the planet. We both apparently wanted it. We wrote some time after this but it was never super long or deep but we knew each other. Some months (or arround a year im not sure anymore) later I recived a phone call from another online friend who knew him as well. I still rember his words: "Skilletor is dead." I remeber asking if the had a car accident, it was the first thing coming to my mind, but he told me that he was shot. Apparently his sport-shooter step-dad had mental issues and problems with his mom and killed both him and his mother then commiting suicide. His two younger brothers were with his dad this day and survived because of this. I tell this story out of two reasons. The first one is especially related to this game: Everyone we interact with online has a real life, real problems and real dreams. They are not just entitys. When Skilletor and I stopped hating each other we especially confirmed this to both ourself and to our opposite. This game shows especially this barrier and between online life and real life in form of a door on the map in the game. The second is not specifically related to this game: You never know how long the life of someone you know will be. Tragic things happen. From the day I recived the message of his death arround 10 years ago I always remeber exactly this. I am very very happy that he didnt leave us with having a bad impression of myself. I am glad that we both found the courage to stop this. I will always remeber him well and even after arround those 10 years I still regulary need to think about him. A person I never saw in real life. A person existing only in some chatlogs and a voicechat, but a real human being with a dream he could never achive. This game hit me so hard when I started realising that its about online and real life and bad behaviour in video games. It even hit harder when the steam messages in the game started popping up and I recieved a message from him. I never removed him as a steam friend and never will. Seeing his steam profile afterwards in the gallery with the note "last online 6 months ago" was even harder, because it made me remeber that arround 10 years have passed. I am in slight tears writing this. Thank you for creating this game, this is a very important lesson ... even for me who played this kind of "game" bevore I even played it. In my frist playthrough I didnt even notice the bad behaviour of the other three folks regarding colch because its so "normal" in video games and the internet. This game showed me (again) to always be aware that were all real and not a profile. [/spoiler]
Media

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Genres
Stats
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 185 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game felt personal. I genuinely got uncomfortable playing through it, but I stayed until the end, because it was something I needed to hear. Thank you, Thomas Mackinnon.
[h1]Review Preamble:[/h1] Set aside an hour. Go in blind. Don't watch the trailer or read anymore reviews. Wear headphones. Test your mic before launching the game. Have some patience. Try to finish it in one session. [h1]Actual Review:[/h1] I'm going to slap clay on an invisible shape, then turn it towards you and hope you see what I'm trying to share with you. I think calling out [b][i]"SPOILERS!!"[/i][/b] is a bit of a failure of media literacy - the belief that the whole point of an experience is the ending - but in this case, talking about the journey could colour your enjoyment of it. Please don't read onward unless you've played the game already. [spoiler] It Takes a War can be a sobering experience. A eulogy at the funeral of a fixed time, place, and setting. Alone at the center of our own tiny bedroom-sized kingdoms, with all the freedom to dream up a world outside where things never have to change, or grow, or rot. A world where the comfortable, familiar, digital spaces we inhabit - from the confines of our rooms, with the disembodied voices of those most eager, tired, and microwave-ready friends - aren't slowly and surely wasting away. So many of us spent our formative years in those spaces. Hard years, like grass pushing up through the cracks in concrete must be hard. Spaces that we could traverse in the dark, recalled as easily as the streets we rode our bikes down - memorizing the cracks and bumps and sandy cul-de-sacs where tires would skid. When words like gaslight, recession, collapse, and uncertainty are background, and time was an endless resource that refilled every night when you closed your eyes to sleep. Those spaces, and the people that inhabited them, felt timeless. People that were waiting in those lobbies as though they'd always be right where you left them when you logged off for the day. Real-enough friends in fake spaces that felt as tangible as our kingdoms. As time becomes more sparse and our attention slips to new novel experiences, the things we leave behind end up decaying in our absence. Those spaces, those friends, the conversations we had, and what it meant to us. From our ivory towers, it becomes easy to reframe those tired, late-night conversations in the negative and read words and actions as intention. Candy-coated nostalgia comes to encase the digital shrines we prayed at but revisiting their glossy sweetness can ultimately ruin our appetites for more of the same. And those feelings we had and maybe still have end up entombed there, crystaline and saccharine. Each revisit less sweet as familiarity paves a desire path to resentment, contempt. But none of it is real. At the time it felt so, but it isn't and wasn't, and while those spaces may still ring hollow, the folks we feel we may have left behind in them still walk the earth and the assumption that their interior lives are somehow less real and less complicated is a nasty fixture of how easily we can come to imagine their souls trapped in the voice chats of old dead games. And again, it was never real. It takes a lot of hard years, like grass pushing up through concrete, to come to see and feel these things differently. It takes a war to say goodbye.[/spoiler]
when people say that games are art they're always on some ♥♥♥♥♥♥♥♥ like the Last of Us Part II. This is what games as art actually should be.
Kinda need jerma to play this
Game spoiler [spoiler] This game reminded me that my friends (IRL) both have lives that I don't see, and they in turn don't see what goes on in my life. I personally think that being self centered and understanding what others can be going through is where most of us fail, but knowing this, we need to forgive others for not understanding our own situations. This game also reminded me of a time when a good few of my "friends" who I thought were good people turned out to be complete jerks, but now I can take time to understand that they also had issues with their lives, had people hurting them too. We must also remember that no one is perfect, not you nor I and we need to forgive others for being human, and sometimes we just need to let go entirely... sorry for ranting on. [/spoiler] id rate this game 10/10
I think a lot of teenagers would find It Takes a War to have something important to say. I know it was an important lesson that I learned too late when I was growing up. But as a game that, aesthetically, is targeting a demographic in their early 30s, the game is fundamentally unable to reach the audience that most needs to hear it, and that's a shame. The creative choice to theme this as an awkward CS 1.6 ripoff might speak to adults who remember the pain of this from their own childhood, but I can't help but feel sad that the kids who really need this game will never see it because of this creative decision. The experience as a whole is generally middle-of-the-road for me. I don't want to leave a negative review because the game was quaint, and it did speak to me in some way. But as game with design choices that prevent it from reaching the audience that really needs it, questionable NPC pathfinding that actively takes you out of the experience, painful gunplay, and some less-than-perfect dialogue timing that makes deliveries feel somewhat artificial and stilted, this is a game with a solid core premise that is sadly riddled with issues undermining its potential. If I could give a neutral rating I would, but barring that I have to respect my own integrity and say that what it achieves mechanically and technically isn't particularly enjoyable, and if you're the kind of person the aesthetics appeal to you're probably not the kind of person who'll find value in the message. So, a negative review this will have to be, even though I care deeply about the message and respect everything the author was trying to do here.
my teammates ♥♥♥♥♥♥♥ suck omg go play something else
Pros: The facade of the game as a non-narrative was interesting. The ending was the first time I felt engaged. Cons: I couldn't feel much for the characters and their chatting. As an achievement hunter, the Steam achievements took me out of the story. I felt rushed to find random things to shoot and interact with instead of focusing on the conversations. The price point of $6 for about an hour of content is a bit steep. Overall, it's an interesting short story but lacks engagement. I think there is potential for great works from this developer in the future.
Similar to the Stanley Parable or Beginner's Guide. Provokes you to think about how friendships online work, and the connections you have with others. Sometimes it really does take a war to say farewell. Go explore the great unknown and try to find someone in this galaxy.
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.
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