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Hex of Steel

App Store·GamesPaid $4.994.45 (132)launched 5.9y agoapp updated 17d agocharts in 10 countries
Scout Score
17

Hex of Steel generates an estimated $1k–$17k/month in revenue from 500–2k downloads/month on the App Store, according to AppCurrents estimates (updated 2026-08-02).

Estimates updated 02.08.2026 · How we estimate · Ranges reflect model confidence, not exact figures.
Est. revenue / month$1k–$17k
Est. downloads / month500–2k
Estimate confidencemedium
PricingPaid $4.99
Rating4.45 ★ (132 ratings)
CategoryGames
Best chart rank#92 Games · Strategy Paid
Released21.09.2020
App last updated18.07.2026
PlatformiOS
Est. downloads / mo
500–2k
Est. revenue / mo
$1k–$17k
Rating velocity / day
1 1
Chart velocity
flat
Peak rank
#87
Days tracked
6
Chart ranks
#92 Games · Strategy Paid

Modeled monthly estimate · rating velocity · medium confidence

About

▶ Command the War. Forge History ◀ Hex of Steel is a deep, turn-based WW2 strategy wargame spanning Europe, North Africa, and the Pacific. Command 45 nations in rich, hex-based tactical warfare. Play solo through branching campaigns or challenge others in cross-platform multiplayer. ▶ Why Hex of Steel Stands Out ◀ • Deep Turn-Based Strategy: Classic hex-based warfare with modern mechanics • Dyna…

Trends & analysis

Chart rank trend

US · category
#87#99
Jun 10Jul 28
Paid #92

Why it's surfacing

Scout 17
Newness
3
Momentum
2
Breakout
1

Ratings & velocity

★ 0 in window
Total ratings
132126
Jun 4Aug 1
New ratings / day
10
Jun 5Aug 1

Rating distribution

86% positive · 126 ratings
5
74%
4
12%
3
6%
2
2%
1
6%

Geographic reach

best rank · 10 storefronts
de
#41 category
gb
#79 category
kr
#88 category
fr
#91 category
us
#92 category
ca
#92 category
jp
#92 category
au
#93 category
br
#95 category
tw
#98 category

Revenue & downloads trend

ARPU $3
Est. revenue / mo · $4k
$9k$0
Jun 4Aug 2
Est. downloads / mo · 1k
3k0
Jun 4Aug 2

Update history

4 updates tracked
  • v8.4.1117d ago

    ADDED • Blacklisted players list now automatically fetched from the servers in real time to refresh the chat instead of being baked into the game files and requiring a game update to update the ban player list. CHANGES • Improved localization quality for Simplified Chinese. • Europe 1941 units in villages have been replaced by garrisons. • Europe 1942 units in villages have been replaced by garrisons. • Europe 1943 units in villages have been replaced by garrisons. • AI ships will now move and target low damage potential land target if there is nothing else for them to do (they would stay idle before). FIXES • Localization entries missing. • Secondary/Major victory point could go out of sync from regular victory points in the map editor when setting the points (really rarely, and that would create freeze during the game so it would not go unnoticed. Did not happen on base game scenarios). • Custom campaign scenarios could have issues when finishing the first and second scenarios of the tree and would fail to load more. • Not all diplomatic options were disabled in campaign scenarios. • AI ships should no longer move into harbour tiles (if that were still the case, please send me the autosave file from the previous turn to the support email). • Buildings could be upgraded in the reserve and trigger an infinite money exploit through there. • Buildings (factories, refineries, airfields etc) could be built on rivers (where there was a bridge). • One rare and super specific occurence of AI game lag (several seconds) in a very specific case: • In a very specific case, you could be prompted with the overrun confirmation window during the AI’s turn. • If you had the ‘All Weather’ policy and had the ‘plane can move one extra tile after attack’ optional setting and your plane started above an enemy unit and you attacked that unit, your plane would not be allowed to move more than a single tile. • Some AI controlled nations would not perform landings when historical focus was ON in custom scenarios. • Mobile users: the amount of available units in the reserve would not display more than 2 characters, instead of 100+, it would display 10. • Mobile users: One more attempt to prevent auto overrun on attack.

