
A tactical roguelike deck building game. Recruit elite mecha pilots, deploy drones and cast commands. Master your ACE mechas while collecting unique cards and chips in battles, and form your own build for total battlefield dominance.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 5 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

The story unfolds in the Z1 Galaxy, at the Beichen Orbital Station.
You are an interstellar courier, ferrying supplies between orbital stations, outposts, and private supply depots. Life on Beichen Star was peaceful — almost tedious — until crisis struck without warning.
During your shift, communications with the outpost suddenly go dark. Duncan 76 — the outpost engineer and the galaxy's most beloved clone — has vanished. The entire galaxy plunges into emergency as a pirate invasion looms.
You receive orders from the Station Commander: head to the outpost and investigate.


【Core Gameplay】 · Exclusive Mecha: Board your personal mecha and rewrite the rules of the battlefield. Every command you issue translates directly into battlefield action. · 3×3 Strategic Layout: The art of war within a nine-cell grid. Command up to 9 combat units and activate circuit abilities through precise deployment.
【Deck Building】 · Mecha Enhancement: Grow stronger with every battle. Collect Chip cards to permanently upgrade mecha performance, pair with item cards to adapt to real-time combat situations, and forge your unique combat style. · Card Combat: The brutal aesthetics of tactical execution. Turn strategic plans into decisive victories on the battlefield — experience the direct feedback between decision and execution.
【Roguelite Deck Building】 · Route Selection: Chart your enhancement path. Every choice reshapes your mecha's evolution, creating your own ace combat style.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
《王牌战略:机甲新星》(ACE Strategy: Mecha Nova)是由Emina工作室制作的一款机战背景回合制肉鸽卡牌游戏。 [h3]白白点赞:[/h3] 1.机甲+卡牌=胶佬+牌佬的顶级浪漫! 2.三台主力机甲,搭配各式僚机、无人机、机师、晶片、道具,保障构筑深度。 3.配乐够热血,科技感爆棚。 4.在线PVE+PVP双模式并行。 5.部分机体支持变形,一卡切换巡航/防空/扩散/新星形态,灰常帅气! [h3]白白开喷:[/h3] 1.释放战术偶尔会卡特效。 2.升级批量解锁机体套牌,缺乏惊喜感。 [h3]新手攻略:[/h3] 1.上阵时给有方向能力的卡牌预留好对应格位。 2.机库内选卡升级可以右键点击预览效果。 3.特里格拉夫α的伴生战术“激涌升腾”,逆风局必拿,处决Boss贼猛。 4.白矮星的“新星觉醒”可以当防守卡保留,等Boss甩成吨伤害再出。
数多制作されているローグライク&デッキビルド系中華ゲーの白眉。 まずロボットのデザインやUIが優れて居る。 ゲームバランスの取り方が巧い。 自分が何をしたか解らないけど、良く解らない何かが起きて勝った(負けた)みたいな事が、余りない。 ちゃんと自分の力でデッキを作り、カードを使い、結果として勝った・負けたと言う実感がある所は個人的にとても高評価。 まだアーリーアクセスなので、これからもっと進化していくのが楽しみな作品。
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Traditional Chinese, French, German, Russian, Portuguese - Brazil, Korean, Portuguese - Portugal
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
未来可期 如果能有更丰富的后续内容更新就好了 哦对了 什么时候把合作pve整出来
Игра довольно интересная и по своему уникальная. НО есть как плюсы так и минусы: Плюсы это прорисовка мехов и боевка. А теперь минусы: Это из играбельнных мехов только Каракал, остальные в корне нежильцы, особенно после середины второго акта, а то и в первом отдупляются как дети. Непонятное иногда объяснение функций карт, не всегда работают чипы так как описаны в комментариях. Поэтому можно пролететь иногда из-за этого. небольшой пример - есть чип увеличивающий УМР меха но наносит 3 урона если вначале хода у вас ЕМР не равен нулю.... ну так и напишите тогда в описании. что ЕМР увеличен на 1, вначале хода получи 3 урона, будет намного понятней. В завершении хочу скачать расти есть куда, но были бы светлые головы и прямые руки у разрабов игра. Удачи Вам.
