
Isometric insurgent simulator. Fight on foot and in vehicles, build and steal a private arsenal and bring the war home to the businessmen who started it all in this continuation of the Brigador saga.
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The United States storefront in every case, so this compares stores and not countries.
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Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Same day: best CA #31, worst PL #99 · 9 markets collected
About
Isometric insurgent simulator. Fight on foot and in vehicles, build and steal a private arsenal and bring the war home to the businessmen who started it all in this continuation of the Brigador saga.
You are a member of Team Anchor, deployed to the SNC homeworld to make them pay for what they did.
Get around Mar Nosso on foot, or go loud against local forces with your own armor.
Acquire and fire 30+ firearms, from Nossian Corvid zipguns to the latest in man-portable Spacer tech.
Upgrade your arsenal by finding different combat rigs.
Salvage vehicles for parts to fabricate new tools of destruction in your base.
Mount weapons to your new creations and deploy with them.
Drive around rich detailed sprite environments in vehicles like clapped-out sedans, tanks or bipedal mechs.
Listen to an original soundtrack scored by acclaimed musician Makeup And Vanity Set.
Disrupt the corporate control of Mar Nosso by killing Brigadors.
Brigador Killers is in active development and coming to a Steam store near you.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 657reviews | 72% | — | $460.8K |
| $24.99 | 10ratings | 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.
Engagement
Reviews
Themes across 426 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I understand this game has a cult following but I think it needs critique to grow. I also wouldn't recommend buying it in its current state. As it stands, unless I'm missing some vision the developers have, the game over all feels like a step backwards compared to the demo. Maybe I'll change this opinion as I play it more. I really enjoyed the narrative, I like where it's going, but it's hardly there. You legitimately start the first few levels of the game fighting the undercity scum of the game's world by throwing rocks and cinderblocks at them, and end the (first chapter of the) story shooting people with single-shot guns. The early combat feels very stilted and overly clunky at this stage. I understand what this game is going for- It's a terrorism simulator, it's supposed to feel punishing and difficult and like you're always fighting David vs. Goliath. And, this leads to my main criticism of the game- It has these weird, absurd difficulty walls (which were present in the demo, and have been exaggerated significantly for the main release for some reason), where you feel like you're fighting real guns with nerf guns, every few levels. I don't... Understand the motivation behind it. Once you escape the "rock throwing" section of the game, you immediately get to upgrade to real, actual guns. And you rapidly steal your way from single-shot pistols to intermediate-caliber machineguns which trivialize pretty much every section of the game before that. Okay, cool, normal RPG progression. Shortly after you acquire these machineguns, you encounter EXTREMELY heavy armor. The game literally steps you up from fighting a few APCs with the same machineguns to a 6 uparmored APCs, then the level after that, a tank which can destroy any vehicle you can possibly build at this point in a second or two from several screens away, surrounded by enemies which instantly stunlock you and suicide into you, also killing you in just a few hits. It's just not particularly fun after a certain point. When I hear "terrorism simulator," I think, y'know, a game where you're fighting your way through lesser enemies to reach a vantage point and gain the upper hand. Luring enemies into IEDs and remotely detonated satchels or ambushes. I can [i]understand[/i] the vision and motivation behind what this game is trying to be, but it feels like it's failing to realize that vision. The trailers are selling this super chaotic vehicle gameplay, but the balance is so bad between what the levels present and what the player is given that you're either completely destroying the opposition or being completely destroyed by the opposition. It feels like the developers are trying to work within this open-mission framework where players can tackle whatever they want with whatever tools they want, and I can't help but feel this is the wrong choice because it yields these huge imbalances. There is never a negative consequence for bringing your best gear, and as a result in order to prevent players from just breezing through the game, the game starts presenting you with these impossibly difficult scenarios. It just- It feels like it has an identity crisis. It carries so much of the original Brigador's identity- Small arenas with tactical vehicle fights- But then also wants you slogging through the trenches as a single footsoldier. I guess I feel like the original Brigador already achieved what this game is trying to achieve- That David vs. Goliath feel- And the choice to split the game between on-foot gameplay and vehicular combat just yields something that is unfocused and incoherent. I want this game to be good, and it probably will be if the original Brigador is any indication. But I'm worried about the fact that the early access release just feels worse to play than the demo; like the game is headed in the wrong direction.
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Languages: English**languages with full audio support
Hours played at review time, across 427 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
疯猫老师的毒奶还是太权威了,优秀的demo到最后端上来一坨的ea。我来总结一下群友指出的游戏重大缺陷,排名不分先后: -逆行出现早期demo版本才有的bug -所有载具都可以通过吃薯片回血 -钱花刀把上,开发中买了一堆歌的版权 -制作组刻意拒绝民间现成的中文补丁 -此ea版本没有机甲(除demo同款教程关) -无法像demo那样制造和购买军用载具,派对客货车也没了 -三方势力的敌人武器混用 -关卡超进度敌人,例如,后期需要你一辆VPC打俩猫鼬+1赌徒坦克 -最开始需要用石头作战.... -没有demo里的穿着动力甲(红蓝装甲) -子弹奇缺奇贵,一发3块且只能像demo黑市那样去关卡里买,途中有不可避开的战斗损耗 -零件也奇缺 -搜打撤玩法大削,现在地图上资源很少、难以复玩旧关卡、新增了一些守点任务 -地图上的车现在不能开走了 -每个车位现在需要花100零件升级 -贴图和简介仍然不全,甚至有更多占位符 -武器、载具丰富程度不如demo -初期装备获得难度相比demo极其艰辛 -续作制作组不是一代团队 优点: +老干妈等武器貌似加强了 +demo已有关卡的画面精细了一点 +增加了很多新剧情 一般性变化: -人物立绘基本全换,没有demo那种冷峻刻奇感 -demo任务模式部分增加了一个警察角色 -自动贩卖机里可以购买子弹 总结: 原制作组赚完demo制作后跑路了,所谓正式版完全另起炉灶做成了美式RPG游戏,现在内容量只有demo的1/3,而且是通过大图拆小来凑数,开发开倒车,也不重视玩家意见。目前的种种乱象仿佛一代初发售时的重现但更严重,把demo的优点全都放弃了。看到优秀demo变成这样,现在我非常、非常伤心,不得不呼吁各位持相似意见的玩家发起退款,使制作组至少重视起对此游戏的后续更新
[b]Let me preface this by saying I am a Brigador fan.[/b] This game has been among the top of my list of most anticipated titles, based on how much I loved the first one. [b]I put 37 hours into the demo.[/b] I couldn't get enough. The aesthetics, vehicles, gunplay, destruction, sound design, OST, gritty ambience, and most of all the gameplay loop. It scratched an itch for me that hadn't been scratched since the glory days of Syndicate and GTA1/2. The fight -> scavenge -> fight -> extract -> upgrade & progress loop was addicting and satisfying. [b]Now I find myself with 14 hours played in the EA release and I'm finished with all the available content.[/b] Sinkhole cleared, garage fully upgraded and stocked with the best vics available. Armory bursting with weapons, the coolest of which I cannot even use because the mechs/tanks/gravs that I grew to love in the demo are not present. There's no incentive to keep playing. There's nothing else to grind, nothing else to explore, and nothing else to progress towards. [b]The demo has more content then the paid release.[/b] That should [i]never[/i] be the case. The added narrative content was decent but very brief, and now [b]the sandbox content has been [i]absolutely gutted[/i] comparatively.[/b] [b]I wouldn't recommend buying in its current state.[/b] You're better off playing the demo until the game is [i]way[/i] more fleshed out. Honestly I regret my purchase. I should have done what I always do and forgot about the game until it was out of early access - patience is the best asset a gamer can have nowadays, but with how much I loved the previous title and enjoyed the demo I wanted to give the devs the benefit of the doubt. Will not be doing that again anytime soon.
I love Brigador, but I can't recommend that others buy this game right now in its current state. I have a lot of faith in the Stellar Jockeys, I really do. I've followed their progress to wayy back in EA for Brigador and fell in love with it all. They're a unique studio, with a unique vision, and they've been known to not get things right on delivery up front but they've also course corrected, a lot, even if that course correction seems to clash with their original vision. Brigador Killers is a micro scale version of the OG Brigador, which in practicality means you're not a Godzilla-type thing of destruction any more, it's much more akin to Bullfrog's OG Syndicate back in the 90s, which is where this game feels like it's trying to take us but with more of a modern take and using the Brigador assets. I personally feel that this team didn't want to release so quickly. BK was initially indicated as an upcoming title years ago, and as they've self confessed - Steam's rules for allowing a game to exist in EA or even have a store front have changed a lot since then, and now Stellar Jockeys have to make good on a promise made years ago. They'll get there. This will be good. Right now it's rough but the team have plenty of feedback from which to build upon. Do not lose hope. Try the demo, and if you're a fan of Brigador and Stellar Jockeys like I am, buy the game anyway and support their development. I look forward to changing my review to positive, but I can't in good conscience recommend that the general public buy this product as-is in Q3 2026. Fanboys and Fangirls, help them out and be patient. It's going to be a while but I think it's gunna be great.
I wanted to hold off on reviewing the game since the early access and all the connundrum about it. Personally I sit on the other side of the fence to the outrage and the idea of 'it has less content'. The demo was fun to play and I don't usually play demos, but I found the Demo you could also end up making everything and getting a bunch of stuff for no consequence and like making a police APC didn't feel like I was putting in much work. The more narrative driven gating of content made the earlier missions and levels feel a bit more, intense? Not having a 556 rifle right at the start made me play and toy with other things, being bumped back down pegs when I ♥♥♥♥ up and lose my weapon only to claw my way back up to having good stuff again felt much more engaging than simply running police base and looting a million stuff (which you can still do I guess lol). I'm looking forwards to the other stuff being able to be made. I'm excited to drive the mog in a situation where it's going to feel like it does in the book. A powersuit. But anyway, the review. I like Brigador, the setting and the lore is surprisingly well written if you go looking for it. There's a lot of tongue in cheek humour around the various items and stuff but it doesn't detract from the setting at all. I enjoy the mishmash of kinda sci-fi but also everyone is still using guns from the 80ies, a don't fix what isn't broke type deal. It would be nice to get some more kind of lore and writings about humanity in general. But I digress, Killers much like the original is written fantastically. It too has an audiobook that extrapolates a bit more on the setting which is both narrated and written amazingly. For now alot of the items have placeholder images and awaiting lore snippets but reading what is there already is making me excited to read future entries. Stylistically the game is great, its isometric, its pixelly. It brings me back to the time I was young and playing red alert 2 on my W95 PC. Everything has a distinct look. My only gripe about it is sometimes things look a little washed out but I believe that's also part of selling its vibe. The UI is decent, the aiming lines are intuative and being able to lock to target with Q makes shooting a heck of a lot easier. My only umbrance with it, is it can be kinda clunky. Running away to hit tab and then press E on a medkit or something makes it hard to survive sometime. Difficulty wise, I found it a lot more harder than the demo but I think it was a good thing. Every time I left a mission with new toys or loot I felt like I earnt it. Losing gear doesn't really matter when you get further in but in the earlier content I felt like I was weighing up risk and reward, Do I look around and loot a bit more and risk running into the reinforcements and potentially losing everything. As someone who's played extensive tarkov, I enjoy this. I don't want piles of guns and ammo throwin in my lap because then there'd be nothing to work for. The sound design matches the aestetic, its not all base boosted with guns that click when the ammunition starts to run out. Its straight to the point. Honestly, I'm looking forwards to the future of this game. I'm excited to see where it goes, what they add. Will we get a more sandboxy experience in time? Will it turn into eventually managing a whole insurgency? Who knows, heck maybe even we'll be able to get a touro. But in short, I do think the game is worth getting especially if you enjoyed the first one. It's not expensive it wont break your bank and the game is only going to get more content. You can simply wait or you can play some now, and then play again in bits and bobs as they add more. But I think in short, don't listen to all the boners in the review section and simply just make your mind up yourself.
I really, really wanted to like Brigador Killers. Original Brigador was fun and my least favorite part of that was wishing there was more of a rags-to-riches pace and story. Killers seemed poised to deliver on that, and on the undersung brilliance of a mech game where you can get out of the cockpit. I did not play the demo so I can’t speak to the comparison. I played the EA the day it came out and most days since. Instead, we have a sliver of story that ended abruptly, a main character who gets ended abruptly, a UI that is both central to everything and quite confusing, and a level of challenge that feels almost appropriate, except for how it is just not… fun. I love challenging games, and I was looking forward to this being a punishing experience, especially early. But getting killed usually feels like bad luck or an enemy randomly doing 10x more damage than all the other identical enemies I just beat. It feels like the lesson learned is usually that I should have played in a slower and less fun way, or should have spent less time looting my well-earned rewards from a fight. It’s a game that seems like it should encourage experimentation and creativity, but that creative spirit is immediately snuffed out by short ttk and the threat of losing all your stuff. My favorite portion of the EA was the early levels, where you get some well-delivered story and then creep around throwing cinderblocks at corvids. I was surprised by how much I enjoyed these tense but low-firepower encounters, from Brigador of all games. Creeping up through crappy guns with no ammo all the way to taking on a dozen goons with an armored forklift and two shotguns felt, for a brief moment, like everything I was hoping for. I picked the battlefield clean, found some cool new guns, and then with the exit in sight, one guy comes up from the edge of the screen, 50-0's the forklift with one shot and kills me with the second. None of the enemies I had encountered had shown this kind of damage. It didn't feel like I should have been more on my toes even after an apparent victory, it felt like an anticlimactic waste of time. “Sprinting” with shift and then trying to open your inventory (say, trying to quickly bandage up in the middle of a fight) opens the steam menu which feels bad in the middle of a fight. There are a lot of conceptually fun scrappy vehicles, but most of them feel useless. No hardpoints = no point. It feels like you should be able to use small guns from any vehicle. I have no interest in playing around with the multitude of VBIED options because creative risks don’t feel worth investing in. I appreciate that the devs are using MS Paint temp assets instead of AI. The music is as good as you would expect, and the guns feel punchy. There is fun to be had, somewhere in there, but it’s underneath a lot more disappointment than I was expecting. Ten years is a long wait for what we have now. We’ll see what they can pull out. As it stands, I don't feel much interest in finishing the EA missions. Dang it. Best of luck, guys.
To be honest I don't understand the negative reviews - maybe it's just that this game really does it for me so I'm blind to the unfinished things, but at the same time, it's early access and just released at that. If this had been released in this state as 1.0, sure, have at it with the negative reviews, but I just don't see the problem here. It's tremendously clear that a lot of thought and heart and consideration has been put into this game from every angle, and even with the balance issues and placeholder images, i would still play this over most games that are >= 1.0 It's already fantastic and it has a long way to go. Get involved.
There is less player agency now. They removed the sandbox nature of the previous game Brigador and removed the ability to destroy power stations to prevent alarms and reinforcements. There are no Freelance missions anymore. They increased the grind and removed the ability to add equipment to vehicles; although you can mount IED's and small motorcyles to garbage trucks. You cant give your vehicles a simple smoke launcher for example. Also, the player only has one useable equipment slot. Sure, you can add a backpack, but if you want to use a satchel charge, you cannot bring in a backpack, odd design choice. So if you bring in a satchel charge, you cannot use the larger carrying load of a backpack to pick up your loot. You would have to find a vehicle in mission, or find the vehicle pad and bring in a vehicle with a backpack stored in it. There is no good reason it needs to be this way. Let us have a seperate slot for satchel charges, ieds, and remotely detonated explosives (not that i have found any). Not only that, there is really not much use case for satchel charges, c4 etc as there are no buildings to destroy that modifiy the game environment. No garrisons to blow up to reduce reinforcement numbers, no power stations to power down automatic gates, nothing. The assets and art direction and later higher tier weapons are really cool though, so thats a bonus. I want this game to do well, but the design choices are odd compared to Brigador.
[b]⬥ EARLY ACCESS REVIEW ⬥[/b] Before I get into anything, I just want to preface that this review is intended to be read with the context that the game in question is Early Access... not just any Early Access either, like right out of the gate, I bought this on day one and it's now four days later. If you're reading this two years down the line and I haven't changed the review yet due to a mixture of laziness and procrastination, then only some of the information may be pertinent but by and large you should probably just ignore the whole review. Now that all being said, let's get this s***show on the road: [b]⬥Calm Before The Storm⬥[/b] Stellar Jockey's released Brigador prior to this, which became a hit success and cult classic (wasn't always that way, but I'll get into that later) - boosted by several gaming "influencers" (god I hate that word) and content creators such as MandaloreGaming. It was a mech game (though even that's inaccurate since you could drive tanks, power suits, and agrav vehicles) set to the backdrop of an awesome sci-fi setting and a b****in' soundtrack. You were a mercenary being paid ludicrous amounts of money by Space Amazon to cause ludicrous amounts of destruction in Space Cuba after the people of the planet Novo Solo rose up, kicked out the corpos, and installed a socialist dictatorship (the state driven kind, not the AnCom kind) on the planet before closing the spaceports and pointing a bunch of BFG's at the sky to discourage the corporations from coming back. Then Great Leader died. Brigador ended up becoming a hit and cult classic, and fans were begging for more. Stellar Jockeys decided they wanted to big with their next game, but a mech game where you can get out of your mech and have your own base of operations would require an almost complete re-design from top to bottom, at least as far as the engine goes. This is not an easy thing to do, a good example would be the development history of Starcraft after their alpha was, quite literally, laughed out of the room... but even 90's Blizzard was a much larger team with more money to burn. After years of working away Stellar Jockey dropped the demo for Brigador Killers. Despite being rough around the edges as one should expect a beta to be, it was incredibly well received and they basically dropped a game on people's laps that players could, and would, easily dump 100 hours or more into... reiterating: for free (don't worry, you'll see where I'm going with this). The demo was received as wildly successful and people were waiting for the game with bated breath. But over yonder, a harsh wind was forming and sky was conjuring a gathering of some rather dark looking clouds. [b]⬥ The S**tstorm ⬥[/b] The game drops Early Access and... why is it so much harder? Why is ammo economy so scarce? Where are my late game rigs and mechs? Why is the narrative so short? Why did Sharon take the kids? Wait, what? Anyways, there was obviously a lack of communication somewhere, whether that be on the part of the developers for not being clear - on the part of the players for not reading anything the devs put out - or a mixture of both... but the folks who played the demo were NOT happy. The game had a slower start and it took a little longer to truly build up an armory (which I don't mind at all, I feel like having to work for things is a good thing. Something that is just given with ease feels... unrewarding?) some of the more powerful vehicles were straight up gone (but not forgotten, we'll get to that), levels were either repurposed or switched out, and more. The game released, people sunk their teeth in it - and that's how we arrived at the current "Mixed" review rating on Steam. So what the hell happened? I, personally, believe this all to be a result of miscommunication - on behalf of both the developers and the players. I know this might get pushback, but a lot of players played the free demo, built expectations that everything would be more or less the same in the full release just plus polishing and more content, and proceeded with that. What I feel like a lot of people missed is that the demo was more like a demo + an open beta combined, Stellar Jockey's was trying to learn from past mistakes so they wanted to keep an open line of communication with players this time WHILE developing the game, instead of having it come out and then scramble to fix. Furthermore, I feel like if you asked ten different people what "Early Access" meant and what it was supposed to be, you would get ten different answers. Probably because EA as a concept has been used and abused to hell and back by developers in the past, both Triple A and Indie. But let's address some of the points from the standpoint of someone who has kept up to date with devlogs and the such; - No, the devs aren't "removing content for the paid version" in the way people are saying they are. A lot of high end, late tier things were removed because BK doesn't really *have* a late game yet, it's Early Access. Most if not all of those things will make their return + more that wasn't seen in the demo once the devs hit that stage of development. People however are making it sound like the devs are maliciously removing content, this is false. - The demo was never, ever, meant to be "the game". The demo was the devs taking what they had done up to this point, building a sandbox, throwing all their toys in the sandbox, and then dropping you in there and letting you go nuts. Meanwhile, while you were having fun, they could examine playstyles and player feedback to tweak the actual game. - The game is not done, it's meant to be a representation of the full game up to the point that they've yet developed and feel comfortable releasing. It probably due to the demo, but a lot of people seemed to think they were buying a near-complete product. Buying Early Access is essentially a form of pre-ordering where you also get access to early builds of the game. To re-iterate quickly: no, the devs are not maliciously removing content to never add it back. The demo was also never meant to be completely representative of the full game experience - it was meant to be a sandbox, a "here's what we've done, here's what we built. Go wild". Yes, the demo had a lot of effort put in to it to make it actually play like a, y'know, game, rather than just a straight up sandbox - but are honestly going to fault SJ for putting too much effort into the demo? [b]⬥ Doomed To Repeat ⬥[/b] Wanna know something funny? This has happened once already before. WITH Brigador (the very same game most people here played and fell in love with). SJ put out a trailer from Brigador, and when people watched that trailer they got the idea that it would be a twin stick shooter. They bought the game on release annnd... negative reviews and refunds followed within the next few days. Despite the fact that SJ didn't really do anything wrong here (nothing in that trailer was false advertising, everything you saw was in the game) they spent years course correcting, adding more content (no paid DLC beyond the book/soundtrack), and released a massive free content update to the game which became Up-Armored Edition. [b]⬥ Look, I know we've all been burned by Early Access before... ⬥[/b] And I know this review might seem like I'm just some kind of fanboy, but the fact that something along these lines has happened before - and SJ is one of the few companies that has proved themselves trustworthy. [b]⬥ Yeah that's all really nice and everything but what about dah game? ⬥[/b] What? Oh yeh. Yeah the game is f**king great, A-f**king plus. I'd 100% recommend it but if you want to be wary and that is completely understandable, maybe give it four-six months to let it cook and then see where it stands. But my personal opinion? Easy recommend, even in it's EA state. Should things change drastically, or the game hits 1.0, I will come back and change my review to reflect it (hopefully).
Not in the slightest concerned the demo is "better" than the "release". Lets be fair, you need to have some faith and positivity in your understanding of what you're getting into buying an early access title. Why even give this a negative review, what else is there out there that can offer even half of what this studio can deliver? Keep on the up Stellar Jockeys, what a kickass game.
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