
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Charts
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.
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 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 | 661reviews | 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 427 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Палец вверх чисто чтоб игра в красный сектор не опустилась. Прикольная игра для тех кто любит дрочку с фармом барахла с врагов и реализовывать "из грязи - в князи". А вот что не прикольно , плейсхолдеры вместо иконок, надеюсь это одна из первых вещей что поменяют в обновах, глаза режет. Сюжета пока что очень мало, но тот что есть мне нравится. А ещё игра не похожа на прошлую игру, и это здорово. Более личная история получится походу, нежели в первой части. Если покупать играть - я бы сейчас не рекомендовал никому кроме как тем, кто хочет поддержать разработку.
Very early access, but the loop is 100% there. The game is actiony, but I'm catching myself looking for tactical opportunities rather than panicking - which is what I spent most of my time in Brigador 1 doing. Sorta feels like the game is teaching me what would have made me better at the original game. In terms of immediately fixable stuff - I'd say the guns could use some basic descriptions of what they'll do when you shoot them. Figuring it out is fun, but there isn't really a shooting range sorta thing and you drop your stuff when you die. Maybe a soul (items) retrieval minigame with a low HP tuk-tuk? When playing other stuff at this level of polish, I usually can't really tell what 1.0 will look like. I end up sorta vaguely hoping that a game will improve. For Brigador Killers 1.0, though, I pretty much just want more of what the EA release has to offer. Insanely sick game
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $460.8K | 1.3K | 94% | $19.99 | |
| $460.6K | 2.3K | 74% | $9.99 | |
| $460.4K | 2.4K | 94% | $9.99 | |
| $460.4K | 652 | 69% | $19.99 | |
| $461.3K | 941 | 84% | $12.99 | |
| $460.3K | 3.4K | 90% | $7.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.5M | 5.8K | 93% | $24.99 | |
| $5.3M | 12.5K | 89% | $19.99 | |
| $327.2K | 844 | 97% | $9.99 | |
| $37.1K | 118 | 77% | $13.99 | |
| $13.4K | 53 | 92% | $9.99 | |
| $15.5K | 148 | 73% | $2.49 |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 428 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
需要尽快出中文,游戏内使用翻译器会卡页面
低于我的预期,为什么ea版本的可玩性和内容甚至低于demo,制作组真的不知道玩家想要什么,顺便一提现在地下任务的指引糟透了,你们最好知耻而后勇吧
Extremely rough around the edges, especially UI wise, and has less content than the demo, but the foundation is extremely solid and the gameplay itself is boatloads of fun. Also this time you get to do Terrorism (good) and not Terrorism (bad).
the biggest and most obvious issue here is releasing an early access with an emphasis on narrative while the strengths for now are very much on the gameplay side, so you get these limits on your builds due to the place in the story, i still really like the game because im a stellar jockeys shill, and i still had a lot of fun in the campaign that is there, but i think to appease people for now there needs to be either a lot more open to you in the early game (like the power suit heavily featured in promotional material) or you just add a separate game mode where you do rando missions with a structure more like the first games freelancer mode (i know this is somewhat what the current iteration of the garage is, but it just needs to let you loose more if we wont see massive campaign additions soon). overall i still really like where theyre going with the story, this game in the long run WILL be hotline miami 2 to brigadors hotline miami 1, more violent, broader story scope, and terrorist cells. it needs time to get there sadly, as this already took like 7 years to get out the door, but we take those. some complete games cant even keep my attention for 10+ hours, and ive supported much rougher early access endeavors, sorry daimon blades. we take those.
Felt clanky as a first impression, far from a frictionless experience but something in the whole package of the brigador setting, story hook and the gameplay setpieces in the available few story missions just clicked with me. Didn't do anything past the end of the current slice of the story mode tho, playing games in EA doesn't work for me.
I'm in love with how this game plays. Obviously it needs work; there are a lot of temporary art assets in the UI, and a lot of stuff you just plain can't obtain/use yet, and the levels could use a bit more randomness/variations- but for what we have now, I cannot wait for what's to come.
[Have something like 20-25 hours in the demo/itch version for the record] Remember all the tiny little guys you stepped on in Brigador? Well now is your chance to be one of those tiny little guys! It's in early access, it still needs quite a bit of work but the basics of what they're going for are here and are great. Tactical isometric action that lets you play extremely chaotically but rewards care and consideration. It's Brigador at a very different scale but with much the same tactical action chaos (now with an inventory to fumble through under fire!), gorgeous grimy art, and the great soundtrack. Vehicles are here but you're no longer locked into them, you can hop in and out and if you want to bring one to a mission you'll need to have either stolen or built it from salvage previously. You have an in-game base you stash equipment at, but anything you take into a mission will be lost if you die. This can be a little frustrating given how flimsy you are to start, but overall I found it an effective pressure to make me try to approach situations carefully and with a degree of planning. Getting caught out by a sneaky shotgunner feels bad the first time but if you let it keep happening to you then that's something you need to learn to account for. As I said at the top, there's a long way to go here. This is not an EA build where it's 95% complete and you should not pick it up expecting that, but there's a decent chunk of fun to be had here and it does give a solid impression of the shape of the final gameplay. The meat is here it's just the connective tissue that needs to be added and filled out. On the actual negative side it does feel like there are a few things that could have been quickly added, a decent number of equipment descriptions are still completely empty placeholders to be declassified in the full version. Most important stuff that you'll use does seem pretty well explained (devs have now made it clear which ammo a gun uses for instance) but certain things could use a tiny explanation (e.g. "it's a throwable shrapnel bomb" or "it works like the backpack but for ammunition"). That said it's not like experimenting isn't fun here or resources are so tight you can't afford to just fabricate something to test it out. A note for those who played the demo and are considering this: The demo progression was a lot faster so the devs could show off more of what you can expect later in the full game. The progression in this EA build is much slower, and I expect closer to what the final game will be like. I don't find this to be a negative, in the demo there were a lot of weapons you'd never end up using because they just seemed incredibly weak and better things were available immediately and in decent amounts. Instead here once you get past the narrative prologue you'll be reduced to throwing rocks at people, so the upgrade to a kind of crappy .22LR pistol does actually feel like advancement rather than a flavourful weapon that lowpower enemies use but you will never touch. The inclusion of so many "chaff" weapons makes more sense when you're actually in a position of being forced to use them.
Despite this being a positive review, as of now, if you are on the fence about purchasing the game I would just recommend playing the demo. While the game is still good, I feel like parts of the early access feel like a step back. While the additions are mostly good, they come with a lot of problems. The AI feels dumber than before, with enemies not being alerted to me right after firefights, VIP's attempting to fight you with their fists instead of trying to run, or being unable to find me after having just shot them from behind. The balance also still feels generally off, but I admittedly cannot give great criticism in that department. The UI also lacks clarity often, merchants sell items that are all shown as names and the same crate icon, leaving me mostly puzzled as to what exactly it is I'm actually going to buy. In addition, despite the prevalence of cars on the map, it feels completely random as to which cars you can or cannot use, at least in the early missions. While I understand the need to balance the early missions, why not just remove the vehicles or give them destroyed models if we cant use them? Overall, I feel like the game has great potential, but a lot of the changes feel like a step back from the demo.
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