
Ultimate General: Civil War is a tactical real time strategy war-game. Experience the bloodiest period of U.S. history - the American Civil War of 1861-1865.
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.
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 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.
About
Sums Steam only; PlayStation, GOG, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $20.99−30% | 8.6Kreviews | 89% | — | $5.4M |
| $29.99 | 228ratings | 70% | — | not modelled | |
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 847 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a fun game, the main thing that bothers me about the campaign is how determined everything is. For example, I've beaten the Confederacy all around Virginia since Bull Run, with only a draw and no losses. I crushed them so badly that I destroyed half their army multiple times, I broke their line and wrecked them at Fredericksburg, and that was after doing the same at Antietam and Second Bull Run. Between losses and prisoners they had half their army gone and I got their supplies But now instead of chasing them down south to Richmond I'm having to fight a just as strong Army of Northern Virginia at Chancellorsville. Like I didn't just crush them at Fredericksburg, very near Richmond. I won at Chancellorsville, they didn't get my flank or surprise me like happened historically, but now the Confederacy is still invading Pennsylvania with a bigger army. It just doesn't make sense for campaign progression, it's more like a tour of battles with some leveling up and customization mechanics. An old game from like 1997 I played took this stuff into account and you could take Richmond or even Washington if you won certain battles, and there were alternate scenarios for battles too. And this was an old hex game. The leveling up and customization is cool, you can build divisions as you wish for certain purposes. I invested pretty quick in a high quality cavalry division.
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Every market we collect.
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, Japanese, Korean*languages with full audio support
| $29.99 |
| 181ratings |
| 88% |
| — |
| not modelled |
| $29.99 | 173ratings | 72% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 850 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
华盛顿都打下来了,结果说南方直接投降了 臣等欲将死战,陛下为何先降(恼
Battles and campaign are extremely regimented. As soon as you have the enemy on the ropes, the game will reset the battlefield, its like rockstar games where you just straight up are not allowed to play the game certain ways. Big battle wins are seemingly meaningless, the AI will always get a crazy troop boost after to make the future battles more balanced. The engine, controls, troop movement, are all extremely clunky and pale in comparison in EVERY aspect to Total War. Terrain seems to have little effect, Im going to go back to modded Shogun.
史 南军都他妈是恐虐,多如蝗虫,天天少打多,全是不可能的任务 打赢了都不够回本,只能说工作室好似。妈的让我阵亡的北军全变成牛头马面,去地府索你妈的魂,天天让你体验一遍十八层地狱,不然都对不起我赛博吃的史。林肯看见你做的游戏都要气晕过去,天天抽你妈的灵魂三百遍。祝你下辈子投胎到南方打赢内战的平行宇宙当黑奴,天天被农场主的鞭子抽你妈的三百遍。
