
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
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.
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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
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.
We were explicitly promised 3 playable factions in the base game. Instead, we only got 2, and now they’re locking the promised third faction's content behind the paid 'The Veti's Wrath' Expansion.
I want to say that I love this game, since I'm such a huge fan of old school RTS but the amount of missing quality of life features here is mind blowing. Even basic information like who's still alive during a skirmish, which is basic ui stuff is not here. I could get into every missing feature, but I'll leave with this: it reminds me of Gladius, where you'll be rolling over every neighbor you have on the map, then out of nowhere an unstoppable tide of enemy units washes over hardened defenses like you're a joke. No warning, no data to track to figure out the turtle in the corner is stockpiling, just an unstoppable wave. If you aren't poking every enemy the whole game, things will go poorly. Also AI allies (which you should never play with) will build inside of your base, eat up your territory and out farm you. Yuck. Maybe they'll fix some of this stuff, but I doubt it. It feels more like good 20$ early access than a modern full price game.
[H3] Tempest Rising’s tweaks of the C&C formula are mostly downgrades. [/H3] Nostalgia takes you back to times in your life you felt safe. The engineer rushes, the harvester harassment, driving your conyard across the map as a last ditch survival attempt - these emergent experiences stayed in every C&C game from 1995 to 2009. The gameplay never changed until the very end. Tempest Rising has these key C&C moments in droves, but the few tweaks it makes to the formula are almost all negative. First is the unit cap: I remember enjoying Red Alert 1 on the Playstation far more than Starcraft and Warcraft because I felt genuine freedom. If you could mine enough resources - you could do anything. I loved those early YouTube videos featuring 1,000 technicians vs 1 Tanya. The Blizzard RTS games felt like a sandbox where sand itself was in short supply. Speaking of Starcraft, Tempest Rising follows the RA3 formula of going all in on micro. Every unit has a slew of activated abilities, debuff stacks and stance switches. While this aims to create viable strategies for every unit - it ultimately makes the game feel very fiddly and convoluted. The best C&C alternate abilities existed beyond pressing a single button with a cooldown. For example, commanding your Kirov airship to force fire against the ground in Red Alert 2 made it one of the best base defences in the Soviet campaign. In Tempest Rising, this strategy would require transforming your unit using an alternative ability that functions on cooldown. It feels like the game’s secrets are told rather than shown to you. C&C’s single most famous feature is the live action cinematics. Every game could have featured animated cutscenes - it was never a technical limitation - but live action cutscenes injected more personality than a keyframed artist’s interpretation of a human ever could. Tempest rising goes the CG route and the characters feel completely forgettable as a result. Their performance is as perfect as a stiff ragdoll can be, and the personalities are equally dry. C&C always had this awkward, deliberately exaggerated and purposefully theatrical feeling to it which simply cannot be captured by anything created in Unreal Engine 5. There is very little C&C style humour in here, feeling more akin to a Marvel movie. The only advantage Tempest Rising has over C&C is performance. The game runs flawlessly at 120fps with all the modern quality of life features like DLSS to help you achieve it, as opposed to C&C’s locked 30fps. This lowers input lag and creates a much more responsive feel to the interface, as well as smoother looking animations. This is the only feature Tempest Rising has over C&C. Instead of Tempest Rising, I’d recommend playing through C&C3’s Tiberium Essence mod - particularly RedDeadSmeg’s brilliant campaign add-ons. Or just give Kane’s Wrath another playthrough.
