
Command a platoon of Sherman tanks over the most famous theaters of WWII. Take the commander’s seat and give specific orders to your crew, or open the tactical map to coordinate your actions with accompanying units.
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.
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.
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Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ogólnie gra bardzo dobra, mam nadzieję że więcej ludzi o niej usłyszy
It's a messy bug mesh, I really like this game, but after 15 hours I can't stand the frustration, when you order the gunner to shoot there are times that he shoots to the skies, even with a clear shot and no obstacles, when you shoot a HE shell if it find something like barbed wire it makes contact and makes explosion, there are also times when you shoot from the gunner's position and well you shoot but the shell goes into the warp and disappears hitting nothing, the infantry and other the other tanks' AI is as smart as a rock and they do nothing unless micromanaged, oh the mighty french bocages, those sturdy plants that can stand a sherman M4 of nearly 38 tons of weight. It's not a bad game, I really like it and I love the simulation part of it but this is not a full released game... this should be an early access...
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Czech, Polish, Portuguese - Portugal, Portuguese - Brazil, Russian, Japanese, Simplified Chinese +6 more
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
《谢尔曼指挥官》是一款以二战西线战场为背景的游戏,在游戏中玩家将作为前线指挥官,亲自驾驶M4谢尔曼坦克冲锋陷阵。一遍操控自己的坦克“攻城略地”,一遍指挥队伍中的步兵和其他坦克前去攻击敌人,占领地方地点。游戏独特的将坦克模拟驾驶融合与即时战略指挥两种玩法巧妙的融合了起来,在兼顾游戏策略性的同时又满足了一些坦克爱好者的操作需求。 游戏的主要玩法就是“亲自开坦克+全场指挥”,在游戏中玩家可在两种操作模式间自由切换:当玩家操控坦克时,会以第三人称越肩视角操作,WASD移动、鼠标控制炮口旋转,按“1,2,3,4”快速切换高爆弹、穿甲弹、高速穿甲弹与机枪,其中高爆弹和机枪可以用来针对躲在掩体中的步兵和暴露的步兵、两种穿甲弹针对敌方坦克。且为了提高拟真度,在操控坦克时滑动鼠标滚轮还可以切换到第一人称炮台视角,不仅放大了画面,还可以精确攻击。 在游戏中,除了亲自操控坦克以外,还需要通过战术地图对己方单位下达指令,比如在大地图上指挥友军推进,包抄夹击。在面前的战场中指挥友军占据掩体、掩护进攻等等。且在游戏内非常强调兵种的克制,反坦克步兵、坦克、步兵、建筑之间存在明确克制关系,合理利用障碍物、建筑物可大幅降低战损。 说了这么多,其实游戏还是有着比较大的问题的。首先是游戏的优化与细节打磨较为粗糙。汉化存在一些问题,游戏中许多的文字出现口口框,虽然根据上下文不难猜出口字原本是什么意思,但还是加大了理解难度。其次游戏中的坦克移动与炮塔转速偏慢,手感拖沓,炮弹和机枪明明不是一个发射器,但却要共享冷却时间。最后游戏虽说提供了多个关卡,但是游戏中兵种就那几样,长期游玩易产生重复感。加上游戏模型与画面表现较为简陋,很多时候小地图上标了有地方单位,但是画面整体都是一个颜色很难看出敌人在哪。 总的来说《谢尔曼指挥官》凭借坦克模拟+即时战略的创新组合,在游戏开始确实给我带来了不一样的体验。但随着游玩时长的增加,游戏单调和其他的问题就暴露出来了。希望制作组能早日优化吧。 [quote]关注「 [url=https://store.steampowered.com/curator/44066492//]来者不拒鉴游组」 [/url] [/quote] [u][b] 做最真实的评测,用心为玩家推荐 [/b][/u]
Игра очень понравилась, очень реалистично представлено взаимодействие пехоты с экипажем танка, довольно реалистично сделан обзор из машины, удачи разработчикам в развитии игры.
Pas de tutos dans le jeu, enfin il y était puis il a disparu. Bref, c'est mal fichu, l'interface de commande est nulle. Je pensais que c'était une simulation en fait non il faut guider l'armée ce qui est assez pénible, du coup votre char est sans arrêt une cible. De plus il n'y a que des vues basique dans le char on est loin d'une simulation, C'est un jeu de gestion .
