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Wargame: Red Dragon on Steam

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The new reference in RTS at its best! The Wargame series returns to duty, larger, richer and more spectacular than ever before. In Wargame Red Dragon, you are engaged in a large-scale conflict where Western forces clash against the Communist bloc.

Wargame: Red Dragon is a strategy, rts and military game developed and published by Eugen Systems.
Released on April 17th 2014 is available on Windows, MacOS, Linux, Steam Deck and Steam Machine.

It has received 19,183 reviews of which 17,036 were positive and 2,147 were negative resulting in a rating of 8.7 out of 10. 😎

The game is currently priced at 29.99€ on Steam, but you can find it for 8.32€ on K4G.


The Steam community has classified Wargame: Red Dragon into these genres:

Media & Screenshots

Get an in-depth look at Wargame: Red Dragon through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: WINDOWS XP SP3/WINDOWS VISTA SP2/WINDOWS 7,8,10,11
  • Processor: AMD/INTEL DUAL-CORE 2.5 GHZ
  • Memory: 2048 MB RAM
  • Graphics: 256 MB 100% DIRECTX 9 AND SHADERS 3.0 COMPATIBLE ATI RADEON X1800 GTO/NVIDIA GEFORCE 7600 GT/INTEL HD 3000 OR HIGHER
  • Network: Broadband Internet connection
  • Storage: 20 GB available space
  • Sound Card: DIRECTX 9 COMPATIBLE
  • Additional Notes: INTERNET CONNECTION REQUIRED FOR ONLINE GAMING
MacOS
  • OS: MAC OS X 10.7
  • Processor: INTEL CORE 2 DUO 2.4 GHZ
  • Memory: 2048 MB RAM
  • Graphics: 256 MB ATI RADEON HD 4670/NVIDIA GEFORCE GT120/320M OR HIGHER
  • Network: Broadband Internet connection
  • Storage: 20 GB available space
  • Additional Notes: INTERNET CONNECTION REQUIRED FOR ACTIVATION AND ONLINE GAMING
Linux
  • OS: UBUNTU 12.04 LTS 64bits/UBUNTU 12.10 64bits/SteamOS 64bits
  • Processor: AMD/INTEL DUAL-CORE 2.5 GHZ
  • Memory: 2048 MB RAM
  • Graphics: 256 MB SHADERS 3.0 COMPATIBLE. ATI RADEON X1800 GTO/NVIDIA GEFORCE 7600 GT/INTEL HD 3000 OR HIGHER
  • Network: Broadband Internet connection
  • Storage: 20 GB available space
  • Additional Notes: INTERNET CONNECTION REQUIRED FOR ACTIVATION AND ONLINE GAMING

