
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.
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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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Hours played at review time, across 121 reviews with recorded playtime.
Reviews
Themes across 121 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
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.
The game I have the most hours in. It is, without a doubt, one of my all-time favorites.
[strike] Strategy [/strike] -> Randomly Love the game but the RNG in this game is too much at the point that all of your unit position and strategy become meaningless. Same tier unit 6 VS 1 surrounded all directions with high ground advantage are all missed and that 1 unit just lucky enough to one shot 2 units each turn. The worst part is UX/UI in this game, you are never able to check enemy stat and ability. You never know what an enemy is capable of, you might learn and remember that an orc can charge and stun but there is no detail about it at all. Necromancer casted possessed on its unit but you don’t even know what that skill does and what you should do about it. It’s a game that knows the details by wiki only when they should add a little extra UI for it.
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 :)
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.
Seeing as feedback was requested I figure I'd leave a review of this game that I have sunk many, many hours into. It's great! Fantastic and unique with only a few flaws I've found. There is far more good than bad, so I'll start with the good. The progression is top notch, seeing your bros get stronger and gear up, looking for legendary pieces of rare gear, building out your forces and seeking new recruits, its all a wonderful pace that hits just right to keep you going contract after contract. The battles as well are varied and mostly interesting, barbarians, desert troops, and in between. Battles scale up and become more developed in the late game, you go from fighting a couple rugged bandits to complex formations, and even crazier in the far north. Missions vs humans are all very interesting. This does lead me into the primary complaint about the game though, monster fights, in particular, monster fights in the middle and late game. Where human battles are always ramping up in size and complexity, with new units and abilities and formations as you get further, monster battles... get bigger. You fight 10 spiders early game, you fight 40 spiders late game. You fight 1 lyndwurm early, you fight... 6 late. Same with Djinn, same with ogres. Couple that with how the monsters just aren't as fun and satisfying to hit, lacking the same visceral feedback of fighting men, and late game monster fights become an extreme slog. The strategy used to fight each monster is usually quite simple, and because monster fights are usually composed of only one unit to fight, that strategy is the same, every time. If I could ask for one change to the game it would be a revamp of monster fight progression through a campaign. Focus more on adding monster subtypes, new abilities, tougher ones instead of masses that eat up time. As it is now I tend to actively avoid many monster contracts late game, not because they are hard, but because they are quite the slog.
I have spent so many hours being frustrated at this game. It will hurt you and you will hate it. But you will also fall in love with it if you are anything like me.
希望能有中文版本
I love this game more than anything however it's been bugged to all heck, A lot of people cannot SAVE or even get to the menu settings. GPT says there's a file error with the DLC and it probably has something to do with old conent and stuff beyond my understanding. Please fix @dev
Finally upgraded to buy the burning deserts DLC. I do like this game. It's very much an open-ended singleplayer tabletop roleplaying experience. Fans of old single player board games like Barbarian Prince, old-school DND, Sid Meyer's Pirates, etc., will all like this, assuming they enjoy the tactical combat. Note about the combat. The game is super, super hard. Ironman mode is optional (but who doesn't play Ironman when you can?!?!), and despite starting 10+ campaigns I've yet to get very far in the game. Which is great! There are options to make things easier though.
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Trends
Steam followers (game-group members) tracked daily from when we started recording.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Languages: English
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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