
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 914 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
制作组就是一群脑残的低能儿
Game is good. It's a good, what do they call it, tactical RPG? X-COM-like? It's a good game. Instead of hit chances, you deal with doing less damage if you're shooting at long range and if the enemy is in cover. I feel like that makes melee combat highly encouraged, as melee always hits and, if you get melee critical hits, you cut off limbs or sections from the enemies. And when you're moving, if you can end a move next to an enemy, you can start a melee attack as part of the same action, whereas, otherwise, you would need to spend 1 action point on movement and another action point on shooting a weapon, so 2 AP just to move and shoot. Something I found interesting is that progression isn't focused alone on your characters. They go up to rank 9 and get 2 skill points per rank, so 18 total. But 18 skill points is not enough to unlock the entire skill tree of a class, so you need to pick and choose well for what you want. You can get 1 extra skill point if a Grey Knight dies. But personally, you have to ♥♥♥♥ up hard for them to even die, so that never even happened to me. Besides class progression (of which there are 8 classes), your other way to power-up is with getting weapons, armor, equipment and research. Weapons, armor and gear (or wargear, if you're a warhammer nerd) are earned at the end of each mission. You get a random bargain bin of options of: a new grey knight, a melee weapon, a ranged weapon, suit of armor, a new wargear. Gear ranges from ranks I to III and the amount of resources you need to spend to get them is proportional to the rank (3 Req for Rank III). And Rank III weapons can get quite good. Like, doing double the damage of the normal version of its weapon. Besides the gear, your other way to improvie is research, which you need to spend another resource "called seeds" and is done over time. That gives you stratagems, which are one time use abilities during missions and passive bonuses through prognosticars, which is your network of psychic fortune tellers seeing into the future to scout out planets and suppress the warp. Final mission mini-spoiler: [spoiler] Disappointingly, stratagems don't affect the final mission of the game. Maybe for the best as they would seriously trivialize it. But there's no way of knowing that on your first playthrough. So you can entirely go into the end of the game without researching every stratagem without missing out on anything.[/spoiler] Why did I even write all that? Well, I just wanted to say that this game has actual depth. It is, deservedly, complex for a tactical game and it gives you options on how to progress. And I find satisfaction in exploring these choices and overcoming challenge after challenge the game throws at me, to the point where I'm killing bosses in a single turn towards the end. The standard difficulty starts out reasonably challenging, but gets quite easy if you manage yourself well, later into the game. I'm not going to start a 2nd playthrough right away. Not the kind of game I can repeat right after the end of a campaign. But maybe I'd revisit later. And it is a game I, wholeheartedly, recommend more people play Side note: If you see other people complaining about the difficulty, it is honestly a skill issue. You can't seriously expect to be given a squad of demi-gods right at the start of the game. If you play dumb, you get stupid prizes. The game isn't hard, it just requires you to think. People complaining about the difficulty are crying the game doesn't fuel their power fantasy where they wish they were invincible and could stomp anyone for being inferior. If you want the power fantasy, you need to earn the power fantasy and walk through the game. Nothing worth fighting for ever was easy.
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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 2,400 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.
