SPSTEAMPULSELIVE ANALYTICS
War Room: Tactical Sandbox

War Room: Tactical Sandbox Steam metadata

Lado B Studios | Jun 29, 2026 | game

Released

0players observed · 22 September 2026 - 07:56:40 UTC

IndieSimulationStrategySteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak6
  • Units sold (VGI)1,130
  • Revenue (VGI)$9,028
  • Review score57% positive

War Room: Tactical Sandbox metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

  • Latest observed playersNot available
  • SteamPulse tracked peak6
  • Units sold (VGI)1,130
  • Revenue (VGI)$9,028
  • Review score57% positive
  • Total reviews23
  • Release dateJun 29, 2026
  • DeveloperLado B Studios
  • PublisherLado B da História

Genres: Indie, Simulation, Strategy

Company pages: Developer: Lado B StudiosPublisher: Lado B da História

Top Steam chartsTop 100 gamesGame directorySteam Store page

War Room: Tactical Sandbox Steam metadata

War Room: Tactical Sandbox metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

References

Official and third-party reference links for checking this Steam app outside SteamPulse.

ReferenceLink
SteamPulse canonicalhttps://steampulse.org/game/4542210/metadata
Steam Storehttps://store.steampowered.com/app/4542210/
Steam Communityhttps://steamcommunity.com/app/4542210
PCGamingWiki search
IGDB searchSearch IGDB for War Room: Tactical Sandbox

Reviews, pricing, and metadata

Review summary

Mixed

57% positive, 13 positive, 10 negative

Price and discount

$9.99

Platforms

Windows

Categories

Single-player, Includes level editor, Family Sharing

Achievements

Not available

Platform releases
  • Steam 29 June 2026

Latest Steam announcements

  • Build 0.8.0: Rotor Spin Update - 7 September 2026

    \ ● Any unit can now have a continuously spinning part — helicopter rotors, drone propellers, radar dishes, windmills, or anything else that should spin nonstop during the simulation. ● Found right next to Bind / Unbind / Docking: a new "Rotor Spin" toggle, with a speed slider (0° to 1800° per second) to control how fast the part spins. ● Build your helicopter or drone from two pieces (body + rotor/propeller), use "Bind" to attach the spinning part to the body, then select the rotor and activate Rotor Spin. The rotor keeps spinning while the body flies its own route. ● Optional "Gradual Start" mode: instead of snapping to full speed instantly, the rotor spins up gradually — great for a realistic helicopter takeoff. ● Timed spin sequences: set specific seconds (e.g. "5, 12, 20") to schedule when the rotor starts or stops during the simulation — useful for scripted takeoffs, landings, or…

  • Build 0.7.9: Auto-Aim & Independent Targeting Update - 29 August 2026

    \ ● Units can now rotate on their own to face the nearest enemy, independently of their movement direction — works on tank turrets, ship cannons, and standalone troops alike. A soldier walking one way can now keep aiming at a threat in a completely different direction while still moving. ● Found in the Ranged Combat panel: a new "Auto-Aim" toggle button, with a speed slider right below it to control how fast the unit turns (10° to 360° per second). ● For tanks: build the tank from two pieces (base + turret), use "Bind" to attach the turret to the base, then select the turret and activate Auto-Aim. The turret will aim independently while the base drives its own route — and returns smoothly to its resting angle when no enemy is in range. ● Requires Fog of War to be properly configured: a unit only auto-aims at enemies it has actually detected within its own vision radius. If FOW isn't set…

  • Build 0.7.9: Dynamic Ocean Update - 16 August 2026

    \ ● Real Waves, Real Movement: the ocean is now generated procedurally in real time, with sharp, living wave crests and multiple overlapping wave fronts — no more static "wallpaper" water. The effect fully tracks camera panning, zoom, and rotation, so the sea stays anchored to the map no matter how you look at it. ● Full Control: seven new sliders — Wave Height, Choppiness, Speed, Brightness, Camera Height, Frequency, and Wind (Randomness) — let you tune the ocean from a calm, glassy sea to a rough, choppy storm. Wind specifically breaks up the repeating "tile" look that appears at far zoom levels. ● Built for Naval Battles: requires a loaded map to activate, and renders only within the map's boundary — giving ships and fleets a realistic sea to sail, fight, and film on. Found in the FX tab, under Ocean Shader (Dynamic).

