
Use the radio to give commands to the soldiers on the battlefield. Keep track of the situation based on their voice reports only. Lead US platoons to clash with Vietcong in a realistic, innovative approach to the RTS genre. Make hard choices in a narrative driven experience, and face the outcome.
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.
About
In Radio Commander: Vietnam ‘64, the player assumes the role of an American military commander in service with the U.S. Army during the Vietnam War. The objective is to coordinate military operations conducted between 1965 and 1968, managing complex tactical decisions while carrying the significant responsibility inherent to command.
Unlike traditional real-time strategy games, where the player observes the battlefield from an omniscient perspective, Radio Commander presents a more grounded approach. Situation reports are received exclusively through dramatic radio transmissions from troops engaged in combat on the ground. The only operational interface is a strategic map, used to track unit movements and record information through tokens and notes.
9 main campaign missions (each mission can be completed in several different ways),
9 animated briefings,
15 unit types, including infantry, evacuation helicopters, gunships, field artillery, aerial reconnaissance, M113 armored personnel carriers, and napalm-carrying F4 Phantom jets (each unit is described by a unique set of statistics and communicates with the commander using a distinct voice),
over 200 dialogue blocks used to construct radio messages,
over 600 story dialogues between units and the commander.
Radio Commander offers a unique experience, very different from classic real-time strategy games. It represents a bold attempt to redefine the genre, as the player is involved in a decision-making process that is far more realistic than those portrayed by casual RTS titles. Situation reports can be requested, troops’ communications can be listened to, evacuation helicopters can be dispatched, and napalm strikes can be ordered. The objective is to defeat an invisible enemy through decisions based solely on the received information.
The game presents the story of soldiers and their commander, trapped in the middle of a bloody, chaotic, and morally ambiguous Vietnam conflict. The narrative addresses difficult topics involving civilians caught in the theater of action, covert CIA operations, and cynical political pressure. Uneasy situations often depicted in cult classics such as Platoon, Full Metal Jacket, or Apocalypse Now are reflected, representing experiences that occurred daily for personnel serving in Vietnam and illustrating how difficult it was to make the right decisions during combat engagements with the Vietcong.
The fate of the soldiers is shaped by the decisions made throughout the campaign. Choices directly impact the course of the game and contribute to defining the viewpoint of the commander. The experience raises challenging questions regarding the righteousness of certain actions, the value of human life, and the destructive power of propaganda and stereotypes.
Radio Commander is not a conventional action game. The commander operates from a tent using only a radio and a map. Gameplay consists of observing the map and carefully listening to incoming reports. Decisions influence the lives of numerous individuals. Just like in reality, there are no elaborate graphics or animations to depict battlefield events. The experience relies entirely on imagination, listening skills, and strategic reasoning, resulting in a much deeper level of immersion than standard real-time strategy titles.
Command is exercised over infantry, air cavalry, field artillery, and powerful air support units. Jungle-burning napalm strikes and devastating bombing runs can be ordered. Each action requires careful consideration of the potential risks, including the possibility of friendly casualties. The experience raises questions about whether the ends truly justify the means.
Beneath the narrative surface, a deep and complex simulation operates continuously. Each unit is defined by a unique set of statistics. Morale, supplies, and stamina must be managed, with all factors affecting confrontations with the enemy, hostile terrain, and extreme Vietnamese climate conditions. Unexpected situations may arise, such as helicopters running out of fuel and being forced to land in the jungle, requiring difficult choices between rescue operations and further endangerment of troops.
Units are portrayed as fully developed characters rather than simple map pawns, each with distinct voices, personalities, strengths, and weaknesses. Mutual trust is essential: soldiers rely on command decisions, while success depends on their execution of orders. The game features hundreds of original dialogues and scenarios. Previously completed missions can be replayed to alter decisions and encounter new events.
Engagement
Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
常凯申模拟器,刘豸战术拥护者
Game's good, story is good, but unfortunately this game seems extremely linear with a story that ends the same no matter what you do. The quick battle feature unfortunately gives you the same map with randomized enemy positions so there is really no variety and the custom mission editor is so hard to understand that making a mission is more trouble than it is worth. Otherwise despite everything I said I highly recommend this game to anyone looking to sink around 10hrs into a story with some action.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 23 → 0.57/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Spanish - Spain, Polish, Russian, Spanish - Latin America, Simplified Chinese, German, Turkish*languages with full audio support
Hours played at review time, across 58 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game has a problem that is common in games created by Europeans that are supposed to portray an American experience: they didn't hire a writer familiar with American English. The text as written is appalling--just very poorly written. Any halfway decent American copywriter could have fixed it for a few hundred bucks. The voices in this game appear to be computer-generated rather than voice acted. They are extremely poor--the affect is flat and boring.
虽然底子和想法很好,但bug实在太多了很难想写推荐的评价,引导差,中文翻译很烂怀疑是机翻,完全没校对的样子。
Very buggy. Missions are tightly scripted and you can easily break and leave the game in a loop where units wont respond, wont move or repeat a message over and over forcing you to restart. Serious bugs encountered in first 4/6 missions.
Cool concept but the UI is too crappy.
Папа Медвеженок и фаршировка демократией
It’s pretty good, but it feels more like a visual novel than a simulator because events have predetermined endings, and the game can break on you if you don’t follow the mission script. I wish players had more control and freedom in how they proceed with missions. I still would recommend this game because it gives unique experience…
Interesting concept but unable to perform basic commands like canceling orders.
Идея интересная. Реализация такая себе. Мало того, что в принципе очень однообразно всё (что понятно, учитывая, что это симуляция работы штабной крысы), но постоянно откатывать миссии из-за того, что там сломались скрипты - это полный отстой.
Players by region
Where this game's players are, estimated from review languages.
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