
Supreme Commander: Forged Alliance
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Supreme Commander: Forged Alliance
Command huge real-time strategy battles built around land, naval, air, base, and experimental forces. The single-player campaign follows humanity’s scattered forces as they unite against a new threat. A new faction is also playable in multiplayer. 96% of 9,957 player reviews are positive on Steam. The Steam PC version offers single-player and multiplayer.
Credits
Lowest recorded in 36 months
$2.592023-11-21 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
| French | Yes | — | — |
Show 6 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | — | — |
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Czech | Yes | — | — |
| Polish | Yes | — | — |
| Russian | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Modes and scale
The Steam PC version has a single-player campaign and multiplayer. It adds a playable faction and 110 new units.
Language
Steam lists German among the interface languages. Audio and controller support details are not established here.
03Frequently asked questions
What is the campaign about?
The campaign follows humanity's remaining forces as they unite against a new threat.
Does it have multiplayer?
Yes. Steam PC includes multiplayer, with a new playable faction and new maps.
What new units are included?
The description lists 110 new land, sea, air, base, and experimental units.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
The game which is boring for me, but great for others strategy players. https://steamcommunity.com/sharedfiles/filedetails/?id=1820897815 First of all, I didn't play it in 2007-2011. I have just installed it in a middle of 2019. The graphics is extremely outdated. So, my first expressions were negative. I have started a campaign. I watched intro cinematics, it reminds me a cheap sci-fi movies of 80s. Finally, I have started the game. The game explains nothing, just give tasks. OK, I realized how to build a base, made random units ( i had access to 40 units in the first mission, wow, really). Made a huge army, sent them to the attack. They died. OK, I made a bigger army, destroyed a couple of defenses. I repeated this for several times and completed a task. I got new task. Go to another point and destroy units there. So, I have just made bigger army.... I don't know... It is not great. It plays as Make a Big army simulator. I suppose there is a deep gameplay at later stages, but the game doesn't engage enough to continue playing. https://steamcommunity.com/sharedfiles/filedetails/?id=1820897922 Pros - Other people say it is the game with very deep mechanics - Still alive. You can play multiplayer Cons - It looks bad - Units even of one nation look the same - Campaign story is below average - Economic part of the game is primitive https://steamcommunity.com/sharedfiles/filedetails/?id=1820897851 Resume The game has a lot of positive reviews, so probably I am wrong, but I didn't like that game. Graphics is ugly, units look all similar, campaign is nothing exceptional, gameplay is boring. So, I can't recommend this game, but I think you should write other review/ watch gameplay videos before making a decision.Show moreShow less
YES I DO RECOMMEND THIS GAME. One of the most under-appreciated games of all time. The most positively user reviewed game tagged with RTS on Steam. Mediocre campaign generally speaking, but containing the BEST real-time strategy gameplay... ever. When you have learned how to play it properly (50+ hours at least), you realise that SupCom FA does real-time strategy better than any other RTS in the world. An RTS should allow the player to use all the systems he has at his disposal, and use those systems -and his excellent knowledge and wisdom- to make TOOLS in which he uses to complete the objective. Let me explain. In other RTS games, you get resources, you put those resources into aggressive units, and you attack the enemy. In Supreme Commander, you have a basic start, and then the rest is completely up to you. There are many resources: Mass, Energy, Time, "Build Power", "Micro", but it is completely open so that you can choose exactly what to do with your resources, to execute some strange and excellent strategy that YOU created just now on the spot. You have so many units available to you to use in new ways. These units are not limited to merely 'aggression'. The magnificent unit diversity allows for all sorts of strategic applications. And not just units, but buildings too. You could send an engineer out right into enemy territory, get it to build a Stealth Generator, construct a Tactical Missile battery, and snipe the enemy commander. This is a logical combination of only THREE units, and none of them the typical 'go and shoot stuff' aggressive units you find in other RTS games. You could teleport a Support Command Unit into the heart of the enemy turtle base and destroy the Strategic Missile Defense in