  • Build 0.7.9: Building Mode Update - 7 August 2026

    \ ● From Unit to Structure: any unit can now be converted into a static, destructible structure — ideal for gates, walls, and fortifications. It stops breathing, bleeding, routing, and being pushed, while still remaining a valid target for enemy fire, manual attack orders, and friendly supply repairs. ● Gated Fortress Design: draw blocking barriers around a perimeter, leaving gaps exactly where your building units stand — the structure itself blocks enemy passage there until destroyed, opening the breach once it falls. ● Fog-Proof Landmarks: enable "Ignore Fog" on a building so it stays visible to you even while spectating the enemy's fog filter — useful for tracking your own gates while reviewing the battle from the opposing side. Bind a text marker to label the objective on the map. ● Where to Find It: the Building Mode toggle is located in the Edit tab, under the State / Control sect…

  • Build 0.7.8: Scheduled Route Update - 2 August 2026

    \ ● Waypoint Timing: each joint between route segments can now hold a configurable wait time. Click any pulsing waypoint while a single unit is selected to set how many seconds it should hold before advancing to the next leg. ● Synchronized Maneuvers: stage coordinated pushes, decoy delays, and ambushes by timing when each unit moves. Hold a flanking force behind cover until the perfect moment, or make scattered columns converge on the same objective at the exact same second. ● Tactical Scope: built for Simulation Mode, where scripted, predictable movement brings your battle plans to life. Battle Mode stays free-form, as intended. All timing data survives save, load, and undo.

  • Build 0.7.7: Shock Tactics & Charge Update - 30 July 2026

    \ ● Shock Impact: enabling Charge allows units to deliver a devastating first strike upon contact. This deals significant bonus damage and inflicts a heavier morale penalty on the targeted battalion. ● Battering Ram Physics: beyond damage, the charging unit now physically shoves nearby enemies out of its path during the initial clash, capable of breaking enemy formations and punching holes through the line. ● Condition & Endurance: the Charge effect is dynamically linked to fatigue. It only triggers while unit energy is above 50%. Once exhausted, troops will engage in standard melee combat without the impact bonus. Highly recommended for cavalry and heavy shock infantry.

  • Build 0.7.7: Weather & Fatigue Update - 28 July 2026

    \ ● Rain & Snow Fatigue Drain: activating rain or snow from the Weather Control panel now increases fatigue consumption for marching troops, scaling with the intensity slider — heavier weather drains stamina faster. This does not affect movement speed, only endurance over time. ● Supply Offset: keep troops within range of an active supply chain with fatigue recovery enabled to counteract the extra drain and sustain long marches through harsh conditions. ● Performance Optimization: rain density was rebalanced for a much lighter CPU footprint, and its cost now automatically caps when zooming out past the 75% camera level, keeping heavy rainfall from impacting performance at wide views.

  • Build 0.7.7: Ballistics, Armor & Circular Barriers Update - 27 July 2026

    \ ● Independent Sizing: added a "Projectile Size" slider (0% to 500%) to resize arrows or shells independently from the unit's scale. Fully supported by cloning, copy/paste, and save/load systems. ● Napoleonic Impact Fix: line-fire (type 4) shots now dissipate immediately upon hitting a target, preventing projectiles from "ghosting" through the victim. Missed shots still traverse the full range. ● Smoke Override: fixed rendering order for Napoleonic muzzle smoke; explosions and smoke now always appear above troop layers for better visual clarity. \ ● Custom Resistance: added an editable "Armor" field (0-100) under unit properties. This value acts as a percentage reduction for all incoming damage (e.g., 50 armor reduces received damage by 50%). ● Passive Block Chance: armor now also grants a small automatic chance to fully negate a hit (scales with armor, capped at 20%), showing a "BLOCK…

  • Build 0.7.6: Supply Window & Ranged Engagement Update - 25 July 2026

    \ ● What It Is: the Supply Options Window is a small panel that opens (F7 key) on a unit within range of an active supply chain, letting you toggle on/off whether that specific unit accepts healing, fatigue recovery, and ammo resupply from the chain. ● Free-Space Search: the window no longer always opens at a fixed offset from the unit. It now scans in a circle around the selected unit, at growing radii, looking for a spot that does not overlap the unit itself or any nearby troop/object. ● Concealment-Aware: locked/concealed objects (used by the Unit Concealed system) are ignored by the positioning search, since they aren't clickable through normal means anyway. \ ● Vision-Gated Auto-Fire: ranged units no longer auto-engage enemies they cannot actually see. If a unit's weapon range exceeds its vision radius, it will not fire on its own at anything beyond what it can visually detect — re…

