
Take command of your own mercenary outfit of 'Mechs and the MechWarriors that pilot them, struggling to stay afloat as you find yourself drawn into a brutal interstellar civil war.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Russian*languages with full audio support
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 615 reviews with recorded playtime.
Reviews
Themes across 612 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
Einfach BattleTech.
Крута покрова класична гра
I have grown to like this game more the more I play it but the execution leaves much to be desired. The UI could use some work and the difficulty is too randomized to be reliable in some parts of the game. Despite my complaints, there are a lot of things that I like about this game. I like that weapon tiers have impactful stat improvements like firing more times or reducing their weight. I like the different equipment options available early on for the arms, legs, torso, and the cockpit. In Mech Warrior 5 Mercenaries, arm and leg mods don't exist, and torso and cockpit mods are few and far between. I like the pilot perk and experience system. I think the story is quite nice, from what I experienced. Finally, I think the pilot events are a nice touch to add more flavor to your pilots, even if some of the choices have misleading results. Out of Combat Gameplay Speed Gameplay is mind numbingly slow, in combat and out. Out of combat, traveling jumps between systems individually, and when you travel a lot it gets quite annoying waiting for days to pass, for your ship to dock to a jump ship, for you to travel, and for the same jump animation to play for each system you pass through. It would be marginally better if you could at least shop at each system while you travel, but alas you cannot. Your game also pauses every time it thinks you get low on money, and it triggers after every planet you jump to. Considering that you cannot sell anything during travel, I find this warning amusing. In-Combat Gameplay Speed In combat, Battletech loves to absolutely swamp you with enemies, which means that turns can take ages even when you disable a lot of the pointless camera focuses and speed up the animations. Even with most of the camera features disabled, it still decides to arbitrarily zoom in and freeze in a random position, so you can miss combat outcomes. Most missions end up taking around half an hour or so in my experience. UI Complaints There is also no indication in the turn order of which units go when. Yes, there is a turn order at the top of the UI, but you cannot see what units specifically go when; you can only infer. The MechWarrior skill tree doesn't let you preview the bonuses that subskills give if you are trying to specialize your pilots. You can't see the overview of an enemy mech's health unless the mech you are currently controlling can fire at that mech. If you ID a mech and then lose direct visual on it, Battletech suffers sudden onset amnesia and doesn't tell you what the mech was. These issues aren't game breaking, but they are kind of grating. Fog of War One of my biggest annoyances still is the sort of arbitrary fog of war that units experience. Since enemies often run at you in waves, this can lead to their backline perpetually having line of sight against you while they are hidden in the fog of war. I am not saying that they are shooting at me from behind terrain, but that my pilots can only see mechs that are pressed up against their cockpit window, even if my mech would have line of sight or even if it was just shot at. They are often so far away that I do not even get the opportunity to sensor lock them because they aren't showing on my radar. Sometimes I experience units firing on me even when I don't think they have any line of sight and none of my units have been sensor locked. I want to believe this is because things you are supposed to destroy, like ammunition crates for example, technically count as enemies and are providing line of sight to other units. This only becomes frustrating when you are fighting several lances at once. Swarms of Enemies Having played further and gotten past the light mech hump, my biggest frustration is the randomness in contract difficulty. The mechs you face in contracts are randomized, to an extent. I have done the same two star mission and fought around 8 fifty ton mechs, reloaded and fought only 25 ton mechs. In most missions, the difficulty is fine because the number of mechs is manageable, but there are some missions where you are hit with two lances at a time, and in my experience that is where I have the most issues. For example, many missions will include a second reinforcement lance that usually comes in later rounds. Sometimes, though, they spawn practically next to each other meaning that you are now fighting two lances at once. You are not always told that you will be fighting multiple lances, so it can be frustrating when you are trying to do lower-tier missions because you don't have the firepower to take on multiple lances, only to be faced with multiple lances.
It feels like someone took the tactical tension of classic turn-based strategy, mixed it with the management layer of mercenary simulators, and wrapped it all in the heavy, methodical combat of giant war machines. BattleTech doesn’t try to be fast or flashy—it leans fully into deliberate, calculated gameplay where every move can cost you real time, money, or even a veteran pilot. I’m not usually a fan of slower, more methodical games, but Battletech makes it work. The combat is all about positioning, heat control, and target prioritization, and when it clicks, it’s incredibly satisfying. Every mech feels like a walking puzzle—you’re constantly tweaking loadouts, balancing armor vs firepower, and adapting to contracts that don’t always go as planned. The campaign adds a solid strategic layer on top. Managing your crew, finances, and repairs between missions gives weight to every decision. Losing a mech isn’t just a setback—it’s a problem you actually have to solve. That said, the pacing can drag at times, and mission variety isn’t always as strong as it could be. Pros: Deep and rewarding tactical combat Excellent mech customization system Meaningful management layer (finances, repairs, pilots) Strong sense of progression and consequences Cons: Repetitive mission structure over time Slow pacing may not appeal to everyone Limited variety in some encounters pejoluck's rating: 7.0 / 10
The gameplay is good, the mods make it even better. The plot and story however is awful. Your character is sidelined by the 'princess' throughout the story, you have zero agency nor choice in the plot and must follow her every wim despite supposedly being an independend mercenary. The supporting characters are also awful. I can't believe HBS made a game with characters and story this bad. It's a game though so get it on a sale for the gameplay and mod it for career mode.
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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
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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