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 915 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]WH4K: Chaos Gate - Daemonhunters[/h1] I'm not a big Warhammer 40K fan and while I don't love this title, it's a pretty decent game if you can see past the limitations and a few self-inflicted wounds. If you read nothing else, skip to the bottom as this is a very situational recommendation. I almost put this game down and uninstalled because it wasn't clicking with me. It never really did but I got through to the end and it got a bit more enjoyable as I progressed and better understood game mechanics that just aren't explained at all in the tutorials. I've finished it and that's fine but I doubt I'll ever play it again. At it's core, Chaos Gate is a tactical turn-based small-squad combat game with a series of staged battles that take place over a number of planets in a system. The combat takes place on generous but not outlandishly large maps, each with a lot of colorful detail but fairly little interaction. Maps have no loot or secrets to uncover and a handful of deformable actions you can take like (pushing a pilar on an enemy). Otherwise it's your 4 guys (yes, only 4) taking on Nurgle's minions in a series of missions to save the universe. Generally things boil down to attacking via melee or ranged (and most characters can do both, though they may be better at one over the other) against small pockets of the Chaos God of Disease's finest. Missions will have you uncover and fight around 3-5 of these pockets per mission. The TB combat isn't bad but it's nothing that really hasn't been done before, and better, by other games. It's on the ole' familiar turn-based, grid map. Click here to move, click here to attack. Abilities seem to be quite limited and, at least for me, fairly underwhelming. I never did figure out how to get certain special abilities to "trigger" reliably. Others I could trigger but they seemed very situational and weak. The game does not do an overly good job of explaining the combat mechanics in a tutorial that is just "click here, click here again". In fact, it tends to concentrate repeatedly on overwatch but you are almost always on the attack in the general game, making overwatch much less important. It's not a good tutorial. That's not to say the combat is bad or entirely simple but I didn't find it particularly deep or engaging. Character differences were too subtle, unlike The Banner Saga where a different weapon felt like a whole new class or XCOM where a specialization made a big difference in the play style for that character. I had a couple of other dislikes with the combat. While there's no official "timer" on missions, there is a meter which increments every turn. When it gets to 100 your troops are going to get weaker or fight more dangerous foes, which at times seemed a bit punishing. A bigger issue for me was teleporting enemies into the map. This happens on every fight. You'll hit a point in the map and a rift will open, meaning you're going to get more enemies pouring through that rift the very next turn. You can't see when or where these rifts will spawn until they're just about ready to disgorge their minions. This kind of mechanic doesn't reward careful planning or tactical thinking whatsoever. I can have my guys in good tactical positions, engaged with the enemy and pinning them in a crossfire and *poof*, I have to run like hell from those positions because a rift is opening up right behind my defensive line. I hate, hate, hate mechanics like these and this almost made me quit the game. Finally, mission difficulty is all over the place. Some missions were absolute cakewalks while others would have me scowling at the monitor. I wouldn't call this a smooth difficulty curve and this is a common complaint on the forums. The turn-based combat is the core but that's not all there is. Back onboard the ship you research new techs, outfit your squad, upgrade your ship, occasionally talk to someone to advance the plot and go to whatever hotspot system is nearby for the next mission. It's a collection of smaller tasks that actually seem to carry some weight on how easy or hard it is to progress. But with relatively few choices, you'd likely find yourself choosing the same upgrades every time because there's no incentive to try a different path. Sub-optimal choices aren't rewarded with interesting game play. There is a story but there are no RPG elements - you're an observer, not a participant. The story centers around a plague (what else would Nurgle do?) that threatens the human race. You run around doing combat missions to uncover the story and fight battles. That's really all there is. There's an extensive character and even item leveling system, with the former having a lot of options. Unfortunately, with a number of concepts unexplained and few evidentiary combat impacts, leveling choices felt unclear and I found myself just selecting abilities almost at random. It's easy to understand - if underwhelming - when an ability says +1 to damage. But when the description is "X" augments ranged attacks with "Y" for additional "Z", it's not particularly clear what that really does. Other abilities say they'll raise the critical chance 5% (underwhelming) but I never did find the base critical chance on my guys. So am I going from 5% to 10%? Or from 50% to 55%? One might make it worth it, the other not. And I'm not sure how much those are really accurate as I'm not sure I EVER saw a critical hit in my entire game. I always got the base line damage (usually 4) or got a point more when using