
Lead humanity’s greatest weapon, the Grey Knights, in this fast-paced turn-based tactical RPG. Root out and purge a galaxy-spanning plague in a cinematic, story-driven campaign, using the tactics and talents of your own personalised squad of Daemonhunters.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 3.14/day in the week to Sep 2 → 3/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $44.99 | 11.4Kreviews | 77% | — | $15.9M |
| $44.99 | 1.2Kratings | 78% | — | 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 922 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is a collection of annyoing, tedious and irritating. If you were ever pissed at something in a similar game, this one probably includes it. It seems deveopers decided that pushing the player's buttons is synonymous with difficulty. The end result is that the challenges are definitely surmountable, but rather than feeling satisfaction, you feel hollow inside and just glad it's over. I resolved myself to complete it anyway, since there are crumbs here and there to keep your interest. Forced myself through the slog of repetitive missions and then... the final battle, like an awful, bitter cherry on top. An escort mission. The final boss is an escort mission, with your ward being targeted by the boss for execution. Not annoying enough? Well, the boss gets phases of invulnerability, when you can't stop him from doing that. To break the invulnerability you need... you escortee, who is currently being killed by that invulnerable boss. All of this is happening while you are simultaneously doing a brain dead mop-up of hordes of enemies on another piece of the map which makes this mission take hours without any real satisfaction. This is the design philosophy of this game in a nutshell.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 27: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 3.43/day in the week to Jul 23 → 4.29/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 2,402 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, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese, Korean*languages with full audio support
| $44.99 |
| 387ratings |
| 72% |
| — |
| not modelled |
| $44.99 | — | 91% | — | 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 923 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game goes into "not responding" during tutorial.
Gran juego, no llega al nivel del mítico XCOM 2 pero tiene su propio estilo a la hora de llevar las mecánicas. Ambienta muy bien el universo de 40k. Para mi el principal defecto es que todos los caballeros parecen el mismo y se me hace difícil diferenciarlos
## 知っておくべきこと - 通常難易度がvery hard、慈悲mercifulがhardモードクラスのため、慈悲=easyではないです。慈悲モードでやるべき。 - DLCのエリートユニットはカスタム設定でオフにすること - もっさりしているので、画質を下げる、フレーム30固定にする、戦闘アニメーションカットする(設定が可能)など可能な限り軽くするべき - servitor報酬を優先する - 負傷前提のゲームだが、入れ替えをしないこと。2グループくらいはいてもいいが、それ以上は拡張しないこと。できれば4人固定(interceptor近接ワープ、justicar再行動付与、purgator:脆弱vulnerability付与(火炎放射ではない)、apothecaryヒーラーはヒーリングではなく近接バフを持たせる。ボスを削り切れるビルドにしないと途中で詰むため。ミッションは慣れれば行ける。ミッション用のビルドではなくボス用のビルドにすること。ネットで調べて最適解を探すべき。自分で考えても、最初からやり直すはめになって時間の無駄。 - 射撃など、攻撃を与えるとスタンする。