  • Build 0.7.6: Supply Chain Network Update - 24 July 2026

    \ ● Depot / Relay Roles: supply units can now be set as a Depot (the original source, with its own stockpile) or a Relay (a forward point with no stockpile of its own, fed through the chain). ● Sequential Relay Numbering: relays are automatically numbered in activation order, visible only while paused, and stay gap-free even after deletions. ● Real Line-of-Supply Logic: each relay must be in range of — and have a clear, unblocked path to — the previous link in the chain. Cutting any link cascades down the entire line behind it. ● Multi-Depot Support: a relay whose preceding link is unreachable automatically falls back to the nearest depot in range, allowing multiple independent supply networks on the same map. ● Distinct Visual Wires: the chain backbone renders in team color with a white energy pulse, while forward distribution lines to individual units keep the original white cable wit…

  • Build 0.7.6: Combat Directionality & Concealment Update - 23 July 2026

    \ ● Positional Damage Multipliers: strikes from the flank now deal 50% bonus damage, while a clean rear assault doubles it — but only when the attacker is fresher (higher energy or HP) than the target, and only with the Fatigue System active on both units. ● Aggressor Immunity: a unit that actively initiated an engagement can no longer be flagged as ambushed by the very target it chose to attack. ● Team-Colored Tactical Alerts: "ENEMY IS FLANKING!" and "REAR ASSAULT DANGER!" warnings now render in the victim's own team color, in two tones — light for flanking, strong for rear assault. ● 5-Second Alert Cooldown: replaced the old "once per engagement" lock with a real-time cooldown, allowing the bonus to re-trigger during prolonged duels without spamming the battlefield. ● Facing Accuracy Fix: directional detection now correctly reads unit orientation, optimized for the Free Rotation / Dy…

  • Build 0.7.6: Operational Soundscape & Melee Doctrine Update - 21 July 2026

    \ ● Open Sound Architecture: the engine now supports full user-defined audio ingestion. Commanders can assign custom MP3, WAV, or OGG files for melee, ranged, and ambient tracks. ● Proximity-Dynamic Volume: melee and ranged sfx now react independently to screen-center proximity and camera zoom, so nearby combat naturally stands out over distant engagements. ● Acoustic Clarity Protocol: integrated a 120ms silence window with organic randomization to eliminate metallic echoes and ensure a natural combat rhythm. ● Quad-State Operation Toggle: new master control to cycle between 'Total Off', 'Simulation Only', 'Battle Only', and 'Dual Mode'. ● Cinematic Music Engine: persistent background tracks with manual calibration and full synchronization with the 'Reset' (Z) command. \ ● Melee Without Ammo Permission: troops can now be configured to maintain lethality in close combat even after comple…

  • Build 0.7.6: Logistics Interception & Performance Update - 20 July 2026

    \ ● Physical Line Disruption: hostile units now act as active interceptors. Any enemy troop positioned over a logistics trajectory will automatically sever the connection. ● Visual Depletion Status: intercepted supply lines immediately shift to a 'Depleted Gray' aesthetic, extinguishing all energy pulses and flow animations to signal a logistics blackout. ● Logistics Transfer Suspension: while a line is severed, the target battalion ceases to receive HP regeneration, fatigue recovery, or ammunition resupply. ● Real-Time Disruption Alerts: units currently suffering from a 'Supply Line Cut' will display visual feedback on the map and dedicated status alerts within the Order of Battle dashboard. ● Performance Calibration: implemented a high-efficiency pathfinding algorithm with expanded calculation intervals to ensure complex supply routes remain fluid without overloading the CPU.

  • Build 0.7.6: The Order of Battle Protocol - 18 July 2026

    \ ● Integrated Army Overview: a dual-column inspection screen accessible via sidebar or auto-open, providing a real-time status of all active battalions for both Team Blue and Team Red. ● Manpower vs. Pieces: the report now differentiates between the number of units (pieces on the map) and total men (calculated from aggregate HP), ensuring data consistency with the Troop Counter. ● Global Logistics Tracking: new team-wide metrics summarizing total ammunition and supply reserves, giving commanders an immediate grasp of their army's endurance. ● Tactical Class Breakdown: automatic sorting and counting of Ranged vs. Melee troops to analyze force composition and firepower potential. ● Expanded Unit Metrics: each group now displays individual Combat Power (POW) and Accuracy (ACC) alongside traditional HP, Fatigue, and Ammo gauges. ● Battle Confirmation Gate: the OOB now acts as a mandatory p…

  • Build 0.7.5: The Battle Report Update - 18 July 2026

    \ ● Full Battle Summary: a dedicated report now appears after every victory or surrender, split side-by-side between Team Blue and Team Red, styled to match each interface skin. ● Detailed Casualty Breakdown: tracks survivors, total losses sustained, starting force, and final morale for each side. ● Combat Performance Metrics: new total shots fired and real-time accuracy stats, calculated from actual hits landed during the battle, not just configured values. ● Victory Verdict System: battles are now judged and labeled based on casualty ratios, ranging from Total Domination and Heroic Victory to Tactical or Pyrrhic Victory. ● Most Valuable Unit: the report highlights the top-performing unit of the battle, displaying its portrait, kill count, accuracy, and final HP. ● Animated Scoreboard Presentation: all figures count up from zero when the report opens, with a smooth fade-in/fade-out tra…