가성비 괜찮은 메카풍 덱빌딩 로그라이크 게임으로 메카풍 디자인이 장점이면서 동시에 메카인데 너무 정적인 전투라서 답답한 느낌이 있음 한국어 번역을 제공하는데 번역이 어설픈건지 게임 설명 자체가 비직관적인건진 모르겠지만 카드 설명들이 한번에 머리에 안들어옴 시간 날때 한번씩 하면 괜찮은 정도
为什么通关后要强制进什么终局模拟?然后退出这破模拟后再开一局居然会损失这局所有的通关经验甚至通关记录。是谁教你在一款需要反复挑战、通关的rogue卡牌里搞出这种逆天的经验损失机制?我初见通关然后退出归零等于直接浪费两小时,亏损最大化。这设计真的是太恶心了,直接掐灭了我继续体验的所有热情。平心而论,游戏局内的体验与设计非常优秀,就是游玩时有多强烈的正反馈,随后就零损耗地转化为多强烈的负反馈。请尊重玩家的时间与精力。
打了6把,2把白矮星,1把猎户(牢完了),3把猫,总体感觉不错,特色做好了,发展潜力很大,但还是有几个缺点希望官方能改善一下 1,各类描述混乱,指代不明确/不清晰,甚至游戏内分类判定也很诡异,卡牌总体分为3种,僚机,无人机,战术,无人机铺场带来各种效果和攻击,战术是各种能力卡,还有途中打过的各种怪变成的僚机卡,僚机统一3费,入场给3张战术卡,功能性都不错。 判定和描述混乱的重灾区是芯片和十字星相关的白洞黑洞,白洞的描述是不能被战术卡选为目标,按照正常理解肯定是范围打击,没有选择需要,卡面直接描述为对主机攻击的能正常起效,在十字星关也是这样,但是在途中的白洞关这玩意表现多了一个对战术卡的攻击完全免疫,猫的主要攻击卡是一打二抽,结果二抽出来了,攻击完全消失。 后面更是逆天,猫有个战术卡是反制敌人的战术卡,结果十字星的一些战术卡判定不是战术卡,比如以下出招列表:1战术卡:在玩家场上生成圣域之星,2战术卡:破坏敌方场上的圣域之星并按照破坏数量对敌方所有机体造成相同次数的5伤害,3生成3个前列。我在自己回合发两张反制,结果只反制了3,1和2正常发动把我场炸完了。 然后就是诡异的僚机行为判定了,我选了一个猫僚机,猫僚机和召唤出来的剑气分身有个描述是“攻击时,攻击动作转变为对前方一列造成伤害”我认为这个动作实现靠的是在僚机和分身上使用战术卡,证据就是在道中白洞关,无论是僚机还是分身正对着白洞,都跟失效了一样默认不攻击。 最后是芯片导致的描述混乱,游戏里无论是boss还是玩家的卡面描述都是以使用者为主视角描述,如黑白洞:被破坏后对主机造成30伤(指向为十字星)有个常见是芯片玩家主机加4攻,敌方一个无人机被破坏会使敌方主机回复4。然后,在实际操作里,这段文字被纹丝不动的贴到了敌方那里,也就是说表面描述:被破坏使敌方主机回复4(按照以控制者为主视角的描述规则这里指向是玩家)。实际生效:使自己主机回复4(这才是以敌方为主视角的描述) 2卡组设计,很多卡完全是重复和无效设计,不少后面解锁的卡是前面的上位甚至几张卡的组合,前面的卡相当于直接废了,这就导致升级后卡池一堆废卡,过于臃肿的卡池也导致构筑的组成难度提升,我玩了3把猫,第一把2图构筑就成熟了,打到十字星dps不够被炸死,第二把5图了我的构筑还是左脑攻击右脑,道中boss没打过,第三把lv4了,构筑更难抽了,完全是运气大于策略,也很少有slay一样的伪无限构筑,我唯一一次伪无限还是费拉不堪的猎户座,结果达成了抽卡无限的同时还帮boss达成回血无限,输出比不过直接被boss耗死了,重开一次才肘赢。还有猫的剑匠系列武装,我个人理解设计意图应该是靠重复派出不同的剑匠,出场破坏其他剑匠触发离场效果来进行资源循环,是我除了猎户抽卡无限外看到的最容易出无限的构筑,也是最符合快突破的设计理念,结果全是2费,一回合出不了几次,相关降费卡也少的可怜,达不成快速循环攒资源突破,总结还是拉完了。所以建议把卡组精简和优化一下。 3数值和机制设计,我认为设计最好的boss是最终模拟的6机试炼,分别从各个方向考验了构筑合理性和玩家牌序,最离谱的是十字星,这玩意机制和演出效果还不错,数值太离谱了,比最终模拟的六机试炼还难,3回合进状态,俩球还算好处理,重点是第三状态下的太阳,两回合破坏全体,无视覆层,只有白矮星的无敌能稳过,出来瞬间回十字星的一大波血,两回合铺场都铺不满,黑白洞把主卡飞完了根本没资源处理它,十字星还有一次20血以下锁血,只有白矮星能快速铺场同时留住1次无敌运营3回合打死它。 最后就是各种小问题,比如明明选的是海盗卡组结果后续全发机体专用卡,选海盗卡组纯浪费后期资源,然后无法快速sl,必须死一次才能重开浪费时间,以及最重要的要连服务器导致的偶尔断联,关卡通关率的实时显示确实帮助萌新快速选择关卡了,但为什么要实时上传呢?我认为这种数据交互应该在结束一整局游戏后,保存卡组的时间点询问是否上传帮助别人,除二人对战外其余时间全部本地运行,这样子能降低服务器负载,提升玩家体验,特别是我看到B站你们说想开通创意工坊,这种全程靠服务器计算相关行为的游戏开发各种mod肯定是难于本地游戏的,我个人认为如果期待创意工坊的活跃应该尽量让游戏本地化运行
Looks cool, and I am certain there are cool mechanics to explore... if I could understand what is written. Many cards and the tutorial itself are missing translations.
第一次玩这种类型的游戏,挺好玩的。机甲设计的很帅,游戏的可玩性和策略性也很高。打击感要是能再好点,就完美了。
This game is honestly awful. The UI is all over the place, and doing anything like quitting a run, or looking at your deck is a ♥♥♥♥♥♥♥ puzzle every time. 30% of the cards aren't translated, so nice work there, It's like if AI made a mobile game. Truly dog poop, in every aspect. 0 good qualities here.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $54 | 1 | 100% | $2.99 | |
| — | 0 | — | — | |
| $0 | 0 | — | $11.99 | |
| $41.6K | 99 | 75% | $7.49 | |
| $2.5K | 6 | 83% | $14.99 | |
| $445 | 2 | 100% | $6.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $42.5K | 260 | 66% | $4.99 | |
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| $42.5K | 155 | 80% | $14.99 | |
| $42.5K | 302 | 58% | $4.99 | |
| $42.5K | 133 | 68% | $14.99 | |
| $42.5K | 75 | 89% | $29.99 |