
Lead a mercenary company in this tactical RPG set in a medieval fantasy world. Chase fame and fortune as you choose where to go, who to recruit, which contracts to pursue, and how to train and equip your men in a procedurally generated open world campaign.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 6.71/day in the week to Aug 23 → 9.86/day in the week after.
About
The world is fractured, and the old empires have turned to dust. The dead rise from their crypts and Greenskin hordes gather in the distance, as bandits roam free and Nobles prepare for war – the people are left with no choice but to turn to mercenary bands for aid. Battle Brothers is a turn-based tactical RPG where you lead a mercenary company in a procedurally generated world fraught with dangers of all kinds, and plenty of opportunity for fortune and fame. Decide where to go, which contracts to take on, who to hire, and how to equip your growing mercenary band in this sandbox adventure of grit and valor.

The procedurally generated maps of Battle Brothers feature bustling cities, wandering beasts, unique points of interest, and the freedom to explore and engage with everything as and when you wish.
Travel in real-time across the varied landscapes of the world to visit the settlements and strongholds spread across the realm, offering you everything from respite and rumors at the local tavern to new recruits for your growing band of battle brothers. Visit markets to sell loot and acquire powerful equipment, or speak to the local lord to see what troubles them, and how much they’re willing to pay to have those troubles taken care of.
Settlements and Noble Houses will be your primary source of wealth as they offer dynamically generated contracts of varying difficulty to reflect the coin that comes with completing them – will you take on particularly challenging monsters early in your career to secure greater wealth at the risk of losing your starting sellswords, or will you start focused on local bandits and thieves fleeing justice instead? Be warned – no contract is without consequences, and the quests you take on and how you accomplish them will determine your relationships with the various factions of the world as well as your company’s renown and reputation.
Seek opportunities beyond contracts and quests to deepen your pockets – from profitable trade among the many cities and settlements to the great riches hidden in the wild. Will you pursue the life of a merchant and seek out optimal trade routes to bolster your wealth, focus on mercenary contracts, or strike out on your own and seek opportunity and loot in the crypts, camps, and ruins that litter the world?
Various crises can ignite and fundamentally reshape the landscape, demanding radically different strategies and offering new opportunities as time goes on – how will you adapt to an evolving political situation, and more powerful adversaries? Nobles may start massive factional wars, the undead may rise up, or Greenskins may launch full-scale invasions of the land.

The brutal battlefields of Battle Brothers reward the clever tactician and punish the careless. As you fight intense turn-based tactical battles on battlefields featuring rough terrain, height advantages, and obstacles to use to your advantage, every swing of the blade carries weight. Take on bandits and beasts of all kinds and maul, mangle, and maim your way through combat.
An extremely granular approach to equipment introduces reason to vary your formations and loadouts depending on the team you’ve assembled, and the foe you face – the stab of a spear does little against the fleshless skeleton warriors, while the bludgeoning mace will make quick work of them and their armour. But those very same spears work great alongside shields to keep hungry beasts at bay with their extended reach alongside shieldbashes for those who come close. Meanwhile, though a warhammer could make quick work of a heavily armored bandit, using a dagger to cut between gaps in their protection could leave a very valuable piece of armor intact for you to loot and use.
Initiative and action points are important factors on any battlefield, but in Battle Brothers, fatigue plays an additional key role as more powerful attacks and abilities are quicker to exhaust your warriors, especially when covered in layers of heavy armor. A tired soldier has less of their repertoire available to them, and with enough fatigue accumulated, even moving proves difficult – every step taken, every arrow fired, and every sword swung comes at a price, and sometimes a lightly armoured warrior with a dagger and a net can do more damage than if they were heavily armoured and swinging around a morning star.
Even if the body is willing, the mind may break first – morale is another key factor to manage on the battlefield! If they have little resolve, your own troops may begin to flee under pressure, but most enemies will similarly suffer should momentum swing in your favour. Will you fight cautiously, taking the enemy on one at a time, or will you seek to slaughter them in quick succession in the hopes of triggering a mass rout?
A bad injury – whether temporary or permanent – can quickly end a promising career. While the broken arm that severely reduces combat skills can be healed with rest, a broken elbow joint permanently reduces those very same attributes. From collapsed lungs that make a warrior quick to tire to bruised legs and broken knees that make them slow to act, Battle Brothers’ detailed injury system will break your brothers’ bodies, and keep you on your toes. Keep brothers in reserve when in trouble, and camp and rest to heal over time, but keep in mind that salaries still need to be paid on time and rations are always limited.

