Compara los precios de Darkest Hour: A Hearts of Iron Game en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Martin Ivanov. Publicado por Paradox Interactive. Lanzado el 8/4/2011. Disponible en PC. Géneros: Strategy. Puntuación Metacritic: 81/100.

If HOI4 feels too streamlined and HOI3 too chaotic, this fan-built grand strategy title from 2011 hits the sweet spot, covering 50 years of 20th-century history with genuine mechanical depth.

My colour-coded spreadsheet has a dedicated tab for the Hearts of Iron family tree, and Darkest Hour sits at the top of the HOI2 branch for good reason. Built by a team of veteran modders who were handed the Europa Engine by Paradox, this is less an expansion and more a community-authored corrective: everything the base HOI2 release should have shipped with, plus a dramatically expanded map with a higher province count that opens up tactical options that were simply impossible when coastlines were landlocked blobs. The core loop will be immediately familiar to anyone who has spent time with the Paradox stable. You pick a nation from roughly 200 options, set your industrial capacity allocation across unit production, upgrades, and reinforcement, work the technology tree from bolt-action rifles up to atomic bombs and attack helicopters, and then manage the real-time-with-pause diplomatic and military machine that follows. The two grand campaign starts - 1914 and 1936 - cover meaningfully different eras. The 1914 scenario is the franchise's first attempt at WWI, putting you in the trench-warfare grind as Austria-Hungary, Germany, the Ottomans, or the Entente powers. The 1936 start is the classic WWII sandbox, and it remains the stronger of the two: the belligerence system, the mobilization-demobilization slider that replaced the old drafted-army mechanic, and the dynamic diplomatic engine all work best here. The 1914 scenario is a notable weak point - community consensus is that it feels underdeveloped, with AI-controlled nations like the Ottomans collapsing far too early and the logistics asymmetry between player and AI becoming frustrating under close scrutiny. For newcomers worried about the learning curve: the concern is legitimate but manageable. The interface is utilitarian by design, prioritising data access over visual comfort, which is exactly the right trade-off once you accept it. Spend an hour understanding how industrial capacity, supply throughput, and the policy sliders interact, and the rest of the systems snap into place. The DH Full mode is where you want to start - it enables the new map, revised research system, and the full suite of engine changes. DH Lite exists for players who want near-vanilla HOI2 behaviour, and the core mode preserves Armageddon compatibility for mod importing. That three-tier launcher structure is genuinely smart onboarding for players migrating from older installs. Where the game struggles is AI quality in edge cases: amphibious operations remain a blind spot for the CPU, and coordinated multi-front responses by minor Axis powers can fall apart in ways that experienced players will notice and exploit. It is not a dealbreaker, but players expecting HOI4-level polish on AI behaviour will hit a wall. The mod ecosystem is the strongest argument for buying Darkest Hour in 2025 rather than just playing HOI4. Kaiserreich - the alternate-history Central Powers victory timeline - launched alongside the base game and has been refined for years. The Grand Campaign 1914-1991 mod extends the timeline into the Cold War. The Fallout: Doomsday mod drops the entire engine into the post-nuclear wasteland setting. The engine's HOI2 compatibility layer means that a huge back-catalogue of community content ports over with minimal friction. There are also some Windows 11 compatibility reports worth flagging: a subset of players hit startup crashes on newer hardware, so verify your system before committing. Technical stability when actually running is generally solid, and the engine has been optimised well past its 2011 state. Diego, Scout Team

Darkest Hour: A Hearts of Iron Game

Darkest Hour: A Hearts of Iron Game

8 abr 2011Martin IvanovParadox Interactive
GamerScout opina

If HOI4 feels too streamlined and HOI3 too chaotic, this fan-built grand strategy title from 2011 hits the sweet spot, covering 50 years of 20th-century history with genuine mechanical depth.