After 75+ hours of marching tiny soldiers across massive battlefields, I can confidently say this game has taught me three things: Flanking is life. Artillery solves everything (including bad decisions). My inner general is apparently part Napoleon, part coffee addict. The battles are intense, strategic, and sometimes hilariously chaotic-like when my cavalry heroically charges… in the wrong direction. But every victory feels earned, and every crushing defeat is a lesson (usually “don’t march into cannons”). The campaign system is addictive, the attention to historical detail is impressive, and the satisfaction of outmaneuvering an army twice your size? Chef’s kiss. 10/10 – Would once again send men uphill into musket fire because “it felt right at the time.”
It's always a crisis, your always out of position, your always the smaller army - even as the Union- game is great but sets you up, unnecessarily, in perilous predicaments. You can have a large army in camp; however, you can only bring half into a battle, and even then it arrives piecemeal.
-本游戏很好地规避了全面战争系列的不足,让玩家能在更宏观的层面上对策略进行思考,而不是将脑力和时间浪费在诸如疯狂拖动鼠标决定每一行的人数、放大视角确定地面是否凹凸不平、选择性开关火力以避免友军伤害这样的微操上。 -游戏的养成部分非常上头,你可以自定义自己手下每一支部队的名字与装备,每支部队也各自存在多个属性可被养成--士气、体力、装填、精度、肉搏,这些数据会随着你相应部队的战斗经历而获得提升,获得足够的经验后还可以得到被动技能。 -本游戏的教学十分不足,有许多教程里没有告诉你的机制,不过其教授的基础战斗知识已足以让玩家应付低难度的战斗,再配合养成/运营部分的积累,让新玩家在低难度即使懵懂也能有一个不错的游玩体验。 -游戏的战役设计极其精致,每个关卡都有单独的地图(这点爆杀全战的随机地图),几乎每一个关卡都是根据真实历史进行的设计,这意味着游玩北军战役时,如果你读过历史,你就可以避开历史上的将军们曾踩过的坑(如第一次奔牛河战役,北军未能发现河流北侧的渡河点,然而游戏里只需要仔细观察地图就能发现渡口,无需硬冲重火力把守的桥梁),地形设计非常精致,尽管是2D画面但画面中零散的树木与房屋真的可以提供掩体值,有种钢铁之师44中一树一绿盾的感觉。 -然而,本游戏的难度曲线设计并不算好,北军与南军的第一关基本上就是各自的最难关卡,尤其是北军第一关难度奇高,这点对于新手玩家来说颇为劝退,是个设计上的败笔。后续关卡的难度曲线设计也不是很好,导致中等及以上难度的战役前期如果运营错误,中后期将会吃尽苦头乃至死档。 -不过,瑕不掩瑜,本作凭借精良的战役脚本与地形设计,宏大的战场与部队规模,优秀的运营与养成设计,以及简化但功能齐全的操作系统,在战术战斗上的体验完全超过了全面战争系列的体验,尽管其在画面上不是很符合现代玩家的口味,但本游戏的主要受众是我们这些看着数字减少就能感到射精般快感的人,画面从来只是次要的东西。 -分割- 小贴士: 1.本游戏射击时不需要考虑高低差,地形高低差只会影响单位视野,如果已经有高地的视野则不会对射击有任何影响 2.本游戏有掩体值设定,不同兵种在不同地形上的掩体利用率不一样,散兵总是可以享受最高的掩体值,而线列步兵与炮兵所能享受的掩体值相对较低,未下马的骑兵最低 3.体力值设定不单会影响部队的移动速度,还会影响部队的士气和肉搏数据,没体力的部队被迫进入肉搏时会很快投降 4.刀骑兵很弱,是功能性兵种,然而由于其装备数量极其充盈因此新手前期很容易上头组建大量刀骑兵,在错误操作下损失惨重从而怒骂骑兵垃圾,实际上本游戏所处的19世纪,由于步兵火力的大幅提升,刀骑兵本就已经开始退出历史舞台了,此时骑兵最主要的作用是侦察与袭扰,而非直接冲击敌方部队,游戏里也是一样,因此应当组建的是卡宾枪骑兵而非刀骑兵,通过快速穿插在敌人后方放枪再撤退来快速拉低敌人士气,甚至勾引ai大回转将侧后露给你的步炮兵,刀骑兵一般只有在追杀溃兵与偷袭火炮时有些许作用(卡宾枪骑兵干得更好) 5.游戏所处的19中期是个非常有意思的时代,此时线膛枪与滑膛枪,线膛炮与滑膛炮之间刚好开始交接,游戏开局北军装备的春田M1842是滑膛枪,南军装备的M1841密西西比则是早期线膛枪,中期开始北军军械库中大量出现的春田M1855与南军军械库中的P1853恩菲尔德则是米尼弹线膛枪,后期的亨利连珠枪与斯宾塞卡宾枪更是杠杆步枪,武器的这些特性也会在游戏内的数据进行体现--如果你想知道一把枪是不是好枪,去网上搜索看看他能不能发射米尼弹,能射米尼弹的就是好枪! 6.线膛炮与滑膛炮并不是互相替代的关系,两种炮都需要保有,大口径重磅滑膛炮负责近距离发射榴弹与霰弹,可以在近距离上造成可怕的杀伤,然而也因此极易伤亡。线膛炮由于其精准,更适合在远距离上进行反炮兵射击,重磅线膛炮在中远距离上对步兵的杀伤效果也很可观,甚至可以反制散兵。 7.本游戏的炮兵存在三种弹药与三段射程,然而游戏内缺少每种弹药的射程显示,炮兵会自动切换弹药以攻击不同射程上的目标--远距离会使用实心弹攻击,杀伤最小,但线膛炮发射的实心弹极其精准,中距离会使用榴弹进行射击,杀伤可观,这也是两种炮最常也是最应该发射的弹药,近距离会使用霰弹进行射击,杀伤极其恐怖,然而射程极短,属于保命射击,线膛炮的霰弹威力较低 8.本游戏完全没有友军伤害,炮兵可以直接站在己方步兵后面开火而不会干扰己方步兵(可以理解为己方步兵会自动给炮兵让开射界),但发射的子弹与炮弹的确是实体,炮兵距离步兵过近常常会被敌方射击的榴弹打中。步兵之间也没有友军伤害,肉搏时其他部队可以放心开火,如果步兵之间互相遮挡了射界则他们不会射击且其中一方会自行移动让出射界 ---- 在19世纪中期,米尼弹线膛枪极大增强了步兵的火力,铸炮技术与运输技术的进步使得重炮火力在战场上随处可见,因此,刺刀和马刀已经难以继续留在历史舞台上了。忘掉苏沃洛夫吧--子弹才是好汉,刺刀就是笨蛋!忘掉缪拉吧--胸甲骑兵不过是移动的铁棺材罢了!本游戏的基本原则,就是尽一切可能发扬自己的火力,千万不要一时上头就去拼刺刀!我相信,在真实历史上经历过葛底斯堡战役惨败的南军也一定会同意我的说法的。 祝各位武运昌隆
за две кампании(сначала за юг, потом север) уничтожил 2,5 миллионов пендосов. жду медаль от властей
平衡性依旧是依托,南军的宏炮擦上就飞,步枪队堪比恐老二冠军顶着三倍的包围把北军的填线宝宝硬推回去,知道的是在打美国内战不知道的还以为弗拉克斯来新兵团了
4k分辨率下文字ui太小,32寸的屏幕眼睛看着累,降低分辨率又糊。
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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