A mercenary company is nothing without its fighters – your battle brothers come from all walks of life, grow with experience, and provide unique opportunities for an astute commander. Starting with a small band, you will recruit new procedurally-generated hopefuls to grow your company. Ensure your troops are well fed and well paid, train them in a way that best matches their strengths and weaknesses, invest in their equipment to further their capabilities, and use careful tactics to protect your brothers against the many dangers you face.
From Retired Soldiers and Crusaders to Beggars and Graverobbers, your recruits’ backgrounds will determine countless factors about them, including their starting gear and attributes and the traits they are likely to develop, while also greatly influencing what events might come to pass as your company goes from contract to contract. Cultists might convert brothers to their faith as Thieves attract unwanted attention from the law, while Monks play peacemaker and prevent multiple Hedge Knights in your party from killing each other in duels – backgrounds will trigger opportunities of their own, and will often mix with others for unique events within your party. When faced with the choice, would you rather hire the highly skilled Adventurous Noble that expects a higher base pay and comes with the high resolve that makes for a good sergeant to rally your troops? Or would you rather bring on a Brawler or Farmhand that, while cheap to keep on, is likely to come with higher health and fatigue and room to learn the art of combat and grow into an ideal front-line warrior?
Physical and mental traits further differentiate these individuals, influencing how they may best be used, and potentially changing your plans as new traits develop over time. Athletic warriors are slower to tire, Brutes make better use of certain weapons in melee as they have great skill aiming for the head, and a brother with a Deathwish won’t waver when hurt, often bolstering the mood of his compatriots.
Battle Brothers does away with a restrictive class-based system, instead allowing you to develop each warrior according to what you need and what they’re individually suited for. Each brother is an individual with eight attributes, varied backgrounds, and a multitude of traits they either start with or gain over time, and these will determine the roles they best play. Each individual is inclined towards certain attributes, influencing how you might choose to develop them over time, and a detailed perk tree means you can mold these warriors, and your company, as you like. A middling warrior with the Fast Adaptation perk will increase their hit chances with every miss, and a heavily-armored brother might benefit most from unlocking the Recover skill to quickly reduce accumulated Fatigue – an individual’s role, strengths, and weaknesses can all be influenced by your decisions.
Battle Brothers is a turn-based tactical RPG that prioritizes your freedom of choice as a player – from the way you run your company to the people you fight shoulder-to-shoulder with and the adventures you seek, the world is completely open to your choice. Will you secure a place in history, or will your mercenary company end with a pauper's grave? The decision, the risk, and the reward are all yours.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 26.1Kreviews | 88% | — | $21.6M |
| $8.99−70% | 739ratings | 91% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1144 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A lot of the negative reviews came from the game's RNG system. Many people described it as broken, unfair and unbalanced, while there are a lot of others claimed the system was fair, balanced and had been tested to death. You don't need to believe both sides, from my point of view both of them are correct, and you can buy the game and test it by yourself. The most important thing is that you need to feel FUN when you play a game. (I quitted after playing ~100 hours, just because it's not fun anymore) Based on my data, this game's RNG system is not broken, but is unfair. Let me explain: (1) If you have played XCOM, you will find its RNG system is more close to what you expect. But in fact, the XCOM's RNG is skewed toward the player, because this is a balance between player's real world and the virtual game world. Because what players care is only their OWN team. Imaging there are 100 mercenary groups on the map (1 is yours and 99 are game generated) and there are endless monsters to fight. What players want is that they can keep playing the game to the end, and their team be the standing out one, surviving to the last moment. This 100% player's expectancy, in math world, is 1%. You see the gap here? You don't care about other mercenary groups, right? But Battle Brothers treat your team the same as the others, even they are CPU generated. (2) Now run your Excel, type in =RANDARRAY(1000, 100, 1, 100, TRUE). Now you get a table of random numbers. What this means is that you have a 100-face dice, you roll it 1000 times, collect the data, and do this test again, and repeat it 100 times. These are numbers what random numbers should look like. If you roll a 100-face dice 1000 times, you will have a mean of 50, or very close to