
Command distinct factions in a desperate struggle for power and resources in Tempest Rising - a classic RTS set on Earth after a nuclear war.
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.
Reviews, worldwide (the counter carries no country): 4.57/day in the week to Aug 15 → 5.71/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.
About
Classic RTS action meets modern production and performance in Tempest Rising. Inspired by RTS greats of the 90s and 2000s, Tempest Rising is a classic, base-building real time strategy game set in a modern day alternative history war scenario. It features 3 unique factions, each with its own approach to combat and economy and offering a variety of strategies for players of all stripes, deep and rewarding gameplay that keeps a focus on strategy while rewarding skill, and built-in customization options that allow players to approach the game their way in both single player and multiplayer game modes.
Take on the role of Commander in the highly mobile and advanced peacekeeping corps of the Global Defense Forces or the hard-hitting and desperate Tempest Dynasty in 2 11-mission campaigns that allow the player to customize their army for each mission, as both armies seek to understand and control the mysterious but beneficial Tempest vines that grow unchecked across the war-torn planet Earth. Other dangers wait in the shadows, as the origin of the Tempest is revealed...
Relive classic RTS base building with fast, fluid, and hard-hitting combat
Command 2 unique rosters of units as either the GDF (Global Defense Force) or the Tempest Dynasty (with the third playable faction, the Veti, coming in the future.)
Experience 2 epic single player campaigns with voiced mission briefings
Wage war alone or with friends in 3 game modes: versus AI opponents in Custom Game lobbies, in 1v1 and 2v2 Multiplayer Matchmaking, or solo in skirmish mode with up to 500 units per team and two unique superweapons to compliment each faction’s playstyle.
Dominate the competition and climb the leaderboards in Ranked matchmaking, utilizing the Glicko-2 rating system
Genres
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 973 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Je vais être honnête : j’aime bien. Alors attention, on ne parle pas du jeu du siècle qui réinvente tout. Si vous cherchez un truc ultra novateur, passez votre chemin. Tempest Rising assume clairement son inspiration Command & Conquer / Red Alert, et franchement ça fait du bien. Moi qui aime les STR à l’ancienne, retrouver le plaisir de construire ma base, gérer mes ressources, développer mes unités et me faire rouler dessus parce que j’ai oublié un détail stratégique (oui oui 😒) ben… ça me plaît. Le jeu est beau sans en faire des caisses, les combats sont nerveux, ça explose bien, et surtout on retrouve ce petit truc addictif du “allez encore une mission”… puis deux… puis tu regardes l’heure et tu te dis ah merde. Par contre, on ne va pas faire semblant : L’IA fait parfois des trucs complètement débiles (les unités qui prennent des chemins absurdes, bonjour 🙄). Ce n’est pas révolutionnaire du tout. Et parfois tu sens un peu le côté “on a très fort aimé C&C et on ne s’en cache même pas”. Mais honnêtement ? Je m’en fiche un peu. Parce qu’au final, je prends du plaisir, et c’est devenu rare les jeux où tu lances une session juste parce que tu as envie de jouer et pas parce qu’il faut farmer 18 battle pass et vendre ton âme à un système.
