
Wage a campaign of brutal conquest in this realm-shattering real-time strategy game set in the Warhammer Age of Sigmar universe. Become a warlord and lead four unique factions to conquer the wild and savage Realm of Ghur in tense and tactical battles.
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.
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 | $11.99−80% | 3.1Kreviews | 52% | — | $857.8K |
| $59.99 | 955ratings | 73% | — | 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 823 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] Decent Warhammer game. Interesting strategy and engaging gameplay. [/h1]
[h1][i]“What can possibly go wrong?”[/i] ~Bubsy[/h1] Previously on “How to screw up”. 2004. [b]Relic[/b] releases [b]Dawn of War[/b]. Heavily inspired by the [b]Ground Control[/b] series, it was a fully 3D RTS that revolved around “capture the flag” gameplay and [b]Games Workshop[/b]'s [b]Warhammer 40,000[/b] setting. For all the reasons above, the said game became pretty popular. 2009. [b]Relic[/b] makes [b]Dawn of War II[/b]. While changing directions from [b]Ground Control[/b] to MOBA-like gameplay (those were the times when the MOBA genre the way we know it today wasn't fully established yet), [b]Relic[/b] heavily simplified their original formula. Up to the point where players complained and [b]Relic[/b] was forced to bring some of the old mechanics (like unit production) back in the last expansion. 2017. [b]Relic[/b] makes [b]Dawn of War III[/b]. And it flops. Instantly. Why? Well, [b]Relic[/b] kept pursuing the MOBA-like formula. While at that point it was like buying a ticket to that fancy new [b]Harland and Wolff[/b] ship, which was, of course, too big to sink (wink, wink). The thing is, people don't tend to play more than one game of such kind. And when they choose one – that's it. It's close to impossible to make them switch, thanks to which even the games based on a major franchise (like [b]The Lord of the Rings[/b], for example) sank. Yet, while being obsessed with the genre, [b]Relic[/b] failed to understand that. And paid the price. Nobody wanted to play their game and it got abandoned within months. No, seriously, [i]months[/i]. Now, here comes [b]Frontier Developments[/b], creators of [b]Elite Dangerous[/b] and [b]Jurassic World Evolution[/b]. The guys took a look at [b]Dawn of War III[/b]'s dead body and were like “That! We want exactly [i]that[/i] in our lives!” I'm serious. [b]Realms of Ruin[/b] wasn't the publisher's idea, it wasn't [b]Game Workshop[/b]'s idea, it was just [b]Frontier Developments[/b], who were big fans of the original [b]Warhammer[/b] setting. They really wanted this game to happen. And for whatever reason, they chose the same direction with [b]Dawn of War III[/b]. Like certain pantsless [b]Yamaneko[/b]-san likes to say, [i]what can possibly go wrong?[/i] Well, obviously, lots of things. The single-player campaign comes with pretty much the same length and serves as no more than an introduction to the multiplayer mode (unlike [b]Dawn of War[/b], [b]Realms of Ruin[/b] managed to produce DLCs, but all of them go to multiplayer mode, nothing to use solo), which is, of course, the same exact shallow and uninspired MOBA-like borefest nobody asked for. The story doesn't drop any big names (not even in a form of cameo like [b]Drizzt Do'Urden[/b] did in the [b]Baldur's Gate[/b] series) and follows a bunch of nobodies who just walk forward, doing nothing interesting (I believe that [b]Gav Thorpe[/b], who wrote some [b]Black Library[/b] novels, was involved, but he obviously didn't help much). Again, exactly like it was in [b]Dawn of War III[/b]. The maps are exactly as tiny as they were in [b]Dawn of War III[/b] too and even things like UI and unit abilities look / feel very similar. But you know what? I actually lied. The thing is, [b]Realms of Ruin[/b] isn't just a carbon clone of [b]Dawn of War III[/b]. In a way, it's a nod to [b]Dawn of War II[/b]. But it only makes things worse. Much worse actually. Because [b]Dawn of War III[/b]? It at least had the right idea. [b]Relic[/b] did listen to feedback and did learn their lesson ([b]Dawn of War II: Retribution[/b] was a nice proof of that). With no base building and stuff like that, [b]Dawn of War II[/b] was too basic to be fun enough. It did really good job with its “rock-paper-scissors” counters, but it felt... lacking. Which is exactly why it was changed right away. Yet here we are. While looking and feeling like [b]Dawn of War III[/b], [b]Realms of Ruin[/b] decides to repeat the original [b]Dawn of War II[/b] mistake. Brilliant. They literally did the same thing