it, such as 48.82 or 51.29. Very occasionally you will get a mean like 42.37, but this will be very very very uncommon. The deviation from 50, is actually very narrow. If you plot a distribution of these means (you have 100, because you repeat the test 100 times), you will get a "normal distribution", with the center located at 50. (3) Now check the distribution of every number. If you roll a 100-sided dice 1000 times, you can expect that most of the numbers will be rolled 10 times. Some of them may have appeared 9 or 11 times, even 8 or 12 times, but overall they will approach 10. Very occasionally a number may only get rolled 2 times, or luckily 18 times, but this will be uncommon. The distribution of these numbers of "numbers of getting rolled", will also be a "normal distribution". (4) In Excel 2003, the RAND function used the Wichman & Hill algorithm for generating pseudo-random numbers. Starting with Excel 2010, the Mersenne Twister MT19937 (32-bit) algorithm is being used. As you know, the MT system, is used by the RNG system of Battle Brothers. That means, they should be the same. (5) Now record every RNG number in your fights when you play Battle Brothers. You can record only yours, only the enemies, but not both. For RNG calculation, you have a fixed number (that's the hit roll, the final value calculated from the basic hit roll and many modifiers, of your or your enemy's attack) and a random number (randomly generated by the RNG system, to beat the former fixed number). We want the random numbers, not the fixed numbers. In every fight, generally you can record more than 100 values, so 10 fights are enough to make a preliminary conclusion. If you want to do it quickly, you can use Cheat Engine to lock the fatigue and the action points of your brothers, so that you can regenerate these numbers quickly. (6) Do a t-test to see if your distribution can be tell from the Excel distribution. Based on my data, I have a 99.99% confidence to say that these two systems are different. In Battle Brothers, some minor algorithms are applied so the numbers are slightly skewed toward both sides, so that encouraging very lucky and very unlucky events to occur. But this modification, based on my data, applies equally to you and your enemies. (7) But why can a system applying equally to both sides be called unfair? Because in Battle Brothers the developer did not take the factor "weight" into consideration. This makes the game more challenging and this is the base different that distinguish Battle Brothers from XCOM. Things with same incidence do not mean they bear the same weight (or, significance). In business, we call this risk management. For a high-level team, being extremely unlucky versus being extremely lucky bears different weights. The benefit gained from being extremely lucky is minimal. It may result in a battle you originally need 20 turns to beat with some mild to moderate injuries into a battle you beat in 10 turns without any injury. That's nothing. However, the weight of being extremely unluckly is heavy, you may lose an important brother and ruin your whole team. It is, the benefits you get from being extremely lucky, even several times, do not match the weight of ONE single loss of being extremely unlucky. An enemy being extremely unlucky? You don't care, right? But what if an enemy being extremely lucky? The same rule applies here. Why you want to play an unfair game? Because, brothers, the real world is cruel and the same unfair. Fair worlds only exist in dreams and in games. In real world, you don't bear the same weight as those rich people, right? So, you must change your mind when playing Battle Brothers. The game mechanism treats your team the same as any other CPU team. You are going to fail anyway. The soul of Battle Brothers lies in the STORY you build around your team brothers, not lies in beating the game to the end. There is no end in this game, just memories.
Media

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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $21.5M | 70.3K | 91% | $9.99 | |
| $21.7M | 37.4K | 87% | $39.99 | |
| $21.7M | 58.7K | 93% | $14.99 | |
| $21.5M | 52.5K | 84% | $19.99 | |
| $21.8M | 21.5K | 83% | $29.99 | |
| $21.4M | 43.2K | 91% | $19.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $588K | 847 | 66% | $19.99 | |
| — | 0 | — | — | |
| $68.1M | 172.1K | 98% | $19.99 | |
| $357.6M | 297.7K | 88% | $49.99 | |
| $3.5M | 14.1K | 88% | $9.99 | |
| $1.7M | 6.7K | 92% | $9.99 |
Every market we collect.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
| $8.99−70% |
| 641ratings |
| 88% |
| #271 |
| not modelled |
| $29.99 | 461ratings | 88% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
快十年的游戏,不做汉化不开创意工坊,每次更新之前MOD就要大换,好玩但是不支持
The game I have the most hours in. It is, without a doubt, one of my all-time favorites.
95% рандом, 5% тактика. Перебирать [strike]инвалидов[/strike] братьев в каждом городе, получать 5% попадания с летальным исходом, промахиваться в 95% в самые ответственные моменты, получать все самые дерьмовые исходы событий... В чистом виде игру никому не советую. Только с модами. Прежде всего BBedit, как минимум сэкономите 100-200 часов на подбор братьев; и мод на 0-100% (стандартно 5-95%) шанс попадания, как минимум это честно.