his three seconds of life so that your nuclear missile can do its job. You could send a decoy squadron of Interceptors along one flank of the enemy's base so that your transport drop of an army can get past his horde of Air Superiority Fighters and do damage to the base. You could choose to put your resources into Mass Extractor upgrades and engineers, so that your engineers can focus their build power on speeding up the upgrades one by one, and so run away with exponential increase economy. Actually, that last one is done by all good players anyway. But you can do it as much as you like. There are endless combinations. The situation is never 'I have x resources, I can put them into y firepower' it is 'I have x spare engineers - I can put some on reclaim and use those bonus resources from reclaim to go into ecenomic upgrades', and 'I have x spare resources that are being wasted sitting in my storage instead of being aggressive units that could get me more ground and Mass Extractors or shields that could give me better hold of what territory I have already claimed', etc.. Your Mass resources can take the form of strong and heavy turrets. Your Energy resources can take the form of air scouts. But they do not have to stay in those forms. In SupCom you can reclaim those resources by dismantling structures and units through your build power. This unlocks massive intuition, adaptation, and freedom - aspects that encourage strategy. It feels right in an RTS that you can switch up your techniques so easily. You cannot go back to the cold dark RTS games where dumping resources into the wrong form dooms you. Reclaim is certainly not the only thing in SupCom that makes it so outstanding. It gets everything right. It is the combination of unit variety, resource conversion, scale, and control that makes up so great strategic freedom. I cannot put into words how perfectly Supreme Commander gets strategy. Everyone needs to enjoy the satisfaction of having such freedom of strategy. Admittedly, it is quite a learning curve for the first few hours, and then you think you've got it, but then you find you got the basics, and you need to build complexity on those basics so you can unlock more learning curve. It's hard to do, but you can expect so much from such freedom. And if you can't grasp it, just play it simple: get the economy right, and turtle. Lots of players do this. They pick a map with one thin line or gap so that the two teams can hold the line or gap against the other team while everyone gets a superpowered economy and shoves firepower into the middle. Not much strategy, but enough to satisfy many. (This paragraph: some re-iteration and self-explanation; skippable. Supreme Commander features the most streamlined control options I have ever seen in an RTS, and a unit/race balance that is far more dependable than other RTS games. Though this may limit the diversity of faction units and maps, it is for the benefit of having a clean canvas on which the players can work fair and beautiful strategic destruction. Personally, I find the mathematical artistry of strategy war gaming to be more greatly rendered in Supreme Commander Forged Alliance than in any game in the world (apart from chess). This aspect is what captures my interest. The breadth and depth of strategic warfare are greater in Supreme Commander than in the tens of other RTS games I have played. Behind the steep learning curve and the very small scale match start lies pure strategy that is more refined and accessible. Supreme Commander does better in enabling the player to develop their strategic brainstorming and application without restraint, achieving their own art of war through the perfect mechanics of Supreme Commander. I know this is all wordy and may not carry much solid fact, but it is a difficult understanding to explain. For me, where other RTS games seem to sit on the same strategy of rush with the right mix of different unit types, Supreme Commander opens Real-Time Strategy to what it was always supposed to be: the set-up necessary to allow the players to continuously evolve their own strategies in matches that are as much of the mind as of the mouse.) (This paragraph: more re-iteration, skippable) (Comment from YouTube video AKAN8KMtB7k) Supreme Commander can be challenging to get into, but features the most fluidly interweaving mechanics for strategic invention in all of real-time strategy gaming. Each match is a field of tools waiting for the player. Resources -both hard and soft- are convertible, increase exponentially, and recyclable. Units are diverse, effective at their purposes, and highly manageable, with order queueing, queue ordering, formations, patrols, assist, and synchronised execution. Tactical combinations are nearly unlimited, and the unit limit is complementary. Factions have styles and military doctrines which feed into their unit designs and strategic weights. All these carefully tuned, ahead of their time gameplay