  • Build 0.7.5: The Hybrid Trajectory & Combat Update - 17 July 2026

    \ ● Integrated RTS & Drawn Paths: battle mode now supports both direct click orders and manually drawn routes (Key R) simultaneously. ● Velocity Synchronization: eliminated speed discrepancies between rts clicks and drawn routes. Both modes now share the same physics engine for uniform displacement. ● Battle Elasticity Bypass: units on drawn paths are now exempt from formation elasticity pull, preventing invisible drag and normalizing fatigue consumption. ● Mutual Command Exclusivity: drawing a new path now instantly cancels any pending rts order, and issuing a new rts command automatically clears drawn routes. ● Route Visibility & ETA in Battle: the route visibility cycle (Key B) and the arrival counter (ETA) now work in battle, recalculating live based on fatigue and morale. ● Formation Anchoring Fix: units finishing a route now properly anchor to their actual stopping point instead o…

  • Build 0.7.5: The Ammunition & Logistics Update - 16 July 2026

    \ ● Ammo Limit Per Unit: enable a finite ammo reserve for any ranged unit (or multiple selected units at once), configurable directly in the Ranged Combat panel. ● Max Ammo & Resupply Rate: set the unit's total ammo capacity and how fast it recovers when resupplied. ● Distance-Based Resupply: units automatically reload when near an allied Supply Unit — the closer the Supply Unit, the faster the resupply, mirroring the existing Fatigue and HP recovery logic. ● Silenced on Empty: units stop firing the moment their ammo reserve hits zero, with a clear on-screen "Out of Ammo" warning, and resume automatically once resupplied. ● Live Ammo Gauge: a dedicated ammo bar now sits below the fatigue bar above each unit, following the same visibility cycle and zoom behavior as the other status bars. ● Linked to Firing Mode: the Ammo System is only available while Firing Mode is active on a unit, kee…

  • Build 0.7.5: The Advanced Survival & AI Strategic Update - 15 July 2026

    \ ● Strategic Recovery Seeking: enables panicked units to intelligently calculate vectors to reach nearest supply hubs or HQ bases instead of random fleeing. ● Rehabilitation Zones: creates designated parking radii around supply units to facilitate safe regrouping without unit collision overlap. ● Post-Recovery Anchoring: rehabilitated units automatically establish new guard posts at logistical coordinates upon regaining morale. \ ● Locked Doctrine: setting the enemy AI to Attack or Defense now permanently locks that doctrine for the entire battle, regardless of troop losses. ● New Free Mode: introduces a third strategic option that lets the AI decide its own doctrine in real time, weighing troop strength and current player stance. ● Spectator Mode Support: both AI-controlled armies can now independently evaluate and switch between Attack and Defense when set to Free. ● Visual Status Sy…

  • Build 0.7.5: The Logistics & Supply Network Update - 13 July 2026

    \● Designated Supply Units: enables logistics convoys and medic support roles to create a recovery network. ● Dynamic Recovery: units automatically regenerate HP and morale within active range. ● Integrated Stamina Recovery: accelerates energy replenishment for exhausted troops outside combat. ● Adaptive Routing: supply lines intelligently curve around Red and Blue blocking barriers. ● Combat Interruption: logistics links are automatically severed during melee duels. ● Proximity Efficiency: recovery rate and flow intensity scale dynamically based on distance. ● Tactical Filtration (Key C): 4-stage visibility (All / 50% / Selected / Hidden). ● Field Feedback: dynamic "+" particles and "RECOVERED" tactical status alerts.

  • Build 0.7.5: The Pathfinding & Logic Sync Update - 11 July 2026

    \ ● Proactive Barrier Detection: AI units now possess basic proactive sensing to detect barrier blocks, preventing battalions from colliding with obstructions. ● Repulsion Field Technology: implemented a 360-degree repulsion field for smooth navigation around corners and quinas. ● Dynamic Path Correction: AI units will now actively search for gaps in barrier lines to maintain their advance toward the objective. ● Steering Behavior Refinement: improved steering logic to prevent units from sticking to straight edges or getting trapped in linear geometries. \ ● Cross-Mode Logic Bridge: tactical "Break Points" established in Simulation Mode are now faithfully applied to Battle Mode AI. ● Hybrid Morale Thresholds: the combat engine now prioritizes player-defined retreat values over standard rules, enabling customized unit discipline levels. ● Intelligent Regrouping: rehabilitated units now r…