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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, Polish, Russian, Simplified Chinese, Korean, Spanish - Latin America, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 976 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Apart from regular Microsoft remasters, bigger budget real-time-strategy games feel very dead for a good while now. EA did everything in their might to kill off Command & Conquer for good while Blizzard only cares about the MMORPG and heavily monetized mobile spin-offs in the Warcraft universe. So it also feels like a little wonder when some other publisher tries to fill that gap. 3D Realms that now belong to Saber Interactive greenlit an RTS that feels premium, offers high-end graphics and comes with two fully fledged campaigns including tons of cutscenes and dialogue between the missions. The parallels to Command & Conquer are not only obvious. This is a clear homage to the genre juggernaut that released its first game in 1995. In my opinion that homage goes a little too far. Tempest Rising feels like a straight copy of Command & Conquer to a degree where you ask yourself why they didn’t license the original. Probably EA still wants tons of money for that even when they are sitting on that IP doing exactly nothing. Anyway, set in a not so distant future the world has been split into two factions: The GDF (=GDI) and the Dynasty (=NOD) that battle across an earth that was infested by a mysterious resource called Tempest (=Tiberium). But these aren’t all parallels to the Command & Conquer franchise. The GDF represents western forces, while the Dynasty represents eastern forces. Their color schemes are also very similar to NOD and GDI. And even some of the buildings feel like a 1:1 copy of the C&C counterparts, like the Dynasty barracks that form a rising hand. Not surprisingly, the gameplay is very similar as well: In most missions you build a base. There are two resources: Tiberium, I mean Tempest, and energy. Energy is produced by power plants while Tempest is gathered by Harvesters. Tempest gets converted to money that is used to build more buildings, defenses and units. Units are either vehicles, infantry or airplanes. There are no ships or sea warfare in Tempest Rising. If you ever played Command & Conquer everything will feel very familiar. Which can of course be a good thing, but I would have expected at least a bit of creative impulse from this game instead of being a straight copy-cat. Well, they tried to set a few impulses here and there. But these are not exactly a win for the game. Almost every unit comes with some kind of special skill that has to be activated. This overcomplicates things unnecessary. Tempest Rising also has some severe balancing issues. You will quickly find out which units are the best and ignore most of the other ones. In general I feel the game has too many unit types. A few less, but better balanced units would have offered a more refined gameplay experience. It’s not a deal breaker. Especially if you just want to pump out as many tanks or airplanes as possible to overwhelm the enemy bases. Just don’t expect much tactical finesse in this game. There is also a third resource called Intel for the GDF, that I didn’t fully understand and just ignored without ever running into trouble. Also a bit sad that problems that riddle the genre since the beginning of time haven’t been ironed out in this new game. Pathfinding of vehicles can still be a pain and harvesters don’t care if they drive into enemy territory. Constant “unit is under attack” warnings are also not very helpful when they occur every few seconds. Despite these shortcomings and the copy-cat nature of the game, I had quite a lot of fun with the two campaigns that consist of 11 missions each. The missions are well designed. I would have preferred a few less missions where you navigate smaller squads over the maps for more missions where you build bases. But it wasn't too bad. The missions without bases are overall too simple and there are way too many instances where you have to shoot big red exploding things like oil barrels and weapon crates to decimate enemy defense lines. The great presentation does a lot of heavy lifting to contribute to the overall fun of the game. Tempest Rising just looks and sounds great. Detailed units, buildings and terrains and tons of explosions offer a great battle feeling. The sound effects are punchy and they even got Frank Klepacki on board to compose parts of the soundtrack. All in all Tempest Rising is a nice revival of the RTS genre that mostly feels “AAA” - even when it’s not really an AAA game. It lacks the charm of the original Command & Conquer series which is mostly due to the animated cutscenes instead of producing FMV sequences with real actors. It also copies too much to be called creative. And it feels a lot more fiddly to play because of individual unit skills. I hope they iron out these things with the upcoming DLC that offers a third campaign with a more unique third faction.
Great C&C tribute, runs well, good stuff recommend very much please buy, this game should not be dead. Has great campaign plus good vs AI skirmishes.