I loved Menace. Thought I would like this. I respect how complicated they made the game, but - honestly? It is damn near obtuse. There's no hand-holding, no explanations, and no way to learn about the mechanics of the game without going online to read guides and watch videos. Respect. I like a game that wants me to figure things out, too. To a point. After sinking hours in to my first run, reaching day 120, and then realizing I couldn't survive or DPS my way through zombie hords in a manner that I could survive without save scumming, praying for RNG, and generally getting irritated and angry... I went to the online guides. I learned a lot of mistakes I made. I grew my crew too fast. I should've done some sort of dagger trick where I take down leaders to get their gear without breaking it. I should've been past tier 2 weapons. I learned that some weapons can make up for brothers who can't hit anything to save their lives... so give the idiots a spear and they will hit things more easily. There's so much to learn. And I just don't care enough. I work. A lot. I have at most an hour or two a day I can squeeze in when I'm not being a dad. This seems like a cool game, and I would like to get into it, but I'm not going to study to play a game. I want to unwind, not get angry and frustrated because I can't understand the mechanics until - 30 hours in - I realized I've screwed up irredeemably. To be clear, I love Menace. It makes none of these demands of you. Hard? Yes. Rewards thoughtfulness and requires hard decisions? Yes. Does it explain things to you and/or makes it obvious how the mechanics work? YES! I. like. hard. games. I don't like studying for an exam to be able to play a game, especially when that means going online to figure out how the game even works.
Имба, гоняю только в нее, уже 5 лет точно.. моды, русик итд итп, но я еще не достиг мастерства... игра коварна.(и если играть честно, местами выбешивает.. но в этом то и весь кайфон) Очень грамотные " тактические шахматы". Рекомендую.
I have almost 90 hours in this game and while i can say that in the beginning i was having a blast with it despite not liking turn based combat, after a good amount of play time i cant stand the way the game handles your party leveling and getting better. From the start with 3 lvl 1 men to the end game with a group of 12 with no one under level 10, the fights never got any easier whatsoever. If your on any difficulty higher than beginner you will constantly lose your best men to what seems like bs. Your men can be decked out with the best armor and weapons money can buy and it might as well be made of paper. I have seen raiders that have the exact same weapons do twice as much damage as my men and take half as much with less armor. There is no "Holy crap ive made my guys into absolute badasses" because the enemies you fight are always going to be a little bit better than you. I want to love this game but im tired of dying and feeling as if getting better gear and leveling up is absolutely worthless. I dont want to be invincible i just want to actually see the use of getting better weapons and armor.
谁能想到在将近十年后制作组在已经有新游戏在做的情况下还能发布一次更新呢,还是那种有实打实内容的更新,说实话不如就做续作吧,顺便还能解决一下文本内嵌的问题方便做多语言
Одна из немногих бессюжетных тактических игр, в которые я могу залипать десятками часов. Вроде ничего необычного - жестокое средневековое deep dark fantasy с монстрами, мертвецами, бандитами, гоблинами и орками. Минимум магии, чуть больше минимума - стрелы, болты и металки. И максимум рубилова мечами, топорами, булавами, копьями и цепами в остатке. Очень напоминает урезанный и расширенный одновременно mount and blade в 2D. Если коротко описать смысл игры, то собираешь отряд голых безработных бомжей на рынке, ищешь, где нужны услуги наемников, берешь контракт на охрану каравана. В итоге оставляешь гнить в канаве 95% нанятых бедолаг после первого налета таких же бомжей бандитов. Затем получаешь деньги и повторяешь то же самое в другом городе. По ходу игры оставшиеся выжившие в боях превращаются в машины уничтожения и уже способны не моргнув глазом покрошить в капусту голых грабителей или выйти раз на раз с местным атаманом, орком или даже межевым рыцарем. В итоге собирается команда из настоящих боевых братьев, которые вместе прошли не одно сражение и видели не одну смерть товарища. А над ними ты, как менеджер отряда (или как участник в зависимости от предыстории). Затем не остается ничего другого как идти исследовать пустоши и открывать для себя, что существуют какие-то места, где даже этим непобедимым ветеранам наваляют за пару секунд. Когда отряд передвигается по карте, он может встречать деревни, города и замки. Тут открывается экономика. Она не ахти, конечно, но и ведь игра не про это. В деревне можно купить сырье: шкуры, древесину и т.д. (зависит от типа деревни и строений в ней), затем продать это дороже в городах и замках. В замках можно встретить более интересных персонажей, которые захотят к вам в отряд: рыцарей, дворян, мастеров меча и т.