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Acerca de Darkest Hour: A Hearts of Iron Game

My colour-coded spreadsheet has a dedicated tab for the Hearts of Iron family tree, and Darkest Hour sits at the top of the HOI2 branch for good reason. Built by a team of veteran modders who were handed the Europa Engine by Paradox, this is less an expansion and more a community-authored corrective: everything the base HOI2 release should have shipped with, plus a dramatically expanded map with a higher province count that opens up tactical options that were simply impossible when coastlines were landlocked blobs. The core loop will be immediately familiar to anyone who has spent time with the Paradox stable. You pick a nation from roughly 200 options, set your industrial capacity allocation across unit production, upgrades, and reinforcement, work the technology tree from bolt-action rifles up to atomic bombs and attack helicopters, and then manage the real-time-with-pause diplomatic and military machine that follows. The two grand campaign starts - 1914 and 1936 - cover meaningfully different eras. The 1914 scenario is the franchise's first attempt at WWI, putting you in the trench-warfare grind as Austria-Hungary, Germany, the Ottomans, or the Entente powers. The 1936 start is the classic WWII sandbox, and it remains the stronger of the two: the belligerence system, the mobilization-demobilization slider that replaced the old drafted-army mechanic, and the dynamic diplomatic engine all work best here. The 1914 scenario is a notable weak point - community consensus is that it feels underdeveloped, with AI-controlled nations like the Ottomans collapsing far too early and the logistics asymmetry between player and AI becoming frustrating under close scrutiny. For newcomers worried about the learning curve: the concern is legitimate but manageable. The interface is utilitarian by design, prioritising data access over visual comfort, which is exactly the right trade-off once you accept it. Spend an hour understanding how industrial capacity, supply throughput, and the policy sliders interact, and the rest of the systems snap into place. The DH Full mode is where you want to start - it enables the new map, revised research system, and the full suite of engine changes. DH Lite exists for players who want near-vanilla HOI2 behaviour, and the core mode preserves Armageddon compatibility for mod importing. That three-tier launcher structure is genuinely smart onboarding for players migrating from older installs. Where the game struggles is AI quality in edge cases: amphibious operations remain a blind spot for the CPU, and coordinated multi-front responses by minor Axis powers can fall apart in ways that experienced players will notice and exploit. It is not a dealbreaker, but players expecting HOI4-level polish on AI behaviour will hit a wall. The mod ecosystem is the strongest argument for buying Darkest Hour in 2025 rather than just playing HOI4. Kaiserreich - the alternate-history Central Powers victory timeline - launched alongside the base game and has been refined for years. The Grand Campaign 1914-1991 mod extends the timeline into the Cold War. The Fallout: Doomsday mod drops the entire engine into the post-nuclear wasteland setting. The engine's HOI2 compatibility layer means that a huge back-catalogue of community content ports over with minimal friction. There are also some Windows 11 compatibility reports worth flagging: a subset of players hit startup crashes on newer hardware, so verify your system before committing. Technical stability when actually running is generally solid, and the engine has been optimised well past its 2011 state.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayertier:aaaGrand CampaignAlternate HistoryProvince ManagementBelligerence SystemMobilization SliderReal-Time with PauseMod-First CommunityTech Tree DepthMulti-Era Scenarios

Requisitos del sistema

Mínimos

OS
Windows 98/ ME / 2000 / XP / Vista / 7
Sound
DirectX 9.0c Compatible
Memory
128 MB Ram
DirectX®
DirectX 9.0 or higher
Processor
Pentium III 800 MH
Additional
Mouse with scroll wheel, keyboard and internet for multiplayer
Video Card
4 MB DirectX-compatible
Hard Disk Space
2 GB hard disk space

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Reseñas y valoraciones

Metacritic
81

Información del juego

Desarrolladora
Martin Ivanov
Distribuidora
Paradox Interactive
Fecha de lanzamiento
8 abr 2011

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Darkest Hour: A Hearts of Iron Game está disponible en PC.

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Darkest Hour: A Hearts of Iron Game se lanzó el 8 de abril de 2011.

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Darkest Hour: A Hearts of Iron Game fue desarrollado por Martin Ivanov y publicado por Paradox Interactive.

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Darkest Hour: A Hearts of Iron Game tiene una puntuación Metacritic de 81/100, lo que lo convierte en uno de los títulos destacados de Strategy. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.