I don't really understand how this game has such a high rating, you got wildly unbalanced missions on normal difficulty, to the cave man approach of you can only beat the missions by just throwing numbers at it, to the terrible mission design where you have to know the whole mission before playing the mission to beat the mission, and on top of all of that a large list of unexplained mechanics/features
CNC精神续作,初见那段时间确实是被熟悉的语音和类似的机制带起来了怀念的情绪,但是玩着玩着就感觉越来越差点意思。 ai不太聪明,基地范围居然还有设定斜着的建筑格,菱形地图靠北面的围墙只能斜着造有点绷不住;不少核心机制还做得不够详尽基本都是点到为止...不过制作组挺勤快的,一直在一点点更新。 战役方面的话,玩起来GDF比王朝顺手很多,王朝阵营建设起来总感觉很不顺畅,防御设施兵种用起来感觉也不如GDF舒服,而且王朝最后几关开始有点敷衍了,时长很短。虽说两个阵营的战役任务玩到后面基本都是同质化的,但是王朝有几个任务也太短了。其实玩了战役最感兴趣的还是维提族,看起来就很有意思但是目前只能作为两个阵营战役的敌人出场,不过更新计划里已经有了,可以在年底期待一下维提族阵营DLC。
Tempest Rising has nice graphics, engaging campaign with good narration. It has 3 factions with interesting skills offering variety of strategies. They obviously learn from past RTSs mistakes, retain and improved what is working. You would ask why no one is talking about it and why it's not the new greatest hit in RTS genre. Well, multiple of things is wrong with the game that holds it back from being good competitive game or even enjoyable on single-player created maps, also many questionable design choices: - It's path-finding is bad - some units randomly stop responding to move order, and will stay behind - some other dance around like crazy, never wanting to settle - move orders by default run by fastest speed instead of speed of the slowest unit in group, and there is no option to switch it - Vehicle play benefits the most from having specific formations, but no option for formation exists - Some skills stop working, like stealth - units do not shoot most enemy building by default, but they shoot building that you would want to take cover that are not danger to units - there is plenty of interesting mechanics but they are not introduced to player or it is done very late in the campaign, like doctrines - wall building is horrible - you can potentially loose hours of campaign progress just because you decided to replay some previous mission - multiple other things that are wrong with autosave system and progression Obviously, these are not big sins. All of it could be easily fixed if beta testing was performed - plenty of skilled professional players probably would do that for "free" - or user feedback was collected. Why, it didn't happed, no idea. For now, this RTS stays for me in category play-ones-and-forget. In that state, I would definitely not buy any DLC for the game until such issues are fixed.
It’s mediocre and the devs are very very slow like a one man show. Third faction is MIA and no ETA at all besides “coming soon” for over a year. Game itself takes everything way too serious with long tedious missions and embarrassing cutscenes. Graphics are nice but lack charm and art direction is the mother of all blandness As an rts fan there is pressure to like this, but I can’t recommend it because time as a resource is better spent elsewhere
战役还收费,三个阵营战役不是基本的吗。
The successor to command and conquer. If you liked CC you will very likely like this. Two sides with similar but different units. Single player story are reminiscent of Red Alert variety of missions.
Tried the demo/beta ages ago and finally bit the bullet buying the game. Same problems then as now. Not going to go too in depth as the game is perfectly serviceable and I can see people having a lot of fun, but personally I wouldn't recommend it, Its close to being really good in my eyes but it falls short and felt like a slog. First off it tries desperately to mimic the style and feel of the C&C games but it comes across as soulless, if you've played Command and Conquer congrats you've played a better version of this game. I can't stress enough it feels like they ripped everything from command and conquer very little is unique, Tiberium saga world with Red Alert factions. Genuinely replace GDF with Allies gameplay GDI aesthetic, Dynasty with Soviets gameplay and budget Nod aesthetic, the aliens are the outlier being their own Egyptian thing but lore wise they are the Scrin but underground. Just like that you've remade Tempest Rising. If I were to sum up this game it would be safe, bland and confused. Slipgate have a bad habit of splicing new and old game mechanics together in a slapdash manner and Tempest Rising is no different. The factions are a unbalanced mess with counterparts that are straight up worse or building/resource collection mechanics creating a wide gap in capabilities like dynasty has the red alert 3/old construct one building at a time on the field whereas the GDF have the create and deploy of the Allies from RA3. GDF have Intel for their tier 2+ units, the GDF tank smokes the dynasty one due to its better range, speed and cost vs build time, just small things that add up. Okay the campaigns, the meat and potatoes of an old school RTS are... fine. The missions are nothing special, nor are the cutscenes, each campaign has a massive difficulty curve mission. The good additions are the armoury and perks you can edit in-between missions giving a sense of progression and customisation towards your playstyle love it. Surprisingly quick ttk which makes it so you have to baby sit your units a lot because the economy is rough with expensive units and quick depleting resource fields. I remember distinctly taking issue with the unit behaviours like a lack of guard mode. Now my biggest pet peeve, visual clarity. Good ♥♥♥♥♥♥♥ luck trying to discern what a unit is or does from a glance. The actual environments are dull and murky. The UI is a bit cluttered with call ins being a tiny strip on the left.
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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