Patch notes and updates

S.noRelease datePatch nameGID number
17 September 2026Build 0.8.0: Rotor Spin Update1842846814454239
229 August 2026Build 0.7.9: Auto-Aim & Independent Targeting Update1842212951304945
316 August 2026Build 0.7.9: Dynamic Ocean Update1840944183783274
47 August 2026Build 0.7.9: Building Mode Update1840310314343925
52 August 2026Build 0.7.8: Scheduled Route Update1839676055892024
630 July 2026Build 0.7.7: Shock Tactics & Charge Update1839676055884198
728 July 2026Build 0.7.7: Weather & Fatigue Update1839041357039059
827 July 2026Build 0.7.7: Ballistics, Armor & Circular Barriers Update1839041357034883
925 July 2026Build 0.7.6: Supply Window & Ranged Engagement Update1839041357031347
1024 July 2026Build 0.7.6: Supply Chain Network Update1839041357028233
1123 July 2026Build 0.7.6: Combat Directionality & Concealment Update1839041357025985
1221 July 2026Build 0.7.6: Operational Soundscape & Melee Doctrine Update1838407329268108
1320 July 2026Build 0.7.6: Logistics Interception & Performance Update1838407329264753
1418 July 2026Build 0.7.6: The Order of Battle Protocol1838407329262758
1518 July 2026Build 0.7.5: The Battle Report Update1838407329261313
1617 July 2026Build 0.7.5: The Hybrid Trajectory & Combat Update1838407329258504
1716 July 2026Build 0.7.5: The Ammunition & Logistics Update1838407329255540
1815 July 2026Build 0.7.5: The Advanced Survival & AI Strategic Update1838407329253423
1913 July 2026Build 0.7.5: The Logistics & Supply Network Update1837955055362371
2011 July 2026Build 0.7.5: The Pathfinding & Logic Sync Update1837955055358631

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID4542210
Live current players0
SteamPulse tracked peak6
Live count (today's peak floor)0
Price$9.99
Free to playNo
Discount0%
Original price USD$9.99
Current price USD$9.99
Release dateJun 29, 2026
DeveloperLado B Studios
PublisherLado B da História
Owners estimatedNot available
SteamSpy owner estimate minimumNot available
SteamSpy owner estimate maximumNot available
Review typeMixed
Positive review percent57%
Positive reviews13
Negative reviews10
Total reviews23
Steam recommendationsNot available
AchievementsNot available
Average playtime foreverNot available
Windows supportYes
macOS supportNo
Linux supportNo
Parent gameNot available
Store URLhttps://store.steampowered.com/app/4542210/

Short description

War Room is a tactical sandbox simulator that transforms historical maps into active battlefields. Design, refine, and command massive engagements spanning Antiquity, the Middle Ages, and Modern warfare.

About this game

Start Creating War Room provides a productive workspace where learning turns into tangible results. This software was built to be a framework for creators, educators, and history enthusiasts who want to invest their time in something meaningful. By mastering this tool, you gain the power to educate audiences worldwide and build a valuable skill set. In fact, this is the exact software used to power the production of our official YouTube channel, Lado B da História —which has surpassed 172,000 subscribers and 17 million views with some of the most detailed World War II documentaries available. If your goal is to create high-quality historical content, educate people, and successfully monetize your work, dedicating time to learn this sandbox is the ultimate return on investment. A Creative Canvas for History Lovers: The Ultimate Historical Sandbox War Room is an educational sandbox designed to unlock your creativity and bring historical events to life. This is a tool built specifically for historical study, storytelling, and content creation. If you want to visualize battles, explain tactical movements, or simply experiment with "what-if" historical scenarios, War Room gives you the freedom to build it all from scratch. The software is built upon two intuitive modes: Simulation Mode: A flexible planning sandbox where your creativity is the only limit. Draw routes, place units from different eras, adjust positions, and control time itself to map out any historical event exactly how you visualize it. Battle Mode: Watch your scenarios come alive. Battle against AI to see how units interact on the map based on your custom layouts, creating perfect visuals for educational purposes or storytelling. Whether you are a teacher looking to illustrate a lesson, a content creator aiming to produce clear historical visuals, or a history enthusiast wanting to express your creative power, War Room is your interactive canvas. Features That Command the Battlefield: 🌍 Terrain Generator: Create terrains from scratch with our generator, adjusting biomes, sea levels, and relief to build the perfect strategic landscape. 📦 Expandability: Experience the freedom of going beyond…

Supported languages

English

Steam categories

Category IDCategory
2Single-player
17Includes level editor
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejuslNot available
steam germany0Not available
igrs3Not available

Steam marketplace comparison data

Price History Overview

USD uses SteamPulse's own locally recorded daily store snapshots, so this overview reflects the exact regional price history that SteamPulse has captured for this currency.

