Compare Red Orchestra 2: Rising Storm prices across trusted key stores and find the best deal. Developed by RO2/RS Community. Published by Tripwire Interactive. Released on 9/23/2014. Available on PC. Genres: Action.

One of the most brutally honest WWII shooters on PC, packaged as two-fronts-in-one: Stalingrad's grinding urban warfare and the lopsided, sweaty chaos of the Pacific.

I've put time into a lot of WWII shooters, and most of them are really just twitch-frag games wearing a tin helmet. Red Orchestra 2 with Rising Storm is the opposite. One wrong move in the open and you're dead before you hear the shot. No kill-cam sympathy, no regenerating health, no ammo counter on your HUD. You check your magazine by feel, counting on muscle memory, while bullets snap past your head and your screen blurs from suppression. That learning curve is steep and genuinely unforgiving, and some players will bounce off it hard. What you're actually getting here is two games merged into one launcher. The Red Orchestra 2 side covers the Eastern Front, putting German and Soviet forces into the bombed-out streets of Stalingrad across Territory, Firefight, and Countdown modes, with fully modelled tank interiors on top of infantry play. Rising Storm shifts the whole thing to the Pacific, and it's where the design gets interesting. The two sides are deliberately asymmetrical: Americans come equipped with semi-automatic M1 Garands, BARs, and flamethrowers, while the Imperial Japanese rely on bolt-action Type 38 rifles, a player-held knee mortar class, buried grenade traps, and the banzai charge. That last mechanic is not a button press buff. A Japanese officer has to physically lead the charge at the front, katana out, screaming into American lines, and the suppression effect on defending US troops is the payoff. It is chaotic and terrifying in equal measure, and nothing else in the genre does it. The class roster rewards specialisation. Commanders call in artillery and recon planes via radio emplacements. Squad Leaders let teammates spawn directly on their position to keep the frontline stocked. Engineers carry satchel charges for busting bunkers and armour. Machine gunners have to physically deploy their weapons to be effective, picking choke points and controlling corridors of fire. Snipers and riflemen fill out the roster. None of these classes play like the others, and mastering even one takes real investment. Maps across both theaters are large, asymmetric in layout, and clearly designed by people who play competitively: Iwo Jima forces you to fight up volcanic terrain with brutal height disadvantages, while Guadalcanal moves through dense jungle into an open airfield, completely changing the tactical picture mid-match. The real friction here is not mechanical, it is social. The game lives and dies on coordinated teams. A Commander who calls in artillery on the right position and a Squad Leader who actually communicates can swing a round. A server full of lone wolves charging for kills instead of objectives will have you staring at a loss screen wondering why you bothered. Player counts have thinned over the years since release, and off-peak hours mean bots filling server slots, and the AI is not subtle. If you can find populated servers at the right time, the experience is genuinely tense in ways that most modern military shooters do not attempt. The audio design holds up well: weapon reports are distinct, the M1 Garand's clip-ejection ping is iconic, and the soundscape during a close-quarters firefight is convincing enough to keep you honest. Visually it shows its age, but the weapon models and map layouts still do the heavy lifting. This is not a game for players who want to relax after work with some casual gunplay. It is for people who find satisfaction in precision, patience, and the rare round where a team actually clicks and executes. If that sounds like homework, look elsewhere. If that sounds like exactly the kind of shooter the genre stopped making, the combination of both theaters here is genuinely worth your attention. Alex, Scout Team

Red Orchestra 2: Rising Storm

Red Orchestra 2: Rising Storm

Sep 23, 2014RO2/RS CommunityTripwire Interactive
GamerScout Says

One of the most brutally honest WWII shooters on PC, packaged as two-fronts-in-one: Stalingrad's grinding urban warfare and the lopsided, sweaty chaos of the Pacific.

PC
Best Price Available
€3.31
at Eneba
Lowest tracked: €3.28
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GamerScout Verdict

Built for players who want WWII on hard mode - rewards coordinated teams and punishes every shortcut you try to take.

