
Take customization to the extreme with the Omega Customization System and battle with one-of-a-kind combat units in this all-new third-person shooter mecha game.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0/day in the week to Aug 10 → 0/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.
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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; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 596reviews | 43% | — | $844.2K |
| $74.99 | 1.1Kratings | 51% | — | 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 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Don't buy unless for 15 or less. Over 15 I DO NOT recommend![/h1] Game is great for diddling around with mechs... not much else. [b]Huge massive negative[/b] that I really hate! Is you encounter the final boss from mission zero! The jank as ♥♥♥♥ camera controls. On top of that the mech [u]customization[/u] part ain't a thing for the first several hours it seems. Can't do weapon groups or anything Not gonna go on about graphics and ♥♥♥♥ but this don't got graphics nor gameplay to back up the incredibly dated look
[quote][url=https://store.steampowered.com/curator/33401179/]Follow my curator page for more recommendations![/url][/quote] The controls completely ruin this whole thing. D3P has once again put almost no effort into a PC port and it's inexcusably bad here. This is a Unity engine game, there's no reason for the mouse to feel this bad, for there be very few graphic settings, to only support 3 (THREE!) resolution options, and not even include 2560x1440. The mouse has a double whammy of negative mouse acceleration AND it's emulating an analog stick. It ignores most small mouse movements. This alone is one of the main reasons I'm refunding, it completely ruins the game with how bad it feels to control. Controller isn't any better because it's extremely touchy and small movements of the analog stick makes the camera jerk around quickly. It's very difficult to do small adjustments to your aim, and even if you lower the sensitivity it doesn't help. Somehow sensitivity only really affects when you hold down on the analog stick to do a longer turn, the small camera movements/adjustments are still very fast. Building mechs is the main appeal here, and it does seem very in-depth and cool! Except.. the controls for that are just as unintuitive and poorly thought out, regardless of if you use a controller or mouse/keyboard. With mouse/keyboard you can't move the camera around unless you use the arrow keys and IJKL, bizarrely, rather than just using your mouse to drag the camera around like the majority of other games would do. If you use a controller you simply move the camera around with both analog sticks. However the biggest issue with mech building controls is choosing what snapping point to put a part on. With controller you have to cycle through them inconsistently with the D-Pad, and WASD on keyboard, rather than just.. y'know, clicking them directly with the mouse? The mouse that's barely used in the mech building menu except to confirm selections? Moving around parts is equally obnoxious, you have to cycