
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.
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): 1.57/day in the week to Aug 19 → 5.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Genres
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; 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 | $39.99 | 33.2Kreviews | 84% | — | $28.5M |
| $9.99−75% | 1.7Kratings | 78% | — | 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 919 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Для фанатов рекомендую. Затягивает. Отличное музыкальное сопровождение, визуал тоже нормальный в целом. В бою ты выводишь всего 4 меха, хотелось бы выводить хотя бы 8
If you like BattleTech or Mechwarrior, you will probably get some enjoyment out of this game. But the inevitable frustrations will add up quick. The game has a lot of quirks with how it loads missions. Missions are rated on a difficulty scale from 0.5 to 5. In a 1.5-difficulty mission, you should face a lance of 4 mechs in the 45T-55T range. There may be more mechs that are lighter, there may be a few in the 20T-35T range and a few in the 60-75T range, but there's a general balance to be expected. I've gone into 1.5-difficulty missions and faced a pair of 20T mechs. I've gone into 1.5-difficulty missions and faced two lances that average 60T per mech. Using the community mod pack (which has served as the unofficial DLC/expansions for the game), I had increased my drop size, but because I had not upgraded my control units, that extra Mech was controlled by AI. The way the game works, this treated that Mech as an allied faction. For some reason, the game decided that my single allied mech should drop right next to the enemy mechs. I had no control over it to retreat or eject. The game is just frustratingly bad in execution. It's one thing to lose because you played wrong or just got bad RNG. It's another to lose because the game can't be bothered to properly place units on the map or give you any actual sense of the difficulty of the mission you're signing up for.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
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
| $39.99 |
| 725ratings |
| 64% |
| — |
| 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 924 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
No-brainer for anybody who likes Battletech and strategy games, and one of the games I spent most time with. The only downside for me was, that after finishing it, there was little left to do. There are great mods that enhance replay-ability a lot, but only by more or less auto-generated maps and battles, not any real story, so personally by biggest wish would have been for the developers to make another Story DLC.
If you are a Field Marshal extraordinaire then you can play this game in Campaign mode. Otherwise this game release only cares about selling season passes to PvP junkies (who get to refit and customize their mechs from the start unlike Campaign mode) and 20 year Battletech fanatics who already know the ins and outs of everything. Being stuck on the 2nd scenario of the Campaign game because Im a noob to Battletech tells me the elite snobs at Paradox specialize in making games that as long as you are losing to the AI then everything works just fine. Same as HOI. So this is what the era of elite gaming snobs and 4X super AI you cant win against looks like. Its so much fun wasting money on games where the AI plays at the master level with full knowledge and the idiot purchaser gets to learn how to play the game by the failure of repetitious losing. The Opfor deliberately avoids ambushes, always takes full advantage of player tactical mistakes, and utilizes the most perfect battlefield Command Control Communications Combat Infrastructure possible with long range stand off weapons and sensor jammers blinding and penalizing your every move before you even get to engage. By the time you actually get to fight their mini mechs thinking you have the size advantage your armor has been wiped out so the little mechs can just run in and finish the job with perfect coordination. You cant change mechs until the 4th board in the start campaign. You cant change weapons load out before mission in the start or second board of the Campaign mode (unlike PvP or Career mode). You are stuck with the most generic start mechs with a mix of useless weapons and only one or two useful weapons while the Opfor mechs are min-maxed by class (do not let their inferior size fool you. The Opfor are perfectly geared for close quarters combat while close quarters combat is a weakness for your entire lance including your recon toon). The player is hamstrung screwed having to deal with artillery mechs possessing pointless point defense weapons wasting valuable tonnage that could be used for better armor or better long range weapons load out. The main battle mechs have no short range missiles and are stuck medium lasers only that fire at a penalty in close quarters combat. The recon mech has no short range weaponry whatsoever. Finally the first time player faces the most difficult impossible terrain paradoxes possible on the second board (mountainous deserts do NOT exist except in this game) which guarantee none of your long range weapons are effective forcing the player to close to enemy artillery range at a cross the board penalty with your entire load out with no option to customize, just RESTART SECENARIO. Learn by losing is not a tutorial. In this game Its an infinite life lesson loop that is NOT the reason why we play games. We play games to escape the crap life dumps on us everyday by getting to engage our fantasy creative side. Not to embrace you-cant-win in our leisure activity. Hey jerk off game developers! We dont need your help in self deprecation. Everyday life takes care of that just fine. We dont need to spend money on a game that constantly re-sells itself with its garbage season passes just to loose to no life 20 button mouse 12th generation mini Crazy super computer gamers that have uber mech load outs and tons of cash from playing this game since zero day release. DO NOT BUY THIS GAME unless you are one of those stereotypes. This game is for you and only you. The rest of us need to keep looking for a product that cares about helping players become better than when they started so they can enjoy their purchase, NOT regret their purchase.