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€3.31
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€4.24
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StandardEurope (EU)Steam KeyKey
€4.64-18%
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€14.85
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Price History

Lowest tracked
€3.2822 Aug 2026
Current best
€3.31
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€3.19€3.49€3.78€4.085 Jun29 Jun22 Jul15 Aug7 Sept
5 Jun — 7 Sept
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Screenshots & Media

About Red Orchestra 2: Rising Storm

I've put time into a lot of WWII shooters, and most of them are really just twitch-frag games wearing a tin helmet. Red Orchestra 2 with Rising Storm is the opposite. One wrong move in the open and you're dead before you hear the shot. No kill-cam sympathy, no regenerating health, no ammo counter on your HUD. You check your magazine by feel, counting on muscle memory, while bullets snap past your head and your screen blurs from suppression. That learning curve is steep and genuinely unforgiving, and some players will bounce off it hard. What you're actually getting here is two games merged into one launcher. The Red Orchestra 2 side covers the Eastern Front, putting German and Soviet forces into the bombed-out streets of Stalingrad across Territory, Firefight, and Countdown modes, with fully modelled tank interiors on top of infantry play. Rising Storm shifts the whole thing to the Pacific, and it's where the design gets interesting. The two sides are deliberately asymmetrical: Americans come equipped with semi-automatic M1 Garands, BARs, and flamethrowers, while the Imperial Japanese rely on bolt-action Type 38 rifles, a player-held knee mortar class, buried grenade traps, and the banzai charge. That last mechanic is not a button press buff. A Japanese officer has to physically lead the charge at the front, katana out, screaming into American lines, and the suppression effect on defending US troops is the payoff. It is chaotic and terrifying in equal measure, and nothing else in the genre does it. The class roster rewards specialisation. Commanders call in artillery and recon planes via radio emplacements. Squad Leaders let teammates spawn directly on their position to keep the frontline stocked. Engineers carry satchel charges for busting bunkers and armour. Machine gunners have to physically deploy their weapons to be effective, picking choke points and controlling corridors of fire. Snipers and riflemen fill out the roster. None of these classes play like the others, and mastering even one takes real investment. Maps across both theaters are large, asymmetric in layout, and clearly designed by people who play competitively: Iwo Jima forces you to fight up volcanic terrain with brutal height disadvantages, while Guadalcanal moves through dense jungle into an open airfield, completely changing the tactical picture mid-match. The real friction here is not mechanical, it is social. The game lives and dies on coordinated teams. A Commander who calls in artillery on the right position and a Squad Leader who actually communicates can swing a round. A server full of lone wolves charging for kills instead of objectives will have you staring at a loss screen wondering why you bothered. Player counts have thinned over the years since release, and off-peak hours mean bots filling server slots, and the AI is not subtle. If you can find populated servers at the right time, the experience is genuinely tense in ways that most modern military shooters do not attempt. The audio design holds up well: weapon reports are distinct, the M1 Garand's clip-ejection ping is iconic, and the soundscape during a close-quarters firefight is convincing enough to keep you honest. Visually it shows its age, but the weapon models and map layouts still do the heavy lifting. This is not a game for players who want to relax after work with some casual gunplay. It is for people who find satisfaction in precision, patience, and the rare round where a team actually clicks and executes. If that sounds like homework, look elsewhere. If that sounds like exactly the kind of shooter the genre stopped making, the combination of both theaters here is genuinely worth your attention.

Alex
Alex · Scout Team

Catch-all

Tags

steamAsymmetric WarfareHardcore SimBanzai MechanicsTwo-Front MultiplayerClass-Based InfantryNo HUD ImmersionCommunity-Made MapsSuppression System

System Requirements

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Reviews & Ratings

Steam
83%(23)

Game Info

Developer
RO2/RS Community
Publisher
Tripwire Interactive
Release Date
Sep 23, 2014

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Frequently asked questions about Red Orchestra 2: Rising Storm

How much does Red Orchestra 2: Rising Storm cost?

As of 6 September 2026, the cheapest in-stock offer for Red Orchestra 2: Rising Storm is €3.31 at Eneba, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Red Orchestra 2: Rising Storm cheapest?

The lowest in-stock price we track for Red Orchestra 2: Rising Storm is €3.31 at Eneba (6 September 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Red Orchestra 2: Rising Storm available on?

Red Orchestra 2: Rising Storm is available on PC.

When was Red Orchestra 2: Rising Storm released?

Red Orchestra 2: Rising Storm was released on 23 September 2014.

Who developed Red Orchestra 2: Rising Storm?

Red Orchestra 2: Rising Storm was developed by RO2/RS Community and published by Tripwire Interactive.