This review focuses on the game's “simulation” mode and after only a few hours of gameplay. I haven’t tried the arcade mode, and I have no interest in that style of gameplay. The game puts you in the role of a tank commander, but also as the leader of a small armored group supported by infantry sections. Combat takes place at short range — this isn’t the wide Russian plains of Steel Fury or the long‑distance engagements of Steel Beasts. The maps are tight, and tactical play relies heavily on mutual support between infantry and armored units. Infantry will spot enemy anti‑tank guns, while your tanks deal with entrenched infantry… and opposing armor. The game’s strengths: – Strong immersion, especially with the very limited field of view inside the tank. – The visual design of the maps, which—while not exceptional—remains perfectly nice and functional. – The layout of the maps, which creates genuinely interesting tactical challenges. You can’t just rush head‑first toward objectives unless you want to be punished immediately. Weak points: For me, the main weakness comes from the tank damage modeling. This is a game centered around armored combat, yet it’s disappointing to see such a basic damage system. If your tank’s tracks are hit twice, it’s destroyed. On top of that, as soon as a friendly or enemy tank is knocked out, it is instantly replaced by a smoking wreck — which you can simply drive over to make disappear. This really breaks the immersion the game initially manages to create. Another aspect that, in my opinion, needs improvement: Managing other tanks and infantry squads sometimes has to be done directly through the map. This also pulls us away from the core experience of being a tank commander. Moreover, it would be preferable for tanks and infantry groups to show a bit more self‑preservation instinct — they shouldn’t remain under enemy fire indefinitely, but should be able to fall back automatically without requiring constant micro‑management from the player. I’ve seen several times an allied tank stay completely still under anti‑tank gun fire until it was destroyed. Nevertheless, don’t get me wrong about what I consider weak points — every game has its strengths and weaknesses. This one is still a very good title, and the development team is genuinely attentive to player feedback.
Sherman Commander hat mich leider enttäuscht. Wohlwissend, dass ein Spiel von einem Indie-Entwickler niemals 100%ig mit dem eines Großen Entwicklerstudios mithalten kann wollte ich Sherman Commander eine Chance geben. Und war Anfangs doch überrascht wie simpel und gut durchdacht die Spielsteuerung war. Das habe ich tatsächlich schon komplizierter erlebt. Grafisch wirkt das Game im Jahr 2026 doch ein wenig altbacken und speziell die Effekte der zerstörbaren Umgebung waren vor 10. Jahren mal gut. Die Spielmusik geht hingegen in Ordnung aber die englische Sprachausgabe schießt derzeit leider teilweise wirklich den Vogel ab. Teilweise klingen die Sprecher als wenn ihre Stimmen zu Hause in der Küche oder Wohnstube aufgenommen wurden. Und vom spielerischen her trüben leider einige hässliche Bugs speziell auf der Taktikkarte den Spielspaß ungemein. Im Großen und Ganzen wirkt das Spiel derzeit leider vorschnell auf den Markt geworfen weshalb ich es trotz des fairen Preises im Moment leider nicht wirklich empfehlen würde.
Sherman Commander has a genuinely great concept: fighting directly from your own Sherman while also commanding infantry and allied vehicles. It is a very interesting formula with a lot of potential. The main issue right now is that the game requires too much micromanagement while giving the player too little information about what is happening on the battlefield. Allied AI should be more autonomous. Infantry should look for cover, react more intelligently to incoming fire, and handle buildings and defensive positions better without needing constant step-by-step orders. A system closer to the old Close Combat games would fit Sherman Commander extremely well. Suppression also needs to feel much more important. An enemy machine gun should be able to pin down an infantry squad and create a real tactical deadlock that requires tank support to break. At the moment, danger is often only noticeable once soldiers start dying. Communication is another major area that needs improvement. Infantry squads and allied tanks should clearly report enemy contacts, incoming fire, enemy armor, casualties, and problems during an advance. Even simple radio messages would make a huge difference. The tactical map should also do a better job of showing what is happening in real time: which units are under fire, where threats are coming from, and where recent enemy contacts have been spotted. Finally, the player needs better tools to evaluate buildings, cover, and lines of fire before giving orders. A full free camera may not even be necessary, but some way to better inspect positions would make tactical planning much clearer. Despite these issues, I still recommend Sherman Commander because the core idea is strong and genuinely different from most other games. If the developers can improve AI autonomy, battlefield communication, suppression, and overall situational awareness, Sherman Commander could become a truly excellent tactical game.
To be honest, I thought this game could be showed like the "Tank Squad", or even much more better, but the whole game is terrible.
Players by region
Where this game's players are, estimated from review languages.
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