features combine to form freedom of strategy. When you explore the options, struggle back and forth with a worthy opponent, and invent your own technique to achieve a perfect check-mate, that is the pinnacle of strategic experience. And that's to say nothing of the giant robots, super lasers, nuclear explosions, murmurations of fighters, booming cannons, smoking wrecks, sinking battleships, parallel missile trails, shimmering shields, clanking factories, trampled trees, calculated projectile physics, and the noble yet invigorating militaristic soundtrack. Watching this pretty game is satisfying enough, and years-strong casting channels are full of community support. Short story: grand scale of war, control of your forces, freedom of strategy... BEST RTS EVER. Get it. Or at least watch some casts by Gyle on YouTube. Be warned, many of them are epic, that means potentially hours long, and yes, skirmishes do last that long because SupCom is epic. And then get Forged Alliance Forever - the community lobby, which I could write another entire review for.Show moreShow less
I found that Supreme Commander was such a brilliant game when it was first released i played it over and over again non stop (retail copy then not steam for you trolls who have noticed my game hours are not too great) i loved the commander and how things were built, loved the variety of ground, air and sea units and loved multiplayer with my mates, however things change. Firstly the fact the game only uses 1 thread of 1 CPU in your system and as a result as the game goes on it piles where your units are where theirs are, shell trajectorys the AI tactics and so on and so forth into 1 thread so it bottlenecks after a period which in turn later on will slow the game down to every game second takes 3 real seconds, you can get the saurion ai patch to fix this somewhat. Unit AI more specifically YOUR unit AI, you spend the game not fighting the enemy but fighting your units as ground units will happily try and shell the tank that is behind a hill that they cant hit due to said hill in the way whilst being cleaned up by enemy tanks that have decided to come around the hill until they have line of sight, air units that just sit on the ground and when an enemy plane comes into range will just pick up and land somewhere else instead of engaging, usually when they take they are then destroyed by any fighters the enemy choose to bring with them. Sea units are just like tanks and will try and shell things that are out of sight. The commander and anyother building unit can build/capture at range however they like to drive right up to your blueprint or enemy structure before attempting to build or capture, sometimes circling the object until they have found a direction they prefer to face. Build time is important and building quick is important so any seconds you can save is great but when your commander or engineers fuss about getting into position its very frustrating. Super units are a great thing to build the hardship of your labours, of getting a good economy going to support building such a massive thing, the satisfaction of being able to survive this long to have built such a device and of corse the joy when it is finally complete and the sense of power that runs through you sends a chill up your spine....... but its short lived. Super units are just as dumb as everything else in your arsenal if not worse i built a monkey lord from the cybran team and sent him off on his merry down the map just as the enemy team (aion) sent up their sacred assualt bot, now the monkey lord has a sweeping red laser which has a greater range than the laser on the assault bot so i though yeeeessss this should not be a problem and promptly told him to attack their assault bot only for him to walk straight by the bot whilst targeting tech 1 tanks of his own choosing stop when he had walked past it out of range of his laser and turn to try and correct this, obviously this was to late cause as soon as he got in range the assault bot had hit him with his laser during the pass and exploded as he stopped then the assault bot promptly cleaned up my base. Obviosly this game has been out a while so this review comes late but its just a warning to any people looking at getting this for the first time be prepared to be frustrated beyond belief at controlling one of the dumbest AI's ever in a strategy game, i cant be bothered to even try and defend this.Show moreShow less
1.Fiend buys me game 2.I play skirmish with EZ bots 3.After crushing bots we play real game without cheats 4.I have to deal with actual probelms now 5.I never have enough mass 6.Me and my friend are on the same team so he destroys all of the enemies 7.Just before destroying the last AI my friend says "You were too bad this game" 8.I hear the words "Tactical Nuke Inbound" but its alright I have tactical missle defences 9.Found out those nukes weren't from the enemy 11/10-Would find who my real friends are again.Show moreShow less
