
Take command in Europe's greatest 18th-century war. Equip & customize regiments, manage supplies, and engage in brutal real-time battles across procedural campaigns. Resources and replacements are scarce, and keeping your best men alive may matter more than any single victory.
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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): 2.14/day in the week to Sep 12 → 2.2/day in the week after.
About

Master of Command is a real-time tactical strategy game set during the Seven Years' War. You take control of an army, manage its supplies, engage enemy forces, and shape your campaign through difficult choices and decisive battles. Every encounter, every piece of equipment, and every soldier lost matters.
Key Features:
Real-Time Tactical Battles: Engage in historical combat where morale, stamina, terrain, and timing determine the outcome.
Fully Customizable Regiments: Equip your troops with historical equipment and weapons that affect accuracy, stamina, morale, and more.
Real-Time Campaign: Choose a region and enter a fully real-time map with fog of war, branching encounters, and a mobile enemy presence.
Persistent Army Management: Every loss matters. Units gain experience, officers level up, and your choices carry across each region of the campaign.
200 Historical Units: Recruit from an extensive roster of 18th-century European forces, each with unique stats, roles, and visuals.
At its core, Master of Command is about the relationship between your army and the world around it. March too far and your men will starve. Rest too long and the enemy will reinforce. Your troops rely on you not just to lead them into battle, but to keep them fed, equipped, and alive long enough to reach the final objective.

Battles in Master of Command are immersive, tactical, and unforgiving.
Combat is designed to feel grounded and brutal. Troops respond to pressure, breaking when outflanked, faltering when exhausted, and rallying when supported. Morale, stamina, and formation matter as much as numbers. A well-timed charge or tactical retreat can change the course of a fight. Victory often goes not to the larger force, but to the commander who managed their troops with discipline and resolve.

Equip your regiments with historical equipment and weapons to shape their strengths and weaknesses.
Regiments aren’t expendable; they are comprised of a living group of men relying on what you’ve given them. Outfit your line infantry with rifles for long-range precision, cylindrical ramrods for faster reloads, or field musicians to steady their morale under fire. Customize their flags and uniforms to reflect your unit's identity or design something entirely unique. Supplies wear down, resources are limited, and every army ends up looking different by the time the campaign is through.

Start with a handful of worn recruits and grow into a force worth fearing.
Every army in Master of Command tells a different story. You choose which units to recruit, which officers to promote, and which regiments are worth keeping alive. Some armies are lean and elite, built around veteran grenadiers and cavalry. Others are ragged but massive, relying on sheer numbers and momentum. Officers gain experience over time, and their traits influence how your divisions fight.

Every region is different, and every march is unpredictable.
After marching your army into a region, you’ll enter a procedurally generated landscape, obscured by the fog of war and navigated in real-time. Your goal is to locate and destroy the enemy’s main encampment. What lies between you and that objective is different every time: villages, ambushes, battlefield wreckage, wounded survivors, or roaming enemy forces. Terrain affects how fast your army moves, how quickly provisions are consumed, and what kind of battlefield you'll face if attacked. Enemy armies react to your presence, sometimes pursuing, other times reinforcing, or lying in wait. No two campaigns unfold the same way, and no two armies you've led end up alike.

Every army brings its own doctrine and its own identity.
With over 150 hand-crafted units from five major European powers, Master of Command lets you build armies that feel distinct and historically grounded. Each unit has its own stats, role, and personality on the battlefield. Some reload quickly, others hit hard in melee, and a few simply refuse to break. Your roster is shaped by the army you choose and the decisions you make along the way.
Notable units include:
Prussian Grenadier Guards
Austrian Deutschmeister Fusiliers
Russian Don Cossacks
British Highland Grenadiers
French Royal Scots Fusiliers
Prussian Death's Heads Hussars
Austrian Kaiser Franz Hussars
Russian Preobrazhenskiy Life Guards
British Campbell's Highlanders
French Swiss Guards