  • v8.4.91mo ago

    CHANGES • Armoured trains stats: armour reduced from 50 to 30. Fuel reduced from 200 to 150 (5 turns worth of movement). • Strategic bombers will now remove 2 entrenchment instead of 1 during an attack (at the exception of strategic bombers carrying a torpedo, or a recon strategic bomber). FIXES • Supply route making stupid decisions and providing suboptimal supply paths. • Light bombers did not have their damage bonus (x2) vs naval transports. • Armoured trains would get entrenchment level 3 on scenario start even though their entrenchment amount could never go up. • Minsk 1941 Axis (campaign) very unbalanced. • Europe 1941 German side had negative manpower on start. • Scenario introduction text was not selectable/glitchy when selected. • Bug in the visual result of the damage calculation from the hero damage bonus, it was applied once in the damage calculation (correct) but displayed in the damage breakdown (bug). • Bug on the damage shown on the counter, hero damage bonus was counted twice. • Bug on devices that have Turkish as device language (not game language, device language) where mobility options would not be available in the store menu.

  • v8.4.81mo ago

    CHANGES • Unit names are now properly localized when using the ‘realistic naming’ setting. • Engineers can now build/place down tile units (fortifications, factories…) on tiles that are non-empty from unit (as long as they are allies), changing the tile under an existing unit will however reset its entrenchment value (down to zero). • Updated manual. FIXES • Start button being greyed out even though everything was ready to play in the standalone scenarios menu. • Capitalization in unit naming inconsistencies when playing with realistic names option. • Issue with event actions data being shared when event was executed and target players could be wrong. • Attempt to fix game settings unproperly being restored after playing an online game with different game settings than the client's. • A retreating unit moving across an enemy landmine and dying as a result of it would keep the tile as ‘busy’. • Artillery damage could become positive and heal enemy units when playing with ‘damage reduction over attack frequency’ setting in very specific cases. • Fixes to unit names capitalization (all words are now capitalized). • Several Panzer III L were present on the Sevastopol 41 scenario, even though they were not available at that time. • Overrun action could sometimes trigger instantly during an attack (input issue on mobile). • Minor localization typo.

  • v8.4.62mo ago

    ADDED • Localization of all hardcoded units names, for example: Heavy infantry => Infanterie lourde, etc. • Store categories icons for antiquity and medieval periods/eras. CHANGED • First player in the list of players in the standalone scenarios menu will now automatically be selected as 'playing first' by default. • Very bad morale (red) now applies a penalty of 15% (+5% damage penalty vs prior). • Strategic bombers no longer ignore terrain modifier and entrenchment. This change was made to go against the strategic bombers spam and overuse over CAS bombers. • Repeated attack modifier now applies on final damage dealt, not on raw/base damage (will lead to less 0 damage attacks, as it was too punitive). • Minor balance changes on Poland campaign scenario on the Axis side. • Manual has been updated to reflect the latest changes from this update. • German Kavallerie unit has been renamed into Cavalry. • Soviet Desantniki have been renamed into Paratroopers. • Italian Paracadutisti have been renamed into Paratroopers. • German Panzergrenadier have been renamed into Panzergrenadiers. FIXED • Kawanishi H6K had 3 vision range instead of 2. • Japan 1945 standalone scenario balance issues. • Battle of the Bulge campaign scenario had no places to deploy heavy equipment/reinforcements. • Blitzkrieg policy was applied when it was not picked in some cases. • AI commanders would never leave harbours and would keep alternate between transport and land state. • Vichy France would be created twice even if the country already existed if you played on a modded Europe scenario (like from the Europe+ mod). • Croatia would not be formed on Europe 1939/1940 standalone scenarios. • Molotov-Ribbentrop pact would not enter into effect on Europe 1939 standalone scenario. • Operation Citadel campaign scenario on the Allies side was missing a victory point to be held to achieve victory in 45 turns. • Research issues linked to the renaming of units. • Tutorial tasks text had wrong scale on SteamDeck.

Hex of Steel — FAQ

How much money does Hex of Steel make?

According to AppCurrents estimates, Hex of Steel generates approximately $1k–$17k per month (medium confidence), modeled from its the App Store chart performance, rating velocity, and monetization signals.

How many downloads does Hex of Steel get?

Hex of Steel sees an estimated 500–2k downloads per month on the App Store, per AppCurrents modeling.

Is Hex of Steel free?

Hex of Steel is a paid app priced at $4.99 on the App Store.

What is Hex of Steel's rating?

Hex of Steel holds a 4.45-star average from 132 ratings on the App Store. It currently ranks #92 on the Games · Strategy paid chart.

When was Hex of Steel released?

Hex of Steel launched on the App Store on 21.09.2020. Its latest version shipped 18.07.2026.

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