Coverage And Tracking Window

  • Snapshots: 1
  • Coverage: Sep 22, 2026 to Sep 22, 2026
  • Lowest observed: $9.99
  • Highest observed: $9.99

War Room: Tactical Sandbox's USD price history spans from Sep 22, 2026 to Sep 22, 2026, with 1 recorded snapshot across 1 calendar day. Each row records the available final price, listed base price, and discount metadata for that observation. Within this coverage the lowest recorded price is $9.99, the highest is $9.99, and the first visible tracked price is $9.99. These comparisons apply only to the snapshots SteamPulse holds; missing observations can contain changes that are not represented here.

For USD, SteamPulse uses locally captured regional storefront snapshots and does not reconstruct older prices with exchange-rate conversion. The chart and table show the values recorded for this exact currency from the stated coverage start. Additional snapshots extend that record, but they do not fill unobserved days or prove what the storefront displayed between observations.

Discount Windows And Sale Timing

  • Discount windows: 0
  • Discounted days: 0 days
  • Deepest markdown: No discount tracked
  • Latest sale window: No sale window tracked

War Room: Tactical Sandbox's tracked USD rows do not contain a discount window. This means no available snapshot in the stated coverage has usable discount metadata; it does not prove that the game was never discounted. Missing snapshots or archived rows without complete metadata can hide a sale, so SteamPulse does not infer pricing strategy from this absence.

If a later snapshot includes discount metadata, it will appear here with its recorded depth, price, date, and sale name when available. Until then, this section should be read only as a description of the available rows, not as evidence about the publisher's promotion policy.

Observed Price Changes And Stable Runs

  • Observed price drops: 0
  • Observed price rises: 0
  • Longest stable run: 1 day of uninterrupted daily tracking
  • Current run: 1 day of uninterrupted daily tracking

Outside rows carrying discount metadata, the tracked price has not recorded a separate price rise or drop yet. That means the observed undiscounted level has stayed stable across the snapshots SteamPulse currently holds. This is a statement about the recorded coverage only; it does not prove that an older or missing price change never happened.

The longest unchanged price stretch in the current record lasts 1 day of uninterrupted daily tracking at $9.99, from Sep 22, 2026 through Sep 22, 2026. Among rows without discount metadata, the longest unchanged run lasts 1 day of uninterrupted daily tracking at $9.99. The latest run records $9.99 for 1 day of uninterrupted daily tracking as the same recorded undiscounted price. Run lengths describe consecutive stored observations only and do not establish that a price is permanent.

Latest Snapshot And Sales Context

  • Current price: $9.99
  • Current list price: $9.99
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records War Room: Tactical Sandbox at $9.99 in USD, with no active discount metadata. Across the available history SteamPulse has recorded 1 distinct final price in this currency. This supports comparisons with the lowest, highest, and most common values present in the retained record, subject to the stated coverage limits.

The live sales view and Steam sales record provide calendar context for these dates. A date overlap can be compared with a named Steam event, but it does not prove why a publisher changed a price. As new daily rows arrive, this overview recalculates its observed prices, discount windows, and run lengths automatically.

Regional Steam prices

CountryCurrencyFinal priceOriginal priceDiscount
United StatesUSD$9.99$9.990%
United KingdomGBNot availableNot availableNot available
Euro AreaEUNot availableNot availableNot available
AustraliaAUNot availableNot availableNot available
CanadaCANot availableNot availableNot available
IndiaINNot availableNot availableNot available
BrazilBRNot availableNot availableNot available
RussiaRUNot availableNot availableNot available
ChinaCNNot availableNot availableNot available
JapanJPNot availableNot availableNot available
South KoreaKRNot availableNot availableNot available
MexicoMXNot availableNot availableNot available
NorwayNONot availableNot availableNot available
PolandPLNot availableNot availableNot available
SwitzerlandCHNot availableNot availableNot available
New ZealandNZNot availableNot availableNot available
SingaporeSGNot availableNot availableNot available
Hong KongHKNot availableNot availableNot available
South AfricaZANot availableNot availableNot available
UkraineUANot availableNot availableNot available
KazakhstanKZNot availableNot availableNot available
IndonesiaIDNot availableNot availableNot available
ThailandTHNot availableNot availableNot available
MalaysiaMYNot availableNot availableNot available
PhilippinesPHNot availableNot availableNot available
VietnamVNNot availableNot availableNot available
United Arab EmiratesAENot availableNot availableNot available
Saudi ArabiaSANot availableNot availableNot available
IsraelILNot availableNot availableNot available
ChileCLNot availableNot availableNot available
ColombiaCONot availableNot availableNot available
Costa RicaCRNot availableNot availableNot available
KuwaitKWNot availableNot availableNot available
PeruPENot availableNot availableNot available
QatarQANot availableNot availableNot available
TaiwanTWNot availableNot availableNot available
UruguayUYNot availableNot availableNot available
ArmeniaAMNot availableNot availableNot available
ArgentinaARNot availableNot availableNot available
TurkeyTRNot availableNot availableNot available
PakistanPKNot availableNot availableNot available

