
Fireglow Games · 2004
Cold War Conflicts: Days in the Field 1950-1973
Session Respect Score
"Strategic Cold War battles across eight nations and four campaigns."
Minimum session
30 min
Pausability
At save points
Resume friendliness
Some reorientation
FOMO pressure
Zero FOMO
Focus required
Intense
Session structure
Missions & levels
Similar games
Platforms
Age Rating

About
Cold War Conflicts is a real-time strategy game developed by Russian studios Fireglow Games and Red Ice software, set in the historical period of the Cold War era from 1950 to 1973. In four campaigns you take control of the military forces of eight nations (United States, Israel, Egypt, North Korea, United Kingdom, Syria, USSR and China).
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Community Session Data
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Context Tags
No sound needed? One-handed? Good for commutes? Players vote.
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Platform Notes
Does it actually work well on your platform? Community tested.
Cold War Conflicts: Days in the Field 1950-1973 — Session FAQ
- How long does a session of Cold War Conflicts: Days in the Field 1950-1973 take?
- The minimum meaningful session for Cold War Conflicts: Days in the Field 1950-1973 is approximately 30 minutes. This is the shortest play window where you can make real progress or have a satisfying experience, based on community data.
- Can you pause Cold War Conflicts: Days in the Field 1950-1973?
- Cold War Conflicts: Days in the Field 1950-1973 uses save points or manual saves. You'll need to reach a checkpoint before exiting to avoid losing progress — factor this into your session planning.
- Does Cold War Conflicts: Days in the Field 1950-1973 pressure you to keep playing?
- Cold War Conflicts: Days in the Field 1950-1973 has no FOMO mechanics — no timed events, live content, or narrative cliffhangers. You can stop whenever you want without feeling like you're missing out.
- What is Cold War Conflicts: Days in the Field 1950-1973's Session Respect Score?
- Cold War Conflicts: Days in the Field 1950-1973 has a Session Respect Score of 7.0/10. This score combines minimum session length, pausability, FOMO level, and pickup friendliness into a single metric for how well the game fits busy schedules.






