Store data
- UK price
- Free
- US price
- Awaiting regional check
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 5 November 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.
1 player-data day 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 | 0 | — | — | 0 | — |
| November 2026 | 0 | — | — | 0 | — |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Treaty Ground: Corridor 2032 is a single-player tactical armor game about commanding tanks when you are not allowed to start a war — until someone starts one anyway.
March 2032. The shooting between the People's Republic of Canada and the United States stopped five years ago, on a memorandum of understanding and nothing else. In between sits the Tessil Corridor: fifty kilometres of ground, sea to wall, that armies are banned from and surveyors are not. You are Blue Section, 3rd Observation Regiment — the crew patrolling the ground nobody is supposed to fight over. Somebody has decided otherwise.
There is no pause and no rewind. You place your force, draw routes, pin orders onto individual waypoints, and hit GO — and every one of those tools keeps working while the battle runs. Drag a route and the tank re-plots from where it is now, not from where it started. Commanding a live battle, rather than a frozen one, is the game.
Every tank is four independent systems — mobility, gun, optics, catastrophic — and a hit breaks what it physically struck. An M-killed tank can't move, but it still shoots and still sees for your team. An F-killed tank can still drive, scout and screen. And where a shot lands matters even more than that it lands: side hits do 50% more damage, rear hits double it — while an enemy you approach from behind only senses you at 60% of its normal range. Flank, or be flanked.
Firing gives you away. Optics, signature, smoke, bulldozed earthworks and hull-down ground decide who looks and who is looked at. Your satellite feed is only as fresh as its last pass — the picture is ground truth as of the pass, not as of now. Command on stale intel, or push eyes forward and go look.
Six story missions along a rules-of-engagement ladder — weapons-tight blockade duty up to free fire — plus an always-unlocked gunnery range. Forces scale from a 3v6 blockade to a 12v9 raid with a tow-bar objective and a recovery vehicle. Against you stands an enemy platoon commander with a doctrine of its own: it holds, counter-flanks, and concentrates.
Command 3 to 12 tanks in real time — planning tools that never lock
System damage, not hit points: mobility, gun, optics, catastrophic
Facing-based gunnery — side ×1.5, rear ×2.0, rear detection at 60% range
[Real sensing: optics, signature, hull-down, smoke, earthworks
NATO APP-6 symbology tactical map with satellite and survey-block layers
Jump into any tank's view with the POV feed
Six-mission campaign plus an always-open gunnery range
An enemy platoon commander with its own doctrine — not a charge line
Free. No base building, no production queues, no microtransactions.
| # | ||
|---|---|---|
| 01 | Borehole Clear | 25.0% |
| 02 | Clean Record | 25.0% |
| 03 | First Contact | 25.0% |
| 04 | Corridor Walked | 0.0% |
| 05 | Kilo Post Clear | 0.0% |
| 06 | Line Road Clear | 0.0% |
| 07 | Mobility Kill | 0.0% |
| 08 | Never Seen | 0.0% |
| 09 | Pine Cut Clear | 0.0% |
| 10 | Recovery Under Fire | 0.0% |
| 11 | Survey Block Clear | 0.0% |
| 12 | Vaal Depot Clear | 0.0% |
0 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.