Your army is only as strong as the men and resources you can find.
Throughout the campaign, you’ll pass through towns and villages offering a chance to recruit fresh troops, trade for supplies, or offload captured equipment. Some locations specialize in certain goods: artillery, munitions, horses, or officers, while others are picked clean or too wary to help. Prices shift based on your actions and reputation. Raiding a settlement might keep your army alive a little longer, but it’ll close doors elsewhere. Managing your resources is just as important as winning battles, and a poorly timed shortage can grind a campaign to a halt.
Strategize, survive, and lead your men to glory. Become the Master of Command.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 894 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
简化版没有内政的拿战,挺有代入感,就是排队枪毙速度有点慢,还有你这骑兵是真牛逼啊好像大运
The AI is a eternally slightly better generation of what ever army that you are currently fielding Patrols are a 1 to 1 generation of the size of your army and the "final boss" is just slightly bigger with no actual variation. Anyway, it seems as though some people have some opinions about my negative review so I begrudgingly Beat the game on the hardest difficulty today to prove it is truly a game for people with little skill with an AI that is equal to the people defending it. https://i.imgur.com/JudXZbn.png To further add on the terrain is lazily made and is flat with little to no affect on the battles The AI has no function outside of reactionary attacks But the biggest issue now that I think about it is that the trailer is misleading with battles that cannot actually happen in game. the AI has no concept of a battle line and will quickly devolve into a clump easily enough to surround and defeat.
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Reviews, worldwide (the counter carries no country): 4/day in the week to Jul 31 → 4.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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*, French, German*, Spanish - Spain, Russian, Simplified Chinese, Polish, Spanish - Latin America, Italian*languages with full audio support
Hours played at review time, across 902 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Master of Command mixes the best aspects from Battle Brothers and the Total War games, the result is a perfect blend of both franchises. A true must buy if you are a fan of both !
Fridericus Rex, unser König und Herr, Der rief seine Soldaten allesamt ins Gewehr; Zweihundert Batallions und an die tausend Schwadronen, Und jeder Grenadier kriegt sechzig Patronen. "Ihr verfluchten Kerls," sprach Seine Majestät, "Daß ein jeder in der Bataille seinen Mann mir steht! Sie gönnen mir nicht Schlesien und die Grafschaft Glatz Und die hundert Millionen in meinem Schatz." "Die Kais'rin hat sich mit den Franzosen alliiert Und das römische Reich gegen mich revoltiert; Die Russen seind gefallen in Preußen ein; Auf, laßt uns zeigen, daß wir brave Landeskinder sein!" "Meine Generale Schwerin und der Feldmarschall von Keith Und der Generalmajor von Ziethen seind allemal bereit, Potz, Mohren, Blitz und Kreuzelement, Wer den Fritz und seine Soldaten noch nicht kennt!" Nun adjö, Luise, wisch ab das Gesicht! Eine jede Kugel, die trifft ja nicht! Denn träfe jede Kugel apart ihren Mann, Wo kriegten die Könige ihre Soldaten dann? Die Musketenkugel macht ein kleines Loch; Die Kanonenkugel macht ein viel größres noch; Die Kugeln sind alle von Eisen und Blei, Und manche Kugel geht manchem vorbei. Unsre Artillerie hat ein vortrefflich Kaliber, Und von den Preußen geht keiner zum Feind über; Die Schweden, die haben verflucht schlechtes Geld; Wer weiß, ob der Österreicher besseres hält. Mit Pomade bezahlt die Franzosen ihr König; Wir kriegen's alle Wochen bei Heller und Pfennig. Potz, Mohren, Blitz und Kreuzsakrament, Wer kriegt so prompt wie der Preuße sein Traktament! Friedricus, mein König, den der Lorbeerkranz ziert, Ach hättest du nur öfters zu plündern permittiert. Friedericus Rex, mein König und Held, Wir schlügen den Teufel für dich aus der Welt!
Middle thumb option needed. The game is competent & tightly scoped, but bit shallow. Good mesh of mechanics, nice tactics but low amount of tactics & low amount of meaningful unit variety or composition. It screams FTL or Battle Brother procedural campaign but has none of the legs to sustain it. It's also expensive for what is and outclassed by other indie games in the procedural strategy space: FTL, Battle Brothers, Meance, Rimworld. Just 3 hrs in, I feel like I've seen the whole breadth of the game, and already seeing re-used maps & repeat encounters. Attacking a fort, epic battle? No, multiple choice question. The final boss the enemy "head quarters": just a larger version of regular enemy patrols but look they got cavalry spikes! The equippable items are all +X stat items, MMO-ish stat boost items are just the least interesting loot in any game,. The artwork, is very charming, the fake drawn on hills on the map, love it. I wish they want a little further with it, since terrain is essentially map decals, I feel their hands should've been freed to have more varied and meaningful terrain. I would have loved to see compound or rolling hills or a valley, etc. The historical scope of field fighting in open European fields is commendable but a detractor to game play. TL:DR Not bad, but shallow. Get it on a sale.
