
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 | 14.8Kreviews | 77% | — | $15.8M |
| $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 910 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Really wanted to enjoy this game. I am not a huge Warhammer fan, but I appreciate the lore. The first few missions felt fine, then I took a break and came back later. That is when things started to fall apart. The interface is hard to read, and it’s difficult to tell your knights apart beyond their names. Getting back into the campaign was confusing, and the game quickly forced me into missions that felt overwhelmingly difficult. I don’t mind a challenge, but this feels unbalanced. I constantly feel under equipped, with no real way to catch up. Progress often feels reversed. Take one step forward, then two or three back due to enemy spawns, healing, and stacking debuffs. The Bloom mechanic just makes it worse, almost every second round there is something spawning or debuffing you. The game looks great and offers solid tactical options, but it often feels like you will get punished no matter how you play. Even if you play on the easiest difficulty.
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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 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.
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 |
| $11.24−75% | — | 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 911 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
你:灰骑士,最著名的反恶魔战团 敌人:纳垢邪教徒,瘟疫行尸,瘟疫携带者,死亡守卫 你的武器:雷霆锤,动力戟,动力剑,4伤害,耗蓝可以+1~2 敌人的武器:烂掉的木棍,5~6伤害,平a自带debuff 你的远程:风暴爆弹枪,射程7,伤害4,3格开外远距离惩罚伤害减半 敌人的远程:邪教徒的伐木枪,射程10,伤害3,拥有14格开外监视角色只要行动就打6伤害的技能 你的护甲:圣盾型终结者护甲,平均15血,2甲,每回合花费一个行动点可以临时再+2 敌人的护甲:邪教徒祭祀作法直接群体3甲,死亡守卫基础3甲20血,重型死亡守卫直接7甲 你的灵能:每次使用都加剧亚空间奔涌,可以给攻击伤害+1,击杀敌人可以恢复1 敌人的灵能:包括但不限于每回合变异,给自己施加复活,每回合大范围沉默,给范围内友军增加最大生命值 你的阵容:最多四名灰骑士 敌人的阵容:7,8名死亡守卫,两个邪教徒祭祀,叛军15,6人,2台凋零引擎,纳垢恶魔大大小小6,7个 这还是普通难度,快跑
There's so, so much I love about this game but when it comes to difficulty balancing it smacks of junior designers not understanding that you need players to leave your game wanting more, and not leaving frustrated. If I get the sequel it won't be until it is heavily discounted.
如果你是战棋游戏爱好者,那么我推荐你出门左拐去玩别的游戏 如果你是战锤粉丝,那我建议你离这款游戏远点 作为一个玩家的看法 游戏的缺点是那种你一进游戏,玩个1,2给小时就能感觉出来的,相当奇怪的数值设计,没什么大幅提升的局外成长,失败的装备系统,而且引导也比较拉,有的时候会迷失目标,这些还是游戏内的缺点。 游戏本身还有很差的优化以及各种大大小小的bug这些问题 作为一个战锤粉丝的看法 美术倒是还过得去,不过也就只有这点了。 与其他战锤游戏不同的是,这作的音乐并不是很让人印象深刻,原声轨里有27首音乐,但是然我能回忆起游戏场景的只有个位数,多数曲子趋于同质化。 剧情方面,确实是和其他评论大致一样,剧情的存在就是证明这部游戏有剧情这个东西,没什么跌宕起伏,从头到尾都比较白开水,没有作为战锤的那种史诗感,换句话说也可以理解为就算这部游戏套用其他的世界观,故事的发展也不会有什么不同。 比较难绷的还是这个游戏的数值设计(我开的最高难度),首先,你作为灰骑士打击巡洋舰的临时指挥官,带领几十个灰骑士,一个无畏还有四大名捕(DLC内容),在游戏当中就完全没有体现出这支部队的精锐和超人感,作为一款游戏有前期后期这样的设计是在平常不过了,不过啊,我就是说,我一支4人灰骑士小队,再怎么说也不应该打不过凡人邪教徒吧,那锯木枪的数值真有点离谱吧,三次攻击打死一个灰骑士,你是纳垢神选吗,敌方终结者,10甲30血,12+的混乱条,我在这打万古长战呢?! 而且看游戏刚出时候的评价,似乎制作组还觉得难度还可以再调整,还是太简单了,又改数值又动机制的,典型的教玩家玩游戏 总之呢,如果你想玩相似类型战锤游戏呢,我还是推荐去玩战争黎明1重制版(即时战略)或者战区(回合制策略),再不济就去玩XCOM2里的战锤模组,说真的,模组都比这个游戏数值设计好
BAD BALANCING!!!! This game has probably got the worst balancing issues I've ever seen in a game of it's class (turn based squad combat). The game features heavy impact rng elements both in combat and in campaign, which can and potentially will ruin your day. You can literally lose an entire campaign worth days of gaming to rng factors. The same accounts for battles. When I first started this game I played on normal, was progressing fine, until one mission the game randomly started throwing plague marines by the droves at me, not just some, but like 12 at a time + cultists and a mage. The game also features a "chaos boon" meter which regularly fills up every turn to give the enemy some nice buffs every few turns, or outright call new ones. There is a great deal of effects this can cause and some are simply absurdly out of balance. Take armour for instance, which comes in points before hp. A terminator armour in this game gives 2 armour. A regular chaos plague marine gets 3 (wtf), then a chaos boon happens which gives every enemy unit +5 additional armour for 3 turns, which means you will have a super hard time doing any damage at all as even chaos cultists get tank like armour. Or your ranged weapons fail for several turns. Or your entire squad gets infected with damage over time effects. You get the picture. This happens every few rounds in a game which has matches that may really take time, like 1+ hour. Since these effects are all heavily randomized a well running campaign can turn into a nightmare out of nowhere. You have no influence on it. The atmosphere, the equip, the leveling, and especially the destructible battlefield are all nice - like being able to shoot a statue and determine where it falls, preferrably on the enemy, that's new and nice. The game also features research and tabletop known elements like stratagems, as well as upgrading your starship. So in essence, this is a really good game with several new features and probably the worst balancing I've ever seen. Barely recommendet because of being a good game which gets heavily dragged down by ridiculous rng difficulty spikes and VERY BAD BALANCING!