Tracked regional price history

The tracked Steam price is stable at $9.99.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$9.99$9.99No changeNo discount
United KingdomGB0Not tracked yetNot availableTracking starts nowNo discount
Euro AreaEU0Not tracked yetNot availableTracking starts nowNo discount
AustraliaAU0Not tracked yetNot availableTracking starts nowNo discount
CanadaCA0Not tracked yetNot availableTracking starts nowNo discount
IndiaIN0Not tracked yetNot availableTracking starts nowNo discount
BrazilBR0Not tracked yetNot availableTracking starts nowNo discount
RussiaRU0Not tracked yetNot availableTracking starts nowNo discount
ChinaCN0Not tracked yetNot availableTracking starts nowNo discount
JapanJP0Not tracked yetNot availableTracking starts nowNo discount
South KoreaKR0Not tracked yetNot availableTracking starts nowNo discount
MexicoMX0Not tracked yetNot availableTracking starts nowNo discount
NorwayNO0Not tracked yetNot availableTracking starts nowNo discount
PolandPL0Not tracked yetNot availableTracking starts nowNo discount
SwitzerlandCH0Not tracked yetNot availableTracking starts nowNo discount
New ZealandNZ0Not tracked yetNot availableTracking starts nowNo discount
SingaporeSG0Not tracked yetNot availableTracking starts nowNo discount
Hong KongHK0Not tracked yetNot availableTracking starts nowNo discount
South AfricaZA0Not tracked yetNot availableTracking starts nowNo discount
UkraineUA0Not tracked yetNot availableTracking starts nowNo discount
KazakhstanKZ0Not tracked yetNot availableTracking starts nowNo discount
IndonesiaID0Not tracked yetNot availableTracking starts nowNo discount
ThailandTH0Not tracked yetNot availableTracking starts nowNo discount
MalaysiaMY0Not tracked yetNot availableTracking starts nowNo discount
PhilippinesPH0Not tracked yetNot availableTracking starts nowNo discount
VietnamVN0Not tracked yetNot availableTracking starts nowNo discount
United Arab EmiratesAE0Not tracked yetNot availableTracking starts nowNo discount
Saudi ArabiaSA0Not tracked yetNot availableTracking starts nowNo discount
IsraelIL0Not tracked yetNot availableTracking starts nowNo discount
ChileCL0Not tracked yetNot availableTracking starts nowNo discount
ColombiaCO0Not tracked yetNot availableTracking starts nowNo discount
Costa RicaCR0Not tracked yetNot availableTracking starts nowNo discount
KuwaitKW0Not tracked yetNot availableTracking starts nowNo discount
PeruPE0Not tracked yetNot availableTracking starts nowNo discount
QatarQA0Not tracked yetNot availableTracking starts nowNo discount
TaiwanTW0Not tracked yetNot availableTracking starts nowNo discount
UruguayUY0Not tracked yetNot availableTracking starts nowNo discount
ArmeniaAM0Not tracked yetNot availableTracking starts nowNo discount
ArgentinaAR0Not tracked yetNot availableTracking starts nowNo discount
TurkeyTR0Not tracked yetNot availableTracking starts nowNo discount
PakistanPK0Not tracked yetNot availableTracking starts nowNo discount

United States price history (USD)

Tracked price is stable at $9.99.

DateCurrent priceOriginal priceDiscountSource
2026-09-22$9.99$9.99No discountSteam Store

Most visited Steam Store games

RankGameLatest observed playersTracked peak
1Counter-Strike 2641,70522 September 2026 - 10:10:10 UTC1,818,368
2Mechabellum2,13722 September 2026 - 02:49:46 UTC5,341
3Once Human15,55322 September 2026 - 10:05:23 UTC231,343
4Wallpaper Engine66,11322 September 2026 - 08:05:09 UTC150,271
5Human Fall Flat1,09622 September 2026 - 03:39:41 UTC127,516
6下一站江湖Ⅱ9522 September 2026 - 01:22:30 UTC4,637
7月圆之夜 (Night of Full Moon)25122 September 2026 - 06:07:53 UTC1,501
8Gems of War - Puzzle RPG63422 September 2026 - 01:32:17 UTC2,965
9Dota 2502,47522 September 2026 - 10:10:34 UTC1,291,328