一款优秀的rouge游戏,但我想也许在第三幕的设计上可以做少许优化? 第三幕充斥着持续性的高压会战,这对于玩家的精力考验实在过于苛刻。在常规rogue中这些高压环境所带来的精力问题会因短平快的对局而得以避免,然而在指挥大师的会战中,由于每次会战都需要十分钟的全神贯注去操作,因此玩家在第三幕时实际上需要重复经历多次这样的聚精会神,且在此期间并不存在任何让思维喘息的空间。这对于玩家而言脑力负担过大了。 这样的高压与精力消耗使得我几乎不会在第三幕进行任何游玩,而往往直奔指挥部。因为我往往在第二幕便已经进行了多场全神贯注的对局——这使得我本人在第三幕时,已经没有充足的体力(现实)去面对更加紧凑的压力节奏,因此我往往不得不选择快速结束游戏。 综上所述,也许第三幕在节奏设计上存在着一些可以优化的地方?第三幕频繁而不间断的40团会战实在过度的消耗体力,进而使得我现在对第三幕几乎都是跳过的。我想也许会有更好的方法,能够让像我这样的玩家也能体验到第三幕的设计? 我在其他评论中也看到了相关玩家对后期会战复杂性的反馈。显然,当复杂性与高频率结合时,这在体验上会导致相当糟糕的局面。 ———————————————— 但无论怎么说,瑕不掩瑜。这些个人的片段体验问题无法掩盖游戏内容整体性的出色。 如果能够将第三幕的持续性重复高压所带来的疲倦感改善,那么我想它的体验将会更上一层楼。 祝您的游戏在未来依然能够成功。 —————————————————— An excellent roguelike game, but I think perhaps a little optimization could be done on the design of Act 3? Act 3 is filled with continuous, high-pressure large-scale battles, which puts an excessively harsh strain on the player’s mental stamina. In conventional roguelikes, the mental fatigue caused by such high-pressure environments is avoided thanks to short and fast-paced sessions; however, in the battles of Master of Command, since each battle requires ten minutes of full concentration to operate, players in Act 3 essentially have to go through this kind of intense focus repeatedly, with no breathing room for the mind in between. This is far too great a mental burden for the player. Such high pressure and mental drain mean that I almost never play any of the content in Act 3, and instead often head straight for the headquarters. Because I have usually already fought multiple battles requiring full concentration in Act 2—this leaves me, by the time I reach Act 3, without sufficient physical energy (in real life) to face an even tighter rhythm of pressure, so I am often forced to end the game quickly. In summary, perhaps there is room for optimization in the pacing design of Act 3? The frequent and uninterrupted 40-unit battles in Act 3 consume an excessive amount of energy, to the point where I now almost skip Act 3 entirely. I think there might be better ways to allow players like me to also experience the design of Act 3. I have also seen feedback from other players regarding the complexity of late-game battles. Clearly, when complexity is combined with high frequency, it leads to a rather poor experience. ———————————————— But no matter what, the flaws do not outweigh the merits. These personal, fragmented experience issues cannot overshadow the overall excellence of the game content. If the fatigue caused by the sustained, repetitive high pressure in Act 3 could be improved, I believe the experience would be taken to the next level. I wish your game continued success in the future.
This game is really good but could be fantastic if it had a sandbox
Good idea for an interesting time period, but gameplay is very much a game and not realistic in the composition of the forces - no one fought campaigns with single brigades and no artillery (at least in the first campaigns). This one gets old very fast - it is not much more than Age of Empires style game dressed in 18th century uniforms and with persistant units. Brigades and small armies wander the map randomly bumping together and fighting for no apparent reason other than swag. It quickly becomes boring, repetative, and too simplistic. There are no geographical or political objectives. Warfare at the time was considered an art consisting of the management of cooperation between the three arms: Infantry, cavalry, and artillery. The game designer's approach to art and animation is refreshing and exciting, but they could do much more with the strategic and operational 'world' than they have done so far. I regret buying it in its' current manifestation, and hope they will expand and continue to improve the game. We just have to wait for Grand Tactitian: Napoleon.
Игра замечательная. Хорошая РТС с менеджментом армии между битвами. Строить можно разные армии - с упором на линейную пехоту, на штурмовиков, на кавалерию или даже на арту. Явно есть хоть и не очень большие, но проблемы с разнообразием и балансом. Карт довольно мало и за одну кампанию вы успеете их повидать почти все, если будете активно сражаться. Статы некоторых предметов явно несбалансированны и один предмет такого же качества может являться прямым апгрейдом другого, имея при этом ту же цену. НО разработчик не забрасывает игру. Выходят регулярные апдейты, баланс потихоньку допиливается, добавляется новый контент. Плюс идет взаимодействие с комьюнити, освещаются моды. Так что у игры явно светлое будующее и забрасывать ее не планируют. Единственный +- серьезный минус, как по мне - цена в тысячу рублей. Для такого проекта она слегка завышена. Но учитывая постоянное развитие, к покупке рекомендую
It's very fun, the battles are top knotch for musket era and very fun but the campaign is lacking. You play 3 different maps and then win after the third or can do endless but there's no real objectives or map. But I still like the game and would recommend
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