This review is mostly me talking from a very slow computer. It looks cool, and has a real potential for hours of fun. However, If your computer is really slow, it'll be, well, slow. I'm not saying it's bad, just warning slow computer users. and this isn't really bad, it's just to be seen.Show moreShow less
Nuked myself by accident. 5/5Show moreShow less
I want so badly to love this game, I really do. But the simple fact of the matter is, despite the rabid fanboys gushing over it, Supreme Commander: Forged Alliance is an incredibly mediocre game in many of the most important areas. Don't get me wrong, there are good aspects. The unit variety is good, the graphics are superb, and once you get established the experimental units are a lot of fun. However, the game is plagued by issues that only the most obsessive strategy nerds will overlook, which is one reason why this game has cult status but little widespread appeal. The most obvious is the GUI. It's cluttered, gives little indication as to what the buttons actually do, and even the unit buttons are so tiny and difficult to identify that you'll often spend several seconds trying to find the one you want, which in this brutally unforgiving game is a death sentence (more on that later). The units, while varied, are classified into "tiers" which basically means every unit in the first tier is copy-pasted into the next higher tier, given a higher cost and better stats, and a new visual design. So most of the game, instead of balancing units by their individual characteristics, revolves around knowing the exact microsecond at which to start upgrading to the next tier. And if you have poor timing and try to tier up too early or too late, you can usually expect the game to give you a fat middle finger in the form of having no hope of recovering and defeating your enemy. Of course, I can't talk about the game's focus on ridiculously specific tier upgrade time frames without talking about the other ridiculous and equally crucial aspect that is resource management. You have two resources, which shouldn't be hard to manage but they've made sure it is by putting all your resource data in a tiny bar at the top of the screen from which you must divine exactly how much you can spend without power stalling. This plays into the UI problems, as both the resource bars and the costs of each unit are difficult to read and often leave you trying to figure out how much you can afford to spend, and usually making wildly incorrect guesses which the game will happily punish you for. The units themselves often have subtle differences between tiers and factions that WOULD make them more interesting and useful, if the game gave you any indication whatsoever of what the units do and how they can be useful. The game's tutorial is short and pathetic, and will leave you struggling to figure out the cumbersome UI and completely clueless as to what units fit what roles. Unless you have a calculator handy and don't mind pausing every 10 seconds, you'll never know what ratio of damage/armor to unit cost you're running, and where most games organically and intuitively place units in their own distinct, easy-to-understand roles, the roles that this game's units fill are so disparate and awkwardly mashed together that you could write a dissertation on the strategic roles of each one. Again, this complexity might be great to hardcore strategy nerds, but I do mean HARDCORE because to anyone else it's going to be hours of miserable trial and error before you can begin to enjoy yourself. I've played about six hours now and still have little if any idea of what any particular unit does, what it's good for, what it's weak against, etc... outside of its basic role of "does it shoot ground or air" and "is it long range or short range". The units' designs in and of themselves reflect this completely nonsensical mashing-together of capabilities with equally frustrating and unintuitive size comparisons. So you have this unit that towers over the battlefield, surely it's more than a match for this tiny little spider? Well guess again, because that tiny little spider is a sniper that will rip your giant walker apart before it gets in range. Units are usually viewed as tiny swarming ants on a vast battlefield, but there's no natural size-to-armor or size-to-firepower relationship, making it even more difficult to understand the game. Even the massive experimental units experience this, because while they're quite powerful, their volume-to-armor ratios are complete ♥♥♥♥♥♥♥♥♥♥. How are you supposed to tell what units do what? By slowly reading the manual and trying to remember which of the sixteen nearly-identical tanks is the one you need? All of this compounds with the fact that the game is terribly optimized, chugging even on modern machines, with units often taking several seconds to register their orders (if this is because the pathfinding is offloaded to another thread, then what's the excuse for my garbage framerate even at minimum settings?) Overall, even if I decide to buckle down and learn how to play this insane game (I do love strategy games, being a fan of Command and Conquer and to a significantly lesser extent Starcraft), I'm not sure I can ever recommend a game that so vigorously spites anyone who buys it with the apparently wild expectation that it make sense and have an actual learning curve, instead of this game's learning cliff. It's just a complete mess and profoundly un-fun to play.Show moreShow less