スタンした状態で近接攻撃で処刑executionが発生し、APアクションポイントが1回復して再行動できる。クリティカルで部位破壊も重要。ワープ、再行動(AP付与)、近接バフ、脆弱付与デバフを重視すること。アーマーや回復、Overwatchは罠ビルド・罠行動。 - 敵を全部倒そうと思わないこと - ボス戦にはギミックがあり、やられないかぎり分からない。そのため、ゲーム開始時点でボスの攻略情報を事前に調べたうえで最適なビルド・研究をするべき。自分で考えたいなら、一度数十時間かけて試行錯誤して、キャンペーンをまた最初から数十時間かけてやり直すだけ。それが耐えれるなら止はしない - 構成をこうすること。これ以外ではクリアは不可能 - 以下の構成を2人ずつ、合計8キャラ育てる。2チームに分け、1チームはレベル9付近まで、2チーム目はそこそこでよい。簡単な序盤から交代でだすのがいい。4人だけでも進められるが、最終的に2チームミッションで詰むため、そこそこ育てておく必要がある。 - justicar: AP付与スキルをもたせる - interceptor: テレポートで+1 AP - apothecary: 近接にバフ - purgator: 武器はサイレンサーをもたせる。火炎放射器ではない。脆弱付与スキルをとる - 武具については、アーマー・近接が最優先。次に遠距離武器 - 戦術としては、apothecaryが近接バフ、purgatorが脆弱付与、全員で削る -> interceptorがテレポートしてとどめ。 - スタンの回数が表示されているので、AP不測の時はぎりぎり1までけずって次のターンにまわしていい。射撃でスタンさせ、その後近接攻撃をすることで即死の処刑ができ、かつ全員AP + 1再生ができる。これを狙うのが基本戦術。これを知らないとクリアは不可能 ## 概要 - クリア率10%程度。ノーマル難易度でも異常な難易度。自由度はすくなく、説明不足で膨大なシステムを覚え、すべての側面で最適な方法をみいださなければクリアできない死にゲー。SRPGで死にゲー。しかも、ムービースキップがなく、敵のターンも異常におそい。ちんたらしてる。途中難易度変更も不可。それでもやるのなら止めはしない。 - そもそも母艦もボロボロ、兵員もリソースもぼろぼろ。修理しながら圧倒的な強さ・数の敵、次々に現れる増援という不可能なミッションに敗北し続け、負傷者だらけになりながら、ぎりぎりいけるミッションを目的だけ達成して即離脱、研究ツリーをすすめてピンポイントでボスを倒すことでゲームクリアを目指す、ボロボロの敗北者の歩み体験を強制させられる強ストレスフルゲーム。地道に強くなって、敵を少しずつ全員倒して、ミッション全コンプリートしたいという暗黙の前提を捨てれない人にはおすすめしない。これに耐えうる人のみがやるべきゲーム - あと、クソ上司のパワハラに耐えるゲーム。人の話聞かない、圧迫パワハラ、強制的な命令、目的も言わず犠牲をしいる、支援もしてこない。くそすぎる上司とそのまた上司に圧迫され続け、なかまからも詰められ板挟みにあい、仲間同士がいがみ合いをして助け合わない。上司は自分の目的だけ考えててこっちの事情をまったく聴かない一ミリも尊敬できない連中だらけ ## 戦術 - XCOMよりOverwatchを戦術的に使いやすい。真正面だとカバーから一歩顔を出してしまうため、横から進路出口を妨害しカバーを維持したまま使うなど、使い勝手が変わっている。強すぎず弱すぎず。ある程度ゲームを進めると、Overwatchは全く無意味。使う場面はない。 - XCOMよりWarhammerらしいワープや、Grenadeが吹き飛ばしありの強さでカバーを崩しやすい。さらに、柱を崩壊させたり地面を燃やしたり、bg3的な環境利用もできるのが面白い。XCOMより防衛を崩す要素が豊富でメンバーも負傷交代前提のため、より殴り合いとリソース管理の要素が強くなっている。本来のXCOMといえるかもしれない - カバーは結構つよいが、ワープもあり、敵もグレネード使ってくるのでフランクしやすく、カバーの価値は相対的に低い。むしろカバーにいて固まれると狙われてしまう。どちらかというとFEと同じく距離・位置が大事。アーマー持ちでつり出して耐え、ワープ持ち近接兵がAP増加スキル・バフを受けて一体でカバーの裏に飛び込んでせん滅していくのがセオリー。特に、目的オブジェクト破壊ミッションでは全員テレポートして、次のターン死ぬ状況でもいいから集中攻撃でミッションクリア、即離脱みたいな流れになる。まともに戦うとなるとそもそも不可能な戦力差に思えるが、こういうバランスと気づくとわりと簡単に見えてくる。一般的にはノーマル難易度でも非常に難しいと評価されているが、無理なミッションを避ける、無理にミッションを達成しない、報酬の良いものを選別する、増援を無視する、負傷前提で立ち回る、とか、通常のSRPGとは異なる感覚になれていく必要がある ## 戦略 - 敵せん滅というよりは、無限に近く援軍が出てくるなかで、ミッション達成して離脱する方針が多く、次のターンで死ぬ状況になってもいいから突撃してミッションクリアさせ、重症負う前提で突撃するみたいな感覚がXCOMとの違いだろうか。 - いわゆるロンドベル状態で、修理に出すために本国に帰りたいという状況で無理やり困難なミッションに駆り出され、リソースが不足するなか優先順位を決めて少しずつ修理しながらどうにかやりくりしていくという、難しい状況でのリソース管理を強制する状況となっている。無理に思える状況だが、とりあえずどうにかやってみようの精神が必要となる - 負傷兵も多数出やすく、重傷を4回ほど負うと回復できなくなり永久ロストしてしまう。そのかわり、後半にいくほど新規リクルート兵が成長しやすいというバランスとなっており、ロストしたら成長させるのが大変すぎて詰むというXCOMの不満点はうまく回避されているようだ。ただ、スキルツリーが勝手にうめられており、リスペックにさらに時間がかかるクソ仕様 - servitor報酬・servitorを増やすことがまず重要。重要な内政項目を進めるうえでこれがないと詰まってしまう - 船の装甲に注意。破壊されるとゲームオーバー - ## 不満点 - XCOM系である以上しかたがないが、マップが広めでテンポが悪い。特に設定ムービーはスキップできるようにするべきだ。 - ファスト機能はあるものの、それでももっさりしている。ムービー演出リッチであることの弊害 ## 演出 - パーシャル声優ボイスあり、立ち絵アニメーションあり、幕間ムービーありと演出ムービーリッチで、戦艦や機械関連デザインは洗練されていてみどころがある。もうすこし戦闘時クローズアップ演出はうまく画角調整できた方がいいかもしれない ## ボリューム感 - 30時間~100時間、と人によって異なるが、1ミッションが非常に時間がかかり、ゲーム内900daysかかることを考えると、200時間くらいは普通にかかるのではないだろうか
Very good game all things considered. Gameplay is solid, the art direction and soundtrack are very good. Some questionable design decisions here and there make it a little less fun. The biggest problem is the lack of enemy variety. Is limited to Nurgle units while ideally it should have all 4 chaos gods represented equally.
