
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
I wish there was a mixed review option on Steam, because this is one of those games. The game has an interesting storyline, excellent voice acting and lovely models for the different AoS units. Gameplay-wise it's basically Warhammer 40K Dawn of War II with an AoS skin slapped on - so not particularly innovative (when was the last time RTS innovated?) but decent overall. Each faction (Stormcast Eternals, Orruks, Nighthaunts and Tzeentch) feel unique with their own playstyles. I was enjoying the campaign a lot but on the second last mission, the game got stuck in an infinite cutscene after I completed approx 3/4 of the mission. I didn't feel like going through the effort to redo the whole mission (the game doesn't autosave apparently) to potentially meet the same problem again: this is the main reason for the negative rating. Didn't touch the other modes so I can't really comment on their quality. Overall my opinion is that Realms of Ruin is only worth getting on a sale for a fiver or else as part of a bundle.
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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 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 2,402 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*, 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
In attempt to put a dent in my backlog, I've played and reviewed a lot of really good and really bad games this year. However, this game is such a disaster that it's earned the title of "The Worst Game I've Ever Finished", dethroning the previous title holder released back in 2000. Realms of Ruin has terrible basic game design issues, limited/missing controls, minimal HUD information, and is still suffering from launch gameplay bugs while still receiving DLCs. Some bad games are fun to play as an oddity or to laugh at with friends (like Shaq Fu), but this is just bad bad. This game wants to be Dawn of War 2 with an Age of Sigmar skin, but it fails at properly implementing RTS game elements even from the 90s, never mind its inspiration. Unless you're really into painting AoS minis, this game has no redeeming value and should be avoided. Let's get the most glaring gameplay issue out of the way: once any unit is engaged in melee combat, [b]it cannot switch targets or reposition[/b]. The only way to break them out of combat is by issuing a retreat command like in DOW2, except you have to spend Control resources to do so. There's only two resources in the game for all factions, with Control being your basic "Gold" resource for buying all tiers of units, and Realmstone being used for unit abilities and advanced units. The cost to retreat also increases for higher tier units and costs are charged per unit; if a stack of units get stuck in, it might cost you half a building's worth of resources just to save them. Not like it matters half the time though because regen from your home base is abysmal... It's usually better to just let low tier units die and repurchase them than wait several minutes for them to heal. Even if you can save units, pathfinding is terrible and is per character model; There were several missions where I was basically given -1 unit cap because a single entity was stuck on terrain and couldn't even be selected thanks to the retreat order. Game balance in general is frustrating because of the simplistic rock-paper-scissors balancing system and units getting stuck in. Early game this balancing doesn't matter much, but T2 shield units can easily tank several ranged units even while pinned down by another melee unit. Other balancing issues plaguing the game include: home base upgrades (unit cap, unit tier) being cheaper than any other buildings, Arcane Conduit buildings having the normal control point buildings being split into four mutually exclusive buildings (damage, sight, regen, resources separated), and poor unit balancing with ballista and single entity monsters being obviously overpowered. Endgame battles seem to come down to who gets their unit abilities off first, followed by who can keep their ballistae protected. Of course, I only played through the campaign so I didn't have the intended E-Sports experience, but that would be hard to given the 28 concurrent players. The campaign is 18 missions, jumping between all of the factions, and is riddled with poor game design choices. I could probably write a whole review about the issues with each mission... Mission 3 has you holding three control points to stop a ritual, but the bar starts almost full and the enemies get infinite free units from spawn camps around the map (like Gauntlet). Mission 4 has you intercepting an undead leader, but you have to build mission-specific towers that can only damage him, and then he "died" with 1/3rd health left anyway. Mission 17 was a special kind of nightmare, with a bug that prevented me from recruiting more units after the halfway point. However, RTS campaigns are usually a warm-up, so how's the skirmish mode? It's absolutely barebones with only 1v1 and 2v2 maps with no team composition options. Where are Free For All, 3v3, and 4v4? Where are alternate victory conditions? DOW2's AI suffered from focusing on backdooring control points and this game suffers from that too... I don't see myself touching Skirmish mode, even if they improve the other issues with the game. Realms of Ruin at its core feels like it was designed for mobile and upscaled to PC with minimal knowledge about how actual RTS games work. There's a serious lack of information and controls on the HUD: characters have health bars but no health numbers or percentages, units have no visible stats (despite upgrades providing stat bonuses), and units have no stance options. Attack-move was apparently added post-launch but it doesn't work well either; your units seem to only engage units directly in their marching path, regardless of their attack range, when in most games an attack-move would give them the freedom to attack anything they encounter in their vision (another thing fixable by stances). There's also almost no tooltips provided for the minimal HUD outside of the overpowered unit abilities... Good luck finding out what all those buffs and debuffs on units are and where they came from. Units can be thankfully grouped but there's no way to remove units from a group unless you completely remake the group. Lastly, the default controls are bad, but the camera controls are especially frustrating and there's no way to increase the panning speed with a key press (most isometric games use Shift for this). If it was a movie on Best of the Worst, it'd be one of those generic monster movies where they get lost in the woods for half the movie, have a five minute big name actor cameo so they can put a famous name on the box, and use box art for the monster that doesn't match the monster's design in the movie. This game is a mess and isn't salvageable. Age of Sigmar is a hideous, Marvelized half-breed between Warhammer Fantasy and 40k, but reskinning this wouldn't do anything to fix the terrible gameplay. This is a slow-paced, poorly controlled mess that was designed to be watched and not played. The only positive things I can say about it are the graphics are okay and the cutscene animations and rigging are fantastic (I hope you guys can get better jobs). It's a travesty that Warhammer Fantasy died for this. A true abomination and a waste of money, both by myself and the developer's investors.