This is hands down the best RTS ever made. Pros: - 1000s of units - Simulated projectiles can hit other things. (I've seen an anti-air turret shoot down a nuke) - Bubble shields - MASSIVE experimental units - Explosions - Massive scale, the battleships feel impressive next to the smaller T1 units - Scaling economy, you don't "buy" units like in SCII or a lot of other RTS games, you build them, draining your resources over the course of their construction time - 1000s of units Cons: - The unit movement is a bit weird sometimes - If you're reading this review you probably don't own the game yet, luckily this con is easily fixable Update a decade later: FORGED ALLIANCE FOREVER! This catchy slogan is also name of a fan-made client with a thriving community that shows no signs of slowing down.Show moreShow less
Way back when, I chose the dawn of war games over SupCom. Those DoW games got me into the corresponding tabletop hobby, and I couldnt be happier with the people I've met and all the friends I've made from just buying one little game. A couple days ago, I spotted this on steam and decided to give it a try, see what I would have gotten had I chose this game instead. Before I go on, let me explain that I have always loved RTS games. DoW, AoE, Stronghold, C&C, etc. So when I saw this game and the massively positive reviews for it, I bought it straight away! It looked awesome, whole armies crushing your enemies underfoot, whats not to like? The game worked for me, only one crash while I was in the tutorial. So no problem there. The problem was, well, the mechanics. I am used to a minimap, when I play againest my competitive friends, the minimap is needed for survival. The tutorial pointed out pretty quick that my screen IS my minimap. Great. Not only did I keep forgetting about it, its also extremely awkward to use. I kept playing without using it, making it seem to me that I was alone, when in fact there was a huge battle going on around me, and I couldnt see it. Secondly, there is a STEEP learning curve. The Controls take way too long to learn and master. I consider myself atleast competent when it comes to RTS's, I can normally figure out the controls in a game or two. With this game? Well, you may notice that I only have TWO hours played on it, and also that I've returned it. Well, thats because these games take HOURS to play. You can't bang out one game in a hour. Heck no. You have to be willing to SIT THERE and WAIT. Wait for your eco to boost up, wait for your buildings to build, wait for your units to be created. Each unit has around a 7-10 second timer. Even the weak units. Yes it has a HUGE pop cap of up to 1000, which is awesome. But for one thing. I can't get any resources. The game wont give you ANYTHING starting out, and resources come in at a TRICKLE. For my first skirmish game after the tutorial, I tried setting it on huge resources or whatever, and it does not have any. You are stuck with the regular resources, which let me tell you, are gone faster then ice placed in the middle of the sahara desert. I had to use CHEATS. CHEATS. To explore the mechanics of the game more fully. I am not one of those people who can sit down for 4-5 hours on ONE game. This game is for you if you like slow paced afternoon-length games. If you cant invest the time and effort it takes to play this game, dont buy it. I spent two hours with this game. Only played ONE game. And I couldnt even finish it because it got boring using the cheats since it took to long trying to play the game with normal resources and setup. Poor economy, poor unit build time, confusing map interface, extremely long length game battles without the resources to easily get said long games off the ground effectively, this is a MASSIVE dissapointment to me. Buy if your a HARDCORE RTS player who can spend hours in ONE GAME. If you like RTS' but dont want to invest hours in a single match, or are new to the genre on a whole, or just a casual gamer, SKIP. When I think of the people who might like this game, I think of a old man in his mid 70s. It requires ALOT of patience. Kudos to anyone who can sit through it, I sure as h*ll cant. Its like you build a beautiful mansion, but then don't install plumbing or power, and only use one room out of the whole mansion. Dissapointed, gave it a chance, glad I chose DoW. Skip if you like anything thats not snail-paced.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