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

5741 hours played
Sept. 2026
I genuinely believe that Eugen should be legally responsible for fixing a product that they knowingly sold in an almost unplayable state (at least if you're not playing it in multi-player). Hear me out. I don't expect the AI in Wargame: Red Dragon to be strategically brilliant. I fully recognize that building an AI capable of competently handling the game's enormous number of units, terrain interactions, reconnaissance, logistics, combined-arms tactics, and operational decisions would be an extremely difficult problem. My criticism is much more basic than that. The game's AI frequently appears incapable of handling even elementary, single-unit tactical decisions. It often ignores the most fundamental characteristics and intended roles of the units it controls, producing behavior that is not merely suboptimal, but downright nonsensical. For example, the AI will sometimes repeatedly send individual air-defense vehicles toward an enemy position even after every friendly unit that could conceivably need their protection in that area has been destroyed - sometimes many minutes earlier. At that point, the AA vehicles are not making a questionable strategic decision; they are simply driving toward the enemy and getting killed for no apparent purpose. Similarly, vehicles whose weapons fundamentally require them to stop before firing can behave as though that limitation doesn't exist. Swedish Strv 103s, for example, may continue driving directly toward a group of BTR-90s, passing through their effective range and getting destroyed without stopping to make use of their own weapons. The AI seems unable to recognize the most elementary relationship between a unit's movement and its ability to employ its weapon effectively. Another recurring example is the behavior of lightly armed APCs. An APC may encounter an enemy at close range and spend minutes firing its essentially useless 7.62 mm machine gun at it while refusing to dismount the infantry it is carrying - even when those infantry could destroy the opposing unit almost immediately. The transport vehicle is effectively sacrificing itself while its actual combat element sits inside it unused. Transport helicopters can exhibit essentially the same problem. A helicopter carrying infantry may encounter an enemy and choose to engage it with its weak onboard machine guns rather than unload the troops it is carrying. Again, this isn't a failure to formulate a sophisticated battlefield plan. It is a failure to recognize the basic purpose of the unit and the capabilities of its passengers. These examples are important because they demonstrate that the problem is not simply that the AI makes poor strategic choices. The AI frequently fails at decisions that could reasonably be handled by very simple rules: * A vehicle should recognize when its primary weapon cannot be used effectively while moving. * A unit should avoid engaging an enemy it cannot meaningfully damage with its available weapons. * A transport carrying infantry should generally unload those infantry when they are better suited to deal with the immediate threat. * An AA vehicle should have some concept of what it is actually protecting. * A unit should recognize when continuing to move toward an enemy is simply going to result in its destruction without accomplishing anything. None of this requires an AI capable of playing like a human. It doesn't require sophisticated operational planning or an understanding of combined-arms doctrine. These are essentially basic unit-level state and priority decisions. That is what makes the state of the AI so frustrating. This is a very complex tactical game, and I would have no problem accepting an AI that occasionally makes poor decisions because of that complexity. But there is a fundamental difference between an AI making a bad tactical decision and an AI apparently failing to understand what its own units are capable of doing. The result is that the single-player experience can become less of a battle against an opposing force and more of an exercise in exploiting the AI's numerous behavioral deficiencies. The player isn't necessarily defeating an opponent that made worse decisions; they are frequently watching units behave in ways that a reasonably attentive human player would never consider. This leaves me with the uncomfortable impression that Eugen treated the AI as something that merely needed to exist rather than something that needed to provide a competent single-player experience. I don't expect perfection, and I don't expect the computer opponent to match a skilled human. But I do expect the developer to make a serious effort to ensure that individual units at least behave in accordance with their weapons, capabilities, and roles. At times, the game gives the impression that this effort simply wasn't made to anything approaching an adequate degree. And if the single-player component is part of the product being sold to customers, I consider that a serious deficiency - not merely an amusing quirk of an otherwise sophisticated game.
12 hours played
Aug. 2026
Probably the best wargame I’ve played to this day. Game can be described as a real- time battlefield command simulator, where you take control of allied forces and have to make the right decisions under constant pressure. The game is incredibly well- designed and offers a huge variety of units, each with its own unique characteristics and role. Even after the time I’ve spent playing it, I’ve only partially figured out how the military structure works and how to properly conduct maneuvers without getting completely destroyed by the AI in easy difficulty within five minutes. This is definitely not a game for casual strategy fans. You really need to understand what you’re doing, learn how different units work, and think carefully about your decisions. If you enjoy deep and challenging wargames, I can absolutely recommend this one.
892 hours played
Aug. 2026
Just a classic RTS with no basebuilding and forgiving micro. One of the all-time greats.
175 hours played
March 2026
I quite enjoyed the single player campaigns in this game. The game occupies a middle ground in strategy games where individual unit cannot be micromanaged but are still important enough to matter. This makes placing units in a position to succeed as important as the choices about the quality and types of units that you choose to deploy. A low quality infantry unit can defeat a much higher quality tank if it is placed in a forest or a town where it can perform a close-up ambush, whereas that tank might destroy more points of enemy units than it cost to deploy if it is positioned in cover with good line of sight. There is an element of rock-paper-scissors where certain unit types are easily countered by others (air defense versus helicopters, helicopters versus tanks) but each unit type is highly effective when played well and easily lost if mismanaged. I liked the variety of units and nations available in the game. As a military history/technology nerd, it's fun to see all the different vehicles and weapon systems countries deployed, as well as seeing how each nation fielded equipment suited to its needs and strengths. The individual campaigns show off the units from the new countries and I like the slightly alternate history takes for the inspiration and there is a good mix of playing offense, playing defensive, playing the higher technology force, and playing the lower technology force. The mobility of units helps show how some "weaker" formations generate great value by their ability to cross multiple territories in a single turn. There is nothing quite so much fun (or quite so frustrating) as slipping airborne units through a gap to occupy an enemy airbase or block an enemy army's ability to retreat. If I had one criticism of the basic gameplay, it is that the AI tends to be very aggressive unless it thinks it is horrifically outgunned, at which point it becomes very passive. I found that most battles ended up being about circling the wagons in defensive positions while trying to outlast an overly aggressive enemy. This was still challenging and fun, but it also meant that I could avoid the risk of attacking most of the time. The naval units got a mixed reception and I think they worked better in the littoral realm than in the deep sea, where ships just ended up moving around like tanks on blue grass. The one thing that would have made this game absolutely legendary in my view would have been if it had shipped with a campaign editor. I have no idea how viable that would have been from a technological point of view, but by Red Dragon, we've got a huge variety of units across a lot of different nations. There are dozens of historical conflicts, near-conflicts, and hypothetical conflicts that could have been played out across the globe and the ability for players to create the scenarios that they developers did not have the opportunity to create themselves would have provided a ton of value. Overall though, this is one of my favorite games and I enjoyed coming back to it after spending five or six years away. I felt sad to finish the final campaign because I'll miss the gameplay (and I'm looking forward to getting into Warno once the campaign is fully available).
36 hours played
Feb. 2026
If you're expecting to just click units around in attack waves, turn around. It's complex, has a medium learning curve and requires tactical thinking. You have to think what kind of unit works best in a given scenario, and make the best use of the assets you have. There are several factions with a ton of units on the basic game, and you can get even more with the DLCs. In terms of tactical wargames, Red Dragon is golden.