This game is terribly frustrating. it has a steep difficulty curve and a punishing AI. If you do decide to give this game a try, you should go watch a few YouTube tutorials first.
геймплэй безумно напоминает мой любимый XCOM да, здесь сюжетка и мир пошире гринд однообразных побочных контрактов уже предвещаю но всё равно буду продолжать поигрывать - лайк
Early game hell, didn't even reach the Argo because the downtime of the very limited mechs/pilots you start with is so freaking long. Sure, I got a couple spares, but you have to be cautious b/c of your operating expenses and you're still learning the game. I was actually on my way to that story mission but then got stupid unlucky with the most ridiculous of head hits in back-to-back missions (half-skull even) and, well, I could either reload and lose 2 hours of my time or just uninstall the game before I was in too deep and forced to suffer through even more pointless frustration. I wasn't really in love with the mech loadouts, either. I know there's a lot of customization in armor and such, but the tonnage reqs made it feel like I couldn't veer too far from the starter loadouts, at least until I was more familiar with things and had better options. Again, the sheer length of time to refit/repair a mech hinders any sort of trial and error one might do at the start. In this I'm much more a fan of how Front Mission does things and the flexibility in playstyles it offers. Shoot, even Mecharashi is a better alternative to this and more fun to play in the first 30 hours.
This was my favourite game during lockdown. I played it for… [b]wait, 450 hours[/b]?! Yeah, it’s a good game. It’s an excellent turn-based tactics game, with a side-order of management and (mech) designer. It also manages to capture the forlorn mood of the Mechwarrior universe. You are in charge of a small mercenary company. You take on (randomly generated) missions, fight, and patch up your mechs afterwards with whatever salvage you managed to gain. If you take heavy damage, your mechs (and their pilots) will be out of commission for a long time (if not lost outright), but in the meantime you still need to pay the bills. And sometimes you lose. Although missions come with a difficulty estimate, sometimes this estimate is wrong. So, inevitably, at some point you will launch into a mission overconfidently, only to have your team wrecked by the opposition. Is it a perfect game? No, it has its flaws. Although there is a decent variety in maps and mission types, after a while you will start recognizing the patterns. I quickly learned to avoid the combination of a lunar map with an ambush mission, as it would always look and play out the same. The management aspect is relatively simple. Once you get a decent set of mechs plus back-ups (and space to store them), the difficulty goes down considerably. It will take you a while to get to that point, though. On the other hand, the designer aspect remains interesting throughout the game. Initially, you are trying to keep your mechs running by fitting them with whatever salvaged weaponry you have on hand. Later, you can start experimenting with exotic weapons and weird configurations. The campaign’s story is great at setting the atmosphere for the Mechwarrior universe (a worn future where realpolitik takes precedence over idealism), but is rather thin underneath. You are offered several multiple-choice replies, but these have no impact on the actual story. However, the game will throw random events every month or so where your input does matter, and these further add to the sense that you are running a mercenary outfit in a remote part of the galaxy. On a final note: I wouldn’t bother with the DLC until you’ve played through a campaign. The DLC are rather pricy, and their main content (the flashpoint missions) is not available during the campaign (only after you finish it, or in the career mode). They do add additional mechs, but the base game already offers pretty good variety. Do check out the modding scene: in addition to more mechs, there’s also several highly-regarded overhaul mods available that change the mech designer, heighten the difficulty, expand the galaxy map, and much more.
From someone from the MechWarrior world, this game is outstanding. The opening cinematic is probably the best introduction to BattleTech of all time. Fun, easy to learn, lots of options, as hardcore as you want it to be, and very rewarding gameplay. The Flashpoints totally change career mode, and I highly recommend them. Get it on sale. The whole thing is superb.
I wanted to like BATTLETECH, but it feels more frustrating than tactical. My mechs constantly miss huge targets even at close range, while enemies and turrets can delete my units in a couple of hits. I get that there are hit chances, evasion, range modifiers, etc., but the game does a poor job explaining any of it in a way that feels fair or readable. Instead of feeling like my decisions matter, battles often feel arbitrary. I move, flank, line up shots, miss everything, and then watch the enemy punish me instantly. The UI makes it hard to understand why things happen, so it feels less like strategy and more like being a passenger watching bad dice rolls. Early missions feel punishing in an annoying way, not a fun or challenging one.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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