and expected a different result. Maybe, by some weird twist of fate, the result actually turned out to be different? Maybe all of those players who didn't give a damn about Dawn of War III suddenly realized how foolish they were and jumped right in? Maybe those who complained about the original [b]Down of War II[/b] became fans of its simplistic approach? [i]Nope~[/i] I mean, the one who decides to step in the same puddle twice will get their feet wet twice, right? And it looks like [b]Frontier Developments[/b] wanted to step into all the puddles at the same time. [i]Of course[/i] [b]Realms of Ruin[/b] flopped! Thanks to this game, [b]Frontier Developments[/b] took a full [b]£16.9[/b] million impairment write-down, slashed revenue forecasts, and saw their stock drop ~20% on the news. They also publicly stepped away from further RTS experiments and genre diversification. All because “sales were lower than expected”. Big f*cking surprise. No, seriously, can you even believe this crap? Sometimes I feel like I'm going crazy. I mean, this here? It's just stupid. Don't you agree? In a way, [b]Realms of Ruin[/b] (dang, even the title is kinda similar to [b]Dawn of War[/b] when you think about it) did exactly the same thing as that infamous [b]Suicide Squad[/b] game that came out soon after another big flop – [b]MARVEL's Avengers[/b]. Right in front of our noses we had an example of what [i]not[/i] to do. Yet not only did [b]Frontier Developments[/b] ignore all the warnings, they repeated all the mistakes. Every. Single. One. [i]Willingly[/i]. WHAT. WERE. THEY. [i]THINKING?!![/i] What saddens me the most, though, is that, exactly like [b]Dawn of War III[/b] (and [b]II[/b]) before it, [b]Realms of Ruin[/b]... is not really a bad game. I mean, sure, the story is terrible (I can barely say there is one — what we've got here is more like an excuse for things to happen), the game is too slow for me to enjoy (and no, they didn't add a speed setting, because obviously, they just [i]needed[/i] to repeat every single crime [b]Dawn of War[/b] series committed), but it's a fair product. I can totally see myself playing it. [i]In early 2000s![/i] When people were still playing the first [b]Ground Control[/b] online and the original [b]DotA[/b] map just came out. Like I said, it's a very [b]Suicide Squad[/b] situation we have here. Yes, it's playable. No, nobody needs this in their lives. Like, [i]ever[/i]. It's not [b]The Wizard[/b] movie we live in. We can't have [i]all[/i] the games like [b]Lucas[/b]. We need to choose. And there's literally no reason to choose this game over the competitors. Not. A. Single. One. Dixi.
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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 29: 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): 0.71/day in the week to Aug 11 → 1/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*, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese* +2 more
| $59.99 |
| 366ratings |
| 74% |
| — |
| not modelled |
| $59.99 | — | 78% | — | 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 826 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Almost a year later and I'm still baffled how a game with such well crafted visuals and art direction can be so terrible.
Warhammer Age of Sigmar: Realms of Ruin (v1.2) https://steamcommunity.com/sharedfiles/filedetails/?id=3349197825 [b]POSITIVES[/b] + Age of Sigmar (kurz AoS) Setting (der Nachfolger des Warhammer Fantasy Tableto) + erstaunlich gut inszenierte und lange Zwischensequenzen vor und nach jedem neuen Kapitel (insgesamt ganze 55 Minuten) + NVIDIA-DLSS oder AMD FSR3 + grafische Details gehören zum Besten was das Genre derzeit zu bieten hat + schicke Animationen und tolle Licht- und Partikeleffekte + hervorragende Deutsche-Vertonung + Befehlshaberkommentare, die auch neue Gegner und Situationen kommentieren + Kampagne mit 3 Fraktionen: Sturmgeschmiedete (Sigmars Hämmer), Orruk-Moorpirscha (Grinsende Klingen) und die dämonischen Jünger des Tzeentch (Die Doppelzüngigen Heere); die Nachtspuk (Trauernde Legion) kann man leider in der Kampagne nicht selbst spielen + komplett frei dreh- und zoombar + Verkettung von Bewegungsbefehlen + Erstellen von Bataillonen (Z.B. STRG + 1) + Schwieriges Gelände kann verlangsamen, schwächen und verletzen + spezielle Einheitenfähigkeiten und Fraktionsfähigkeiten + ausführlicher Karten-Editor mit Anknüpfung an den Steam-Workshop + farbliche Anpassung der eigenen Armee möglich https://steamcommunity.com/sharedfiles/filedetails/?id=3349496324 [b]NEGATIVES[/b] - zwangsweise Drittanbieter-EULA-Zustimmung - Drittanbieter-DRM: der berüchtigte Denuvo Anti-tamper - viele fehlende Fraktionen (meine bevorzugte Fraktion war z.B. nicht dabei) - keine wirkliche freie Bewegung - befinden sich Einheiten erst einmal im Kampf, kann man ihnen keine(!) Befehle mehr geben - stattdessen können Einheiten sich nur „zurückziehen“, was nicht nur Ressourcen kostet(!), sondern diese dann auch noch zum meist weit entfernten HQ flüchten lässt - kein „Position halten“ oder „Patrouillieren“ - kein freies Bauen; lediglich an vorgefertigten Stellen darf etwas errichtet werden - und diese Kommandoposten können auch nur 1x aufgewertet werden - Einheiten bewegen sich zu langsam - ständiges hin und her auf der Karte, da man stets mehrere Hotspots gleichzeitig im Auge haben muss, wodurch ein stetiges Ping-Pong um jene bestimmte Positionen entsteht - Mangel an spielerischer Tiefe und taktische Manöver sind nur selten möglich - der Nachschub der gegnerischen Einheiten hängt in keiner Weise von dessen wirtschaftlicher Situation ab, wodurch die Gegner unendlich am Kartenrand oder gefühlt aus dem Nichts spawnen - zu simple Wirtschaft mit nur 2 Ressourcen, die zudem noch passiv generiert werden: Eroberung von Siegpunkten bringt die Ressource „Reichstein“ und das Vernichten von Gegnern bringt „Führung“ - wenig unterschiedliche Einheiten - keine größeren Truppenverbände möglich, da die maximale Einheitenanzahl stark begrenzt ist - Einheiten sammeln keine Erfahrung und werden bei jedem Kapitel neu zusammengestellt - unüberspringbare, nicht gerade kurze Zwischenseqzenzen aus der Vogelperspektive, während im Hintergrund auch noch das Spielgeschehen einfach weiter läuft - kaum Abwechslung in den Biomen der Karte; meist nur Sumpf - erzwungener Wechsel der Fraktionen mitten in der Kampagne, gerade dann wenn man ein Gefühl für die aktuelle Fraktion gefunden hat; man kann also nicht am Stück eine Fraktion spielen - Schwierigkeitsgrad viel zu hoch, so dass ich ab Kapitel 3 auch den niedrigsten Schwierigkeitsgrad umstellen musste und selbst mit diesem war bei mir in Kapitel 4 Schluss - Frust statt Spielspaß - Abstürze - Ewige Eroberungen: Einzelspieler-Herausforderungsmodus mit prozedural erstellter Kampagne und KI-Scharmützel, die sich aber recht schnell abnutzen, da man lediglich um kosmetische Profilverbesserungen spielt - für den Multiplayer benötigt man zwingend einen Zusatz-Account (Frontier-Konto) https://steamcommunity.com/sharedfiles/filedetails/?id=3349496832 [b]FAZIT[/b] Warhammer Age of Sigmar: Realms of Ruin von Ende 2023 ist ein Echtzeit-Strategie-Spiel, das vom Spielprinzip her Dawn of War 2 sehr ähnlich ist, und bei dem man in der storybasierten Kampagne insgesamt drei von vier Fraktionen spielt. Lediglich die geisterhaften Nachtspuk kann man nur ein Einzelgefechten selbst spielen. Die optische und akustische Präsentation und vor allem die Zwischensequenzen mit deutscher Vollvertonung sind echt gut gemacht. Aber, und nun kommt der Grund für meine Abwertung, das Spiel ist einfach viel zu schwer. Dass ich zwischendurch auf den einfachsten Schwierigkeitsgrad runterschalten musste, wäre an sich schon ein Balance-Problem. Wenn ich aber dann in Kapitel 4 schon am einfachsten Schwierigkeitsgrad scheitere und nach jeweils etwa einer Dreiviertelstunde immer wieder scheitere, ist schlicht eine Balance-Katastrophe und nur noch frustrierend. Anhand der Achievements sieht man auch, dass nur 1/3 aller Spieler über Kapitel hinaus gekommen sind und nur ein Spieler von zwanzig hat es geschafft, das Spiel auf dem wohlgemerkt leichtesten Schwierigkeitsgrad durchzuspielen. Was soll dieser Balance-Mist? Und warum können Einheiten, die einmal im Kampf verwickelt sind, keine weiteren Befehle mehr erhalten (außer Rückzug)? Wer programmiert so einen Schwachsinn? Dann schaue ich auf die Steambewertungen und wundere mich auch nicht mehr über die gerade mal „Ausgeglichene“ Bewertung, was leider vernichtend ist. Hätte ich dafür Geld bezahlen müssen, hätte ich mich sehr geärgert. Was bei Dawn of War 2 noch hervorragend funktioniert hat (ähnliches Spielprinzip), scheitert hier im Gameplay völlig. Gerade ich als Fan, der auch das AoS Tabletop spielt (Sklaven der Finsternis), finde es umso schlimmer, dass ich das Spiel leider nicht empfehlen kann. Den Mehrspieler-Modus (1vs1 oder 2vs2) mit echten Mitspielern oder KI wurde von mir nicht getestet, aufgrund des erzwungen Zusatz-Accounts. Besonderer Dank geht dennoch raus an den User InDaInternet, der mir das Spiel geschenkt hat. Wenn ihr an weiteren Reviews von mir interessiert seid, dann folgt meiner [url=http://store.steampowered.com/curator/10868887-Dark-Chummer%27s-Reviews/?appid=63110]Gruppe[/url].