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Frequently Asked Questions

Wargame: Red Dragon is currently priced at 29.99€ on Steam.

No, Wargame: Red Dragon is currently not on sale. You can purchase it for 29.99€ on Steam.

Yes, Wargame: Red Dragon received 17,036 positive votes out of a total of 19,183 achieving a rating of 8.68.
😎

Wargame: Red Dragon was developed and published by Eugen Systems.

Yes, Wargame: Red Dragon is playable and fully supported on Windows.

Yes, Wargame: Red Dragon is playable and fully supported on MacOS.

Yes, Wargame: Red Dragon is playable and fully supported on Linux.

Yes, Wargame: Red Dragon is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Wargame: Red Dragon is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Wargame: Red Dragon does not support VR.

Wargame: Red Dragon offers both single-player and multi-player modes.

Wargame: Red Dragon offers both Co-op and PvP modes.

Yes, there are 9 DLCs available for Wargame: Red Dragon. Explore additional content available for Wargame: Red Dragon on Steam.

No, Wargame: Red Dragon does not support mods via Steam Workshop.

No, Wargame: Red Dragon does not support Steam Remote Play.

Yes, Wargame: Red Dragon is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Wargame: Red Dragon.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 06 October 2026 06:18 UTC
SteamSpy data 27 October 2026 09:53 UTC
Steam price 27 October 2026 04:02 UTC
Steam reviews 21 October 2026 05:57 UTC

If you'd like to dive deeper into the details about Wargame: Red Dragon, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Wargame: Red Dragon
  • SteamCharts - Analysis of Wargame: Red Dragon concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Wargame: Red Dragon compatibility
Wargame: Red Dragon PEGI 16
Rating
8.7
17,036
2,147
Game modes
Multiplayer
Features
Online players
190
Developer
Eugen Systems
Publisher
Eugen Systems
Release 17 Apr 2014
Platforms
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