д. А так же купить оружие и доспехи в кузницах, которые, скорее всего, там есть. В городах же можно получать больше контрактов и нанимать больше отребья, хотя и достойные наемники сюда заглядывают. Но не все так просто. У каждого поселения есть отношение к отряду наемников, есть модификаторы. Например, если недалеко поселились пауки и поедают жителей, желание иметь дело с вами у них поубавится (когда тебя может ночью съесть паук размером со здоровую собаку, как-то не до торговли). А вот если вы устраните восьмилапых, то это уже совсем другой разговор. И модификаторы довольно разнообразны, что является плюсом и завлекает больше, ведь за многими из них кроются определенные контракты. Помимо постоянных строений есть временные, такие как форпосты бандитов или крепости гоблинов. Они существуют пока отряд их не разграбит, затем они исчезнут и через какое-то время появятся в другом месте. Сама игра создает видимость жизни. По карте ходят караваны, дороги патрулируют стражники благородных домов, крестьяне ходят в города из деревень. В это время на них нападают бандиты и всякая нечисть. Помимо этого, по карте так же ходят такие же отряды наемников, которые ищут где заработать. А во время путешествия будет очень много эвентов, которые вносят дополнительное ощущение жизни. В принципе, это все, видимость постоянного движа создается, и за этим приятно наблюдать. Еще приятнее наткнуться на сильный отряд бандитов и увести их за собой на штурм кладбища с ордой бродячих мертвецов, отойти и наблюдать, как враги крошат друг друга, добить оставшихся победителей и собрать добычу. Еще отмечу разнообразие контрактов. Это очень хорошо проработанная сторона, контрактов не так много в плане разнообразия, но в деталях они отличаются, и за этим интересно наблюдать. Караваны, курьерские услуги, возвращение предмета, убийство монстров, орков или разгон логова бандитов. С какого-то момента начинается игровой кризис, которых до этого четыре: восстание мертвецов, война с орками и гоблинами, война северян между собой и война северян с югом. Дополнительные контракты, дополнительные люли от сильных отрядов. А вот разнообразия наемников очень большое, нанять можно буквально любого - от калеки и бродяги в тряпье до мастера меча и межевого рыцаря, при этом при определенной удаче первые могут в итоге разнести вторых в пух и прах. Шахтеры, крестьяне, рыбаки, ученые, бастарды, шуты, дезертиры убийцы и воры - кого только нет среди ищущих работу. Но это еще не все, ведь каждого брата нужно во что-то одеть, чем-то накормить, залечить раны после боя и подлатать оружие. За всем этим нужно следить, и это вызывает еще большую близость игрока с отрядом. Менеджмент - сильная сторона этой игры, за что ее все и любят, это правда. НО блин, я не понимаю одну вещь, и речь даже не про идиотскую систему вероятностей, которую обсудили уже все, где брат может три раза промахнуться с 95% вероятностью попадания и умереть от криворукого бомжа с палкой, который попадет трижды в 5% (ох сколько жоп на этом погорело). Не об этом. Игра правда очень классная, невероятная в своей простоте и сложности одновременно, но почему разработчики не могут добавить в нее несколько штук, которые бы реально облегчили жизнь и одновременно добавили бы реальности и хорошо вписались в атмосферу. Я знаю, эта игра супер нишевая, пошаговая стратегия, текстовая, 2D, адски сложная, не прощает ошибок и явно не окупается так хорошо из-за маленькой аудитории задротов любителей жара. Но камон, за вас ведь уже ВСЕ сделали мододелы. Почему отряд не может разбить лагерь и отправить брата-браконьера охотиться в лесах, чтобы пополнить запас еды? Или брата рыбака наловить рыбу? Почему нельзя отправить дозорного, чтобы он следил за окрестностями? Почему ♥♥♥♥♥♥ разбойники могут построить себе форт из говна и палок, а вот наемники не могут создать что-то подобное, купив кусок земли у местного лорда? Почему в городе или замке нельзя спрятаться и переждать, если тебя преследует толпа бандитов? Почему нельзя продавать инструменты и боеприпасы? Почему может не выпасть классный доспех, если ты специально затыкал вражеского чувака кинжалами? Почему скравченный из ядовитых желез паука яд стоит на рынке дешевле, чем сама железа паука (это касается всей продукции из сырья монстров)? Почему так мало товаров на рынке? Почемуополчение или защита города появляется только если нападают бомжи, от сильного отряда защищать не нужно? Почему не развита тема с кораблями? И еще миллион таких вот маленьких "почему", которые не очень сложно реализовать (большинство уже даже реализованы в модах), но которые могли бы сделать игру гораздо более разнообразной . Надеюсь, что рано или поздно игру начнут мощно развивать, ведь тут можно очень много придумать.
Good gameplay? - Check Developers supporting their game years after release? - Check Mod community? - Check Runs on a potato? - Check DLCs that are actually good but optional? - Check I mean... go buy it unless you have it already! If you do - gift it to a friend :)
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