Store data
- UK price
- £16.99
- US price
- $17.09
- Positive reviews
- 69%
- Total reviews
- 200
- Release date
- 16 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
7 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 73 | -117 | -61.6% | 21 | +47.0% |
| October 2026 | 73 | -117 | -61.6% | 22 | +83.5% |
| September 2026 | 190 | — | — | 12 | — |
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| United KingdomGBP · GB | GBP | £16.99 | £15.29 | 10% | £15.29 | No change recorded |
| United StatesUSD · US | USD | US$18.99 | $17.09 | 10% | $17.09 | No change recorded |
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| MalaysiaMYR · MY | MYR | MYR 56.99 | RM51.29 | 10% | RM51.29 | No change recorded |
| NorwayNOK · NO | NOK | NOK 225.67 | 203,10 kr | 10% | 203,10 kr | No change recorded |
| New ZealandNZD · NZ | NZD | NZ$29.89 | NZ$ 26.90 | 10% | NZ$ 26.90 | No change recorded |
| PeruPEN · PE | PEN | PEN 46.99 | S/.42.29 | 10% | S/.42.29 | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
ArmorSim is a 3D terminal ballistics simulator built for people who argue about armour for fun. One question drives the whole thing: will it go through?
You build the target — plates, thicknesses, angles, spacing, materials. You build the projectile, or take a real one from the American, Soviet/Russian and German arsenals. Then you fire, and the impact is solved , not animated. The rod grinds itself down. The plate dishes, tears, punches out a plug or opens a ragged hole. Fragments fly with real mass behind them. You orbit the camera around the whole thing in slow motion and look at the damage from any angle you like.
No sparks. No glow. No explosion smoke. Just metal doing what metal does.
NORMAL — the fast one. Analytic terminal ballistics: Alekseevskii–Tate erosion integration, Recht–Ipson residual velocity, a Rosenberg ricochet criterion, Grady fragmentation. Answer in a fraction of a second. Fire, tweak one number, fire again.
ADVANCED — the same core with its guts on the table. Layered and spaced arrays, reactive armour packs, per-layer energy accounting. Ballistic limit, wear fraction and residual velocity reported for every plate the rod passes through, so you can see exactly where the shot ran out of energy.
ULTRA — a genuine continuum solver. An axisymmetric Lagrangian mesh running Johnson–Cook plasticity, a Mie-Grüneisen equation of state, adiabatic shear banding and element erosion. It takes minutes to produce a single impact. The crater shape is not drawn by an artist — it falls out of the physics.
There is not a single hit point anywhere in ArmorSim. Every outcome comes out of published models driven by real material properties — density, yield strength, shock data from laboratory tests. Rod erosion, ragged hole edges, plug ejection and fragment formation are consequences of those numbers, not animations played back on cue.
It is not a hydrocode, and it does not pretend to be one. An ANSYS-class simulation of this impact runs for hours on a cluster. Here is what ArmorSim does instead of pretending:
Every material constant carries a source. The material table tags each number MEASURED, DERIVED, FITTED or ASSUMED, and names the paper it came from. It is not hidden — you can open it and check.
Absences are documented, not filled in. Where the open literature holds no usable data, the material is not quietly faked with a stand-in. It is marked unsupported, and the reason is spelled out.
ULTRA states its own limits. The continuum mode is axisymmetric. It runs head-on impacts, and it tells you plainly when a scene falls outside what it can honestly solve instead of guessing at it.
The solvers never contradict each other. ULTRA renders the shape of the damage; the analytic core is the only thing permitted to declare an outcome. You will never get two different answers to the same shot.
Free-build scene editor — add, drag, rotate and re-material plates; spaced and layered stacks
An extensive material database: 14 armour materials and 4 penetrator cores
Kinetic penetrators drawn from American, Soviet/Russian and German service ammunition
Reactive armour, ceramic with backing, composite backing plates
Shaped-charge jets at normal incidence
Slow-motion playback with a free orbit camera
Shareable replay files — a full ULTRA run is a couple of megabytes
Five interface languages: English, Русский, Deutsch, Polski, Татарча
If you have ever paused a documentary to argue about whether that shot should have gone through — this was built for you. No engineering degree required, and no engineering software to learn. Set it up, hit fire, watch it happen. About the develope r: the game was developed by a solo developer - Glaimov Timerlan Lenarovich
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
| # | ||
|---|---|---|
| 01 | Ach Engineer | 79.6% |
Detailed crew («CREW» section, «DETAILED CREW» subsection)- «detailed: standing» — a human in section with detailed anatomy: bones, brain, heart, lungs, abdominal organs. Model by Kachanchyk.- «detailed: sitting»*- the same figure in a seated pose.- The standing one is as tall as the standing mannequin; the seated one is at the same scale. The wheel rotates it, Shift + wheel changes the height (default keys), a click places it, and the crew stays in hand. It is always placed as armour.- It cannot be dressed: gear and the «CREW IN GEAR» sets are still for the regular mannequins.**Scene presets**- «ABRAMS»-first in the gallery, with a picture: an M1 Abrams tank in section, built by a player — hull, turret, engine and three crew members (regular mannequins, they can be dressed). There is no projectile in the scene: place one from the «PROJECTILES» section or draw it.- ABRAMS opens on the...
Read full update on Steam ↗Now open to everyone The Plane (2D) mode no longer requires the DLC — it is open to all. A warning is shown before entering: the mode is unfinished and released for alpha testing. RADARSIM is free as well: map, target routes and altitudes, ground radars, and a conditional launch against an observed track. Simulation recordings are much smaller New tape format with on-the-fly compression. Measured on real recordings: 2.5–6× smaller, up to 11.8× on some scenes. The heaviest recording on disk: 5.1 GB → 969 MB. Compression is on by default; nothing to configure. SUPER optimisation Memory per recorded frame: 356 → 213 MB. Freeze while recording: 22.5 s → 0.28 s. The sparse grid is now the default — less video memory for the same scene. Materials and rounds Neoprene now has its own material row (Millett, Bourne & Akhavan 2004 Hugoniot) — previously it was treated as polyurethane. Depleted u...
Read full update on Steam ↗New ModeRadarSim — new scene and 23 code files, free access (RadarFreeAccess.Permanent). The scene is included in the build. Material Physics (Super Mode)Neoprene received its own dedicated material entry — shock Hugoniot based on Millett, Bourne & Akhavan (2004). Previously substituted with polyurethane.Depleted uranium as a material in Super mode — DU-0.75Ti, Johnson & Cook (1983) flow stress model. Previously, uranium was only supported in analytical calculations.Cast armor steel, the B-32 core, and other registry entries were already present.Catalogs and Armor AssemblyNERA presets, selection grid, warhead catalog, hollow body catalog (NeraCatalog, CatalogGrid, WarheadCatalog, HollowBodyCatalog). ControlsReworked mouse wheel handling, orbit camera, and side panel scrolling — the right mouse button now has a single dedicated function. Super: Performance and Physics31 files: display...
Read full update on Steam ↗1 positive · 0 negative.
1 positive · 0 negative.
0 positive · 1 negative.
2 positive · 0 negative.
Detailed crew («CREW» section, «DETAILED CREW» subsection)- «detailed: standing» — a human in section with detailed anatomy: bones, brain, heart, lungs, abdominal organs. Model by Kachanchyk.- «detailed: sitting»*- th…
1 positive · 0 negative.