Probably the worst, clunkiest, and slowest RTS I have ever played. SOMEHOW they made a game worse than Dawn of War 3. Units are slow, animations clunky, you're locked in melee fights until either side losses, no buildings, can't even see UNIT STATS anywhere. Decent writing and awesome artworks tho.
I was wary of buying this after reading the reviews. Bought it while it was on a deal. Glad I did. It's a little gem of a game. I've really enjoyed it so far. Sad now to see it get left behind and not further updated. This game is(was) ripe with DLC possibilities. Even as it stands though, it is a fun game with some very enjoyable animations and engaging cutscenes - all of which are very well voice acted. It's often on an excellent deal and it is too good to not have at that low price. The campaign is probably not that long (I'm 20% through with 4 hours played), but it is challenging and forces players to think tactically. You can't just spawm and mob - you have to be much craftier than that. There's also skirmish battle possiblities in coop, mulitplayer or against the AI. I like it.
I didn't want to write a review for this game as it's been abandoned however I feel like I need to put something warning any future buyers. This is not a good game. That's the long and short of it. I try to give games my time but after just shy of 2h I can't justify playing any more. The Pros! Yes because the game has some merits. - Great visuals. - The Tzeentch faction is creative. The cons: - Tedious gameplay. You tell your units to attack something and your orders ends up being merely a suggestion, I've had my units blob up and attack the closest enemy unit even though I told them to go for the melee unit flanking my archers. Not only that but once in melee your units cannot move until they die, kill the enemy or are told to retreat like in the CoH/DoW2 games even though that enemy unit is engaged against two of yours and you desperately need one of your engaged units to go cover the archers. -Combat AI is asleep most of the time. units seem eager to engage in combat but once the fight started they seem to have issues engaging the enemy. I saw a squad o shield units just stand there starring at my mage getting beat up by some goblins right next to them even though I'd given the stack the order to attack. It's just weird as if the units can't quite understand two units engaging one half of the time. -Maps are small and lack points. In a 2v2 map you'll likely get two points, one for each resource generation and then you're going to contest your flank and/or contest the middle area. So you'll have maybe 4 points in total. Resource generation isn't fast and every skill and upgrade require you to pay up, so you'll find yourself waiting for resources to generate at a snail's pace. -Everything except moving, capturing and attacking requires you to pay resources. This wouldn't be an issue if the resources generate quickly. Imagine paying for your units to retreat. Absolutely ludicrous. I didn't play enough to judge the game balance or how the factions play, but from the little time I got with the game they all feel the same with the exception of their skills. This was made for consoles, but even games like Halo Wars feel more responsive and snappy than this game. I'm sorry but this game absolutely isn't it. I got the game for 12 bucks on GMG and I feel robbed.
The writers wrote such a good story and characters, the artists brought the Mortal Realms to life in stunning detail. But all this is let down by the horrid gameplay, terrible PC controls, and the fact that the devs abandoned it without much support. It is worth picking up at extreme discount to experience the story and characters, but not beyond that. By the wisdom of Teclis the Illuminator, Age of Sigmar, the artists, and writers, deserve better than this.
毋庸置疑它是依托旧时代和新时代叠加在中间的一坨史,我也不知道为什么买了这坨史?也许是我爱吃史,这坨史的滋味真好吃以至于我还买了五个dlc。我实在想不到这坨史玩起来怎么费劲,我硬是活生生的打完了18章,这18章的剧情犹如牛史又硬又臭,那战斗设计连简直是对战锤IP的一种侮辱。史粘牙了不说了我爱吃史其实我是想退款了,我切steam一看3个小时了dlc也买完了,算了继续吃吧一晚上打完18章。还有你们5块钱从哪买的,我找不到啊
毋庸置疑它是依托旧时代和新时代叠加在中间的一坨史,我也不知道为什么买了这坨史?也许是我爱吃史,这坨史的滋味真好吃以至于我还买了五个dlc。我实在想不到这坨史玩起来怎么费劲,我硬是活生生的打完了18章,这18章的剧情犹如牛史又硬又臭,那战斗设计连简直是对战锤IP的一种侮辱。史粘牙了不说了我爱吃史其实我是想退款了,我切steam一看3个小时了dlc也买完了,算了继续吃吧一晚上打完18章。还有你们5块钱从哪买的,我找不到啊
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Where this game's players are, estimated from review languages.
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