冲着pve内容来的。玩了困难难度的所有战役,总体评价为推荐。一句话概括的话,是一个学习了一些星际2优点的优化过的红警2。买来只打个战役也绝对不亏。以下评价将以红色警戒2和星际争霸2作为对比。 战役非常标准,遭遇战为主,并且前期关卡以介绍游戏为主。困难难度的游戏难度也非常标准,熟悉该类型游戏的玩家应该都能初见过关(小队作战关卡操作失误除外)。战役有趣程度略逊于星际争霸2的自由之翼和虫群之心。 游戏内容:该游戏红警要素齐全,包括但不限于:所有单位可以获得军衔得到强化;炸毁桥梁;工程师;载具碾压行动;电力系统;真人(虽然现在是CG了)过场动画等。同时加入了攻击移动,解决了红警2的最大操作痛点。 运营:该游戏运营难度较低。游戏保留并优化了与红警2类似的侧栏建造系统,使得运营流程清晰。同时科技顺序与红警2几乎相同,没有额外记忆负担。游戏产能能过剩,绝大部分战役每种生产建筑只需要建造一个即可,无需堆叠产能建筑,进一步降低运营难度。游戏加入了科技系统,有需要研发/升级的科技,但数量不多,提升了运营有趣程度但几乎不算额外负担。运营难度高于红警2但远低于星际2。 操作:该游戏操作手感较好,但有待提升。游戏加入了编屏操作,有完善的编队系统以及选中所有单位等便利快捷键,能满足普通玩家的所有操作需求。个人遇到的影响操作的点是坦克的静止间距比碰撞体积和行进间距都大,导致大股部队在停下来的时候以及交战时想要拉扯时手感很差,像是每个单位中间都加了个弹簧一样,扭来扭去但达不到想要的操作效果。操作手感略逊于星际2,有待优化但不影响游玩,并且远强于红警2等旧RTS游戏。 战斗系统:和红色警戒2非常像,有主战坦克,基础步兵,反步兵防空坦克,高科技部队,英雄单位等。并且单位克制没有红色警戒3那么高血压,个人认为恰到好处。有单位类型/护甲类型修正但不影响pve单一兵种平推的爽快感。同时继承了红色警戒2的强力防御塔系统,这进一步降低了守家带来的多线压力。一些单位自带技能,打战役不用技能也能过,技能增加了操作的有趣程度,但又不像红警3那么重要。这里略有不满的是一些主站单位有技能。但主站单位有技能的后果就是会变成红警3,pve徒增操作,evp被电脑暴打坐大牢。这点设计不如星际2。游戏还保留了红警2的英雄单位,这些单位强力,但也需要配合部队行动。不是魔兽3那种一人成军的超强英雄。
So ein verdammt gutes Spiel! Absolut auf dem Niveau von C&C, man könnte sagen, es ist der ehrenhafte Nachfolger. Aktuell gibt es in meinen Augen noch 3 Punkte die behoben werden müssen, 2 davon sind besonders wichtig und 1 Punkt ist bereits in Arbeit. 1. Die 3. Fraktion! Die Veti's sind aber in Arbeit und kommen. 2. Ein Drag & Drop Map Editor der auch von Casual Daddys genutzt werden kann :) 3. Mod-Unterstützung. Gerade Punk 2 und 3 werden dieses Spiel somit in die gleiche Ära eingehen lassen wie C&C und auch in 20 Jahren noch spielbar machen. Die Community sorgt dafür. Bringt einen Map-Editor und danach die Mod-Unterstützung und ihr habt ein echtes, ebenbürtiges Meisterwerk geschaffen!
Das Spiel ist ein echter Brocken und verlangt extremes Multitasking. Selbst die Normale KI attackiert an drei Fronten gleichzeitig, expandiert und betreibt perfektes Mikromanagement im Kampf. Meine alte Command & Conquer-Erfahrung nützt mir hier leider wenig – im Vergleich dazu war C&C selbst auf „Schwer“ ein Spaziergang. Hier wischt die KI den Boden mit mir auf. Optisch ist das Game schick und die Welt akzeptabel, auch wenn eine deutsche Sprachausgabe fehlt. Inhaltlich setzt mir das Spiel etwas zu sehr auf realitätsnahe Drohnen statt auf klassischen Science-Fiction-Witz. Da es ein Geschenk war, ist der Frustfaktor verschmerzbar. Für mich als traditionellen RTS-Fan ist das moderne Gameplay mit unzähligen Einheiten-Fähigkeiten und einem In-Game-Skillbaum schlicht zu überfordernd. Fazit: Wer die ultimative Multitasking-Herausforderung sucht, wird Tempest Rising lieben. Gelegenheitsstrategen greifen lieber zu den alten Klassikern oder deren Mods.
A very fun and satisfying RTS to play, and replay. Feels like a bit simplified RA2 with cool visuals. You can actually play it at your pace. Want to take the campaign meticulously slow and not lose a single unit, while clearing every objective and enemy unit on the map on insane difficulty? Sure. It will be hard, but you can. Definitely will scratch that old-school RTS itch.
RTS游戏一定不要再只坚持PVP了, 现在爱玩RTS对抗的玩家太少了, 太累.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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