I'm agree with the bad review, the multi is bad , the game is unbalanced and i fell like they a are no test quality before the release ( the game is so slow even for rts/rtt and you got some pic of difficulty) But the solo is not so bad, classic warhammer story with good cinématic. If you can take for cheap and you like warhammer you can have a fun on solo for 10 hours.
Dieses Spiel könnte richtig gut sein. Leider hat es vom Gameplay her so gut wie keinen logischen sinn. Obwohl es ähnlich wie WH 40K: Dawn of War auf das erobern und verteidigen von bestimmten Punkten basiert funktioniert das System nicht. Denn: 1: Man kann nicht genug Einheiten Bauen um eroberte Punkte zu halten. 2: Man bekommt trotz eroberter Punkte keinen Fortschritt und verliert aus irgendwelchen Gründen. 3: Trotz "to do" Liste scheint Sieg oder Niederlage rein zufällig. Wenn man alles auf der Liste abhakt verliert man, steht man nur rum und tut gar nichts gewinnt man. Warum? ICH HABE KEINE AHNUNG! Desweiteren bewegen sich Einheiten viel zu langsam und da man nicht genügend Einheiten Bauen kann um "Krieg" zu führen, halten vorhandene Einheiten viel zu wenig aus und man hat zu wenig Möglichkeiten diese Einheiten zu heilen. Positiv zu erwähnen sei: Gute Grafik, guter Sound, 1a deutsche Vertonung, keinerlei Performance Probleme, richtig hübsche Cutscenes. Fazit: Es gab mal ein Warhammer: Mark of Chaos. Das war ein großartiges Fantasy RTS welches Spaß machte! Warhammer Age of Sigmar: Realms of Ruin hingegen ist unlogisch, hektisch, nervend und zum Einschlafen langweilig zugleich. 4/10 Punkte Zum Glück hat mich der Mist nur 2€ gekostet! NICHT KAUFEN!
if i was the dev in charge of this id be ashamed.
Gra jest nierówna, ale miała potencjał. Niestety, czuć że twórcom czegoś zabrakło... pewnie też funduszy. Nie mniej, jest to udany, al bardzo prostacki mechanicznie (i niedopracowany) klon Dawn of War w świecie Warhammera Age of Sugmar. Była to moja pierwsza styczność z nowym światem powstałym po upadku z czasów The End Times. Ciekawy klimat, ale szybko można zapomnieć o motywie Warhammera, poza kilkoma elementami spójnymi. Na boku dodam, że jednak wolę brudniejszy i mroczniejszy stary świat, tu mamy za dużo mistycyzmu. Gra warta uwagi, ale potrafi wkurzyć błędami, zwłaszcza że gra nie jest juz jakby rozwijana. Za kilka groszy warto pograć, bo klimat m.in. w curscenkach twórcy stworzyli genialnie. Gameplay średni. 6+/10. Plusy: +Klimat (ale wolę jednak stary świat) +Modele, animacje, jednostki +Voice acting +Muzyka +Świetnie poprowadzona, ale liniowa kampania (ale raczej nie jest jakaś głęboka) +Grafika Minusy: -Coś jest nie tak z gameplayem... -Taktyka ogranicza się do przepychania jednostek o konkretnych umiejętnosciach, nic nadzwyczajnego -Słabo wyważona gra, mozolna, ślamazarna, jednostki reagują z opóźnieniem, oznaczanie ich to też katorga -Nierówna praca gry (lubi ścinać) -Ja rozumiem, że to inwencja nowego świata, ale jakoś nie podobają mi się nowi Orkowie... znacyz Orrukowie... Po cholerę GW wywrócił to wszystko do góry nogami? -Niestety, zmarnowany potencjał
Adapted for modern consumers.. Unlikable characters. Doesnt appeal to average player. Gameplay ok at best.
This game has it's issues. it's not the Dawn of war of age of Sigmar as many wanted it to be myself included. it feels like a RTS Moba not much Tactics behind it, it's more like a rock paper scissors kinda thing? BUT the game is still a decent RTS, you get a Story, Skirmish and even a diorama editor. personally the AI seems to spawn things way faster then you have time to build up. Despite it's flaws it's still the better Age of Sigmar game out there, it looks pretty and plays okay. defiantly grab it on sale, i paid full price and had my fun with it
I think the resources are poorly distributed, since they're even used to activate abilities. Furthermore, the game tends to pressure you with building, unit creation, and everything else simultaneously, making for a stressful, rather than fluid, gameplay experience. Everything happens at once, and you have to split yourself into three with limited resources that you must allocate as I mentioned before. It would be wrong to compare it to Starcraft or Age of Empires, but considering it's also a strategy game, I'll do so. If you like Warhammer Age of Sigmar, buy it... the story is good for those of us who are fans of that story. For those who aren't... I honestly don't recommend it.
not worth it even in promo.
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Players by region
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Players also reviewed
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