I truly do not understand why game companies think its a good idea to constantly set time limits. Every single mission as well as the campaign map itself has nonstop obnoxious timers. Without that it could be more fun. There are other ways to drive a game forward and I really struggled to have fun with this game.
My word this game is an abasement to the IP. Dialogue? Cliched and corny beyond belief - even for WH40k. Voice acting? No offense to the actors - but what the hell? It's complimentary to the terrible dialogue... Story? What story? It's so old and run-down you don't need to read any of it - and you'll be thankful not to... Character design - What the ♥♥♥♥ is this, guys? Am I in the Grimdark universe of 40k, or a Saturday morning children's cartoon? Gameplay - Pure. Hot. Garbage. Seriously, the combat is "okay", but the missions are repititve as hell, boring (obviously), drawn-out for no reason and just... ugly. The UI is ugly. It's all ugly. The out-of-combat gameplay is worse. Terrible UI - I mean, what is this? Why is it so UGLY? Also, having to move your ship around waiting for a mission to pop up for minutes at a time... Who made that decision? Why did they make that decision? Warp-addled minds? It's ludicrous, and honestly this could have been a mobile game and it would still be bad. 2/10 - and it gets 1 point just for the IP, although I should remove that 1 point since they have aesthetically bastardised it to the point of cartoonism. You have earned my scorn. Do not buy this game. I am sorry I went over the 2 hours before I could refund, hoping (coping, really), that it would get better. It did not.
If you like tactical turn based combat you wont be disappointed
A game with a lot of promise that's tripped up by annoying u/i quirks and some odd difficulty spikes. [b]Rating:[/b] 5/10 [b]Overall:[/b] Probably worth it for big fans of Warhammer or tactics games, but otherwise I'd only suggest it on deep discount. [b]What I liked:[/b] It looks great, there's a ton to unlock, and different unit types do feel different. Each unit having their own semi-unique fully visible upgrade path is pretty great. [b]What I didn't like:[/b] The biggest sin is the pressure mechanic present in nearly every battle. An occasional map that requires you to play fast might be fine, but every match get's exhausting. Additionally, almost every enemy type takes at least 2 actions to kill which makes swarms incredibly annoying and works against the theme. The UI is pretty atrocious, setting up your team before a battle feels like a hassle, getting unit information mid-combat can be obnoxious,
워해머 팬이라면 당장 할 것 엑스컴을 재밌게 했다면 당장 할 것 물론 워해머 팬들도 잘 모를 자체 용어가 있어서 esc 눌러서 일일이 확인하면서 해야함 초반에는 컬티스트와 영혼의 맞다이를 뜨는 모습을 보고 이게 그나?? 소리가 나오겠지만 후반으로 들어가서 육성 다 된 그나로 적들을 썰다보면 이게 그나?? 소리가 절로 나오게 됨 아 참고로 엑스컴 팬들은 사격에 확률 놀음은 없으니 참고 할 것
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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