Related Steam games by tag and genre

Indie

GameLatest observed playersTracked peakReviewsDeveloper
Bongo Cat151,28922 September 2026 - 06:26:51 UTC193,859108,446Marcel Zurawka, Julius Krüger
WARDOGS143,50722 September 2026 - 06:26:51 UTC399,748Not availableBULKHEAD
Valheim76,53322 September 2026 - 06:26:51 UTC498,478533,888Iron Gate AB
TBH: Task Bar Hero75,31022 September 2026 - 06:26:51 UTC546,13043,714Nugem Studio, Tesseract Studio
Wallpaper Engine66,11322 September 2026 - 08:05:09 UTC150,2711,008,495Wallpaper Engine Team
Rust55,92822 September 2026 - 09:26:37 UTC259,6461,359,516Facepunch Studios
Slay the Spire 248,19822 September 2026 - 06:26:52 UTC574,638199,438Mega Crit
Palworld44,78922 September 2026 - 08:52:44 UTC2,101,535451,088Pocketpair
Stardew Valley34,53622 September 2026 - 06:26:52 UTC236,6141,016,067ConcernedApe
tModLoader31,75725 July 2026 - 06:44:20 UTC78,825365,372TML Team
Project Zomboid30,67722 September 2026 - 10:13:11 UTC122,811467,999The Indie Stone
Terraria24,49922 September 2026 - 09:28:55 UTC486,9181,521,492Re-Logic

Simulation

GameLatest observed playersTracked peakReviewsDeveloper
Bongo Cat151,28922 September 2026 - 06:26:51 UTC193,859108,446Marcel Zurawka, Julius Krüger
WARDOGS143,50722 September 2026 - 06:26:51 UTC399,748Not availableBULKHEAD
War Thunder39,64722 September 2026 - 09:27:42 UTC125,317781,076Gaijin Entertainment
Stardew Valley34,53622 September 2026 - 06:26:52 UTC236,6141,016,067ConcernedApe
VRChat31,48422 September 2026 - 10:08:31 UTC74,217261,953VRChat Inc.
Project Zomboid30,67722 September 2026 - 10:13:11 UTC122,811467,999The Indie Stone
Don't Starve Together22,75422 September 2026 - 08:28:16 UTC122,662531,182Klei Entertainment
RimWorld21,06422 September 2026 - 06:26:58 UTC95,851239,107Ludeon Studios
Hearts of Iron IV20,80622 September 2026 - 05:40:05 UTC93,196366,107Paradox Development Studio
Escape from Tarkov19,45722 September 2026 - 09:38:27 UTC46,24962,122Battlestate Games
Mount & Blade II: Bannerlord19,41322 September 2026 - 09:04:13 UTC248,034297,199TaleWorlds Entertainment
EA SPORTS FC™ 2617,48722 September 2026 - 06:36:42 UTC159,35063,186EA Canada, EA Romania

Strategy

GameLatest observed playersTracked peakReviewsDeveloper
Dota 2502,47522 September 2026 - 10:10:34 UTC1,291,3282,758,031Valve
Slay the Spire 248,19822 September 2026 - 06:26:52 UTC574,638199,438Mega Crit
Baldur's Gate 327,36122 September 2026 - 06:26:52 UTC875,343836,282Larian Studios
Don't Starve Together22,75422 September 2026 - 08:28:16 UTC122,662531,182Klei Entertainment
Sid Meier’s Civilization® VI21,40222 September 2026 - 04:05:15 UTC162,314378,077Firaxis Games, Aspyr (Mac), Aspyr (Linux)
RimWorld21,06422 September 2026 - 06:26:58 UTC95,851239,107Ludeon Studios
Hearts of Iron IV20,80622 September 2026 - 05:40:05 UTC93,196366,107Paradox Development Studio
Mount & Blade II: Bannerlord19,41322 September 2026 - 09:04:13 UTC248,034297,199TaleWorlds Entertainment
BOMBANANA! Demo18,48030 June 2026 - 13:15:20 UTC40,119331Lefto Studio
Black Desert17,94622 September 2026 - 08:45:29 UTC59,91792,632Pearl Abyss
Total War: WARHAMMER III17,48022 September 2026 - 01:22:42 UTC166,519142,349CREATIVE ASSEMBLY, Feral Interactive
7 Days to Die17,03422 September 2026 - 08:46:56 UTC124,449398,822The Fun Pimps

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