This game is amazing when it comes to narrative and production value. Especially compared to Mechanicus 2 which I played recently. The writing is so much better it is staggering. It bring believable story about Grey Knights vs Death Guard and gives you the rich lore of Grey Knights and Nurgle. The main story missions are extremely fun and well made. But then comes the diffucilty and how the warp surge is handled. The game is extremely ruthless when it comes to diffuculty. Your only choice is to play on lowest difficulty or cheese the whole game with extra AP spamming with Justicar + Interceptor combo. And that is not fun at all. You are Grey Knights ffs! The most potent demon hunters out there. And your battle brothers are getting plagued (dot damage) and take tons of damage from cultists with autoguns which is ridicilous. Not to even mention that while you are swarmed in most fights and take tons of chip damage which will whittle you down. Even with the most agressive approach you often just spend time and turns chasing enemies that keep running away and shooting you. Meanwhile even the most basic enemies can tank storm bolters because on max range you do half the damage and if they are in cover then it is not even worth to waste a shot. Most classes are useless with only one build working and there is not time or wiggle room to try builds. Because if you lose leveled Knights then you are ♥♥♥♥♥♥. You wanna change your build? Then you have to wait for a long time to reset the points. The missions get so hard that you cannot level up any more and situation quickly spirrals out of control. Also the bossfights (apart from the finale) are extremely easy and some missions even with low threat (like tentarus hive) are pure undistilled ♥♥♥♥♥♥♥♥. You run around the map have to split your knights and you get bombed and plagued every turn and also hit warp surge so many times because the objectives are spread around a huge map. The game really suffers from this feeling where you roll your eyes at all the ♥♥♥♥♥♥♥♥ they throw at you where you are nearly powerless if you do not use cheese tactics like Honot the Chapter + interceptor who uses extra AP from crits and teleports. I hope in the Deatwatch sequel will adress this issue of feeling underpowered. Because the sloggy feeling Demonhunters has really lessens how good the big story beats are. The fights in those parts of the game are so fun that I wish the whole game was like this. Hell give us more OP abilities and ranged weapons and swarm us with enemies so it balances out. Also it would tunde down the need to cheese every fight with AP stacking and bursting enemies down being only valid tactic.
[h1] Extremely frustrating [/h1] This is the most frustrating game I've played this year. For every one thing it does well, it seems to balance it out with five things it does badly. The game is essentially an attempt to make an XCOM-like game, but it focuses on and amplifies some of the weirdest aspects of XCOM while leaving out a lot of the things that made XCOM work so well. [h2] The Commander [/h2] You play as a commander, just like in XCOM. Your character is essentially a faceless and voiceless avatar that exists to immerse you in the game. Chaos Gate actually goes further with this and gives you more dialogue and interactions with your crew. Unfortunately, it does this in a very strange way. You start the game by leading your first mission with your commander actually being part of the squad. Then the commander dies during that mission, and you take over as the new commander. Except... you never get to actually play as your commander again. You remain a faceless and voiceless character sitting on the ship for the rest of the game. This is such a massive missed opportunity. It would have been great to create your own commander and actually take that character into battle alongside your Grey Knights. [h2] Combat [/h2] The combat is similar to XCOM, but considerably more tedious and time-consuming. XCOM uses animations for things that actually matter, like discovering hidden enemies or introducing new enemy types. This game has an animation for everything. Every enemy group has its own cutscene every time you encounter them, whether it's basic cultists or a squad of Terminators. Combat animations also take ages, with every enemy taking its sweet time moving around and entering overwatch. And you can't skip any of it. There is no button to speed up or skip animations. Every enemy gets to take their time doing everything. Even worse, the game pauses whenever you Alt+Tab. This is one of the strangest design decisions I've encountered in a turn-based game. It can even pause loading screens. There are also plenty of situations where you can't press Esc to access the menu. You simply have to sit there and wait for an animation or cutscene to finish. The game constantly prioritizes being cinematic over being playable. [h2] Graphics and Grey Knights [/h2] The graphics were actually a pleasant surprise. It looks a little like the Fable games: colorful, stylized and somewhat cartoony. It's arguably too colorful for a Warhammer game, but I got used to it. My bigger problem is how uniform the Grey Knights look. I understand that they're supposed to have standardized armor, but it makes it surprisingly difficult to tell your units apart. Usually, the easiest way to identify them is by their weapons. [h2] The Interface [/h2] The interface is incredibly unintuitive. At the start of a mission, you can swap your four selected Knights for others from your roster. But when you open the swap menu, the game doesn't tell you which Knights are already in your squad. So you have to remember all four names and figure it out yourself. The equipment interface has the same