focus. The UI is really not good in this area, with a better character summary screen needed. The levelling screen could do a lot better job of explaining things and providing better templates or builds to guide newer players. The graphics took me a bit of getting used to. I'm not used to seeing the 40K universe expressed in brighter colors and cartoony figures. It put me off a bit and on some maps I had a harder time distinguishing targets from background noise because of all the clutter. But the longer I played, the more I appreciated the graphical style of the game and the choices made. The bright colors provided some needed energy into the maps. The detail put into the environments ended up making them more engaging. I would have loved a bit more variety - after all, these are different planets and could have a lot of distinct characteristics with lighting, skies, flora, fauna, etc. But in general, the graphical style grew on me and by looking more closely I also appreciated the story, lore and overall universe a bit more. There were a few other annoyances I encountered: 1. This game pauses when you alt-tab out so you can't go look at something else while the enemy is taking their turn. 2. There are only 5 save slots and a very occasional auto save. 3. I've already mentioned this but there's really a decided lack of information on abilities, attributes, status effects, etc. and what's there is incomplete. For instance, I got a weapon no one could use and even after 20 hours I have no idea what class can use this type of weapon. It just says "class restricted" without ever saying what class can use it. As I've said, the UI really needs fewer elaborate icons and more info. (PS - I looked it up. Apparently that type of weapon can only be used by the Chaplain class - one that I never figured out how to unlock because, the game never mentions classes or what they do. Yet another example of a poor tutorial compounded by a lack of tooltips and other informational sources.) [u]Conclusion[/u] As I said, this is a situational recommendation. 1. I think you really need to like the XCOM style of tactical combat and consider this once you've played most of the bigger titles in the genre already. 2. If you're a big fan of 40K then of course you should buy it. If you're not then this isn't likely to change your mind. 3. Get it on a steep sale - 75% or more. It's not worth the asking price.
Frankly? The game is too hard in a way that doesn't respect your time. I'm currently locked in a campaign where, because I failed earlier, I can't get ANY equipment for an ENTIRE report cycle and it's proven absolutely devastating to my campaign. I have played now 3 days without being able to make any meaningful progress because I inevitably step into a mission that is just too damningly difficult. Aside from that, some other negative loops I've noticed is you can't really level up new guys, the campaign map goes from 0 to 100 REAL quick (if you've played Pandemic before, it's literally that game). Progression is hard to achieve, whether it is upgrading your guys, researching, or upgrading your ship - nothing seems to be the right choice and the game seems to gleefully and sadistically punish you regardless of what you try to do.... At this point, it's just too tedious for me. Tired of sitting down for a session of trying to perfectly do 1 mission for hours and hours.
Jesus. I'm a huge warhammer nerd, and there's a lot I can tolerate before the rope begins to tug. But, my lord. This game I couldn't withstand. It's like a garbage heap of all the things that XCOM could do wrong. I don't even know who had the audacity to greenlight such unbearable UI. I shouldn't feel like I'm being flashbanged by neon street signs browsing the menu. It's hard to believe this game even came out in the 2020s. The combat is fun and obviously XCOM inspired, if I was allowed to experience the game. Not assaulted by cutscenes, tooltips, and monologues about tutorials... for an hour. Which XCOM DOESNT do. Holy cow. One of the worst XCOM inspired games I've played.
It's not an awful game, it's just not good for what it is. As another review said, it takes the worst elements of XCOM and Rogue Trader and combines them. A word of advice: Be prepared to lose marines.
Feels like a cheap mobile game with slapped on 40k skin that doesn't do much for it.
Do you like smoking? If you do, you should buy this game. Every animation is slow and unskippable, the game wastes your time as much as possible to the point where redoing a hard mission is actually hard because of the time investment instead of the mechanical difficulty, and the animations really aren't good enough to watch 1000 times on repeat. If you want to actually enjoy this game, be prepared to take a smoke break between each turn because the game will spend all of your time between playing mediocre animations and the corniest depiction of wh40k enemies you have ever seen and your AI allies that you cannot control for some reason shaking, quaking, and cowering with long animations for every process. This game hates you, thinks your time is worthless, and wants to prematurely age you.
Maybe space marines should use air filters so they can't get plagued?
Game is just stupid hard sometimes and even the weakest of enemies just eat bolter rounds like crazy. Grey Knights feel weak and fragile for what they are and the combat system is just brutally unfun. Bloom is by far one of the worst mechanics I've seen in a turn based.
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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