problem. You get rows of nearly identical-looking weapons and armor and have to inspect each one individually. Even worse, when inspecting a Knight, their armor stats aren't properly visible. You have to open the equipment menu just to see what their armor actually does. These are small things individually, but they constantly add friction to the game. [h2] Difficulty and Mission Conditions [/h2] The game is also extremely difficult, but not always in a satisfying way. A large part of the strategic layer is deciding which one or two missions you can reach in time while accepting that the others will get corrupted. That's fine in principle. The problem is the additional mission conditions. Some are completely unreasonable. You can be prevented from using your master-crafted weapons, forced to start with only three of your four Knights, or punished for failing to meet the condition. One condition requires you to kill four enemies with grenades. That sounds reasonable until you realize you usually have about four grenades for the entire squad. Against Chaos Marines, you have to deliberately weaken enemies to around 20% HP so you can finish them with grenades. And even basic cultists can sometimes survive a grenade explosion. Another awful condition is: "Complete the mission without suffering a critical injury." Sounds reasonable, until you complete the objective and have to survive another three turns before extraction. The teleport happens at the end of the enemy's turn. So you can complete the objective, survive two turns, and then have an enemy down one of your Knights on the final turn. Normally you'd just reload the autosave. But Chaos Gate has only one autosave slot, and it saves after the mission. If you didn't make a manual save beforehand, you're screwed. This happened to me, and my last manual save was two hours earlier. [h2] The Bloom [/h2] And then there's the Bloom mechanic. Every few turns, the Bloom meter triggers an effect that buffs enemies or debuffs your Knights. It can trigger even faster if you use psychic powers. Some effects are extremely disruptive. Enemies can gain an effect where they explode when they die. If you brought a melee-heavy squad, you're suddenly punished for doing exactly what your squad is designed to do. Or your extraction teleport can suddenly have its cooldown increased from three turns to five. This is especially frustrating because the game is already throwing large numbers of enemies at you. The Bloom essentially forces you to keep pushing forward and taking risks, while enemies can sit in defensive positions and abuse overwatch. It also increases outside of combat, meaning you're encouraged to rush through the map instead of carefully positioning your Knights. Movement is another source of frustration. Your squad has to move together, but movement is still turn-based. If one Knight gets too far ahead, the rest can end up a turn behind and have to waste an entire turn just catching up. [h2] The Bottom Line [/h2] All of these systems add up to a game that seems obsessed with making the experience cinematic, while constantly getting in its own way. There are good ideas here. The combat can be satisfying, the Grey Knights are a great faction to build a game around, and there is clearly a lot of love for the Warhammer setting. But the game constantly prioritizes animations, arbitrary restrictions and opaque mechanics over the player's time and convenience. It's difficult without always feeling fair, unintuitive without giving you enough information to compensate, and tedious in ways that don't actually make the game deeper. For every good feature, there seems to be another feature designed to frustrate you. I really wanted to like this game, but after playing it, my biggest takeaway is that it desperately needed better quality-of-life features, better interface design, and much less obsession with forcing the player to watch everything happen in slow motion. Not recommended.
Didn't like it much at first, ended up loving it by the end. One of the better 40k tactics games out there, in my opinion.
This was a pretty good game on launch. But the addition of the defend servitors missions is just plain awful! They are so unbelievably dull, and the game is clearly not designed to deal with them. I accidentally clicked on one of them, started the mission and just *gave up* on the game. Quit and never went back to play. Just couldn't sit through another one of those.
This game suffer just one main issue: the balance was made by dumb developers who could not find a better way to make the game more challengin than make it stupidly difficult without any reason, just in some missions. You'll find yourself playing Grey Knights, who struggle to kill a single poxwalker in melee, but can be shot down by a couple of cultists. If you know something about 40K lore this will sound already incredibly stupid, but someone else might say "well it's just a game, there must be dissonance between lore and gameplay" and that would be fine, except sometimes you'll fine yourself basically facing 3 squads when normally you should face just one, so being overwhelmed is obviously easy. I started a campaign at the difficulty beyond normal, i had to delete the campaign after three missions because the enemy simply became bullet sponges and there was no real strategy that could help you win because enemies lethality was simply way too high. I tried then an easy campaign and i got bored, so again another at normal and jesus ♥♥♥♥♥♥ christ they cannot do something decent can they. That's probably why these devs are not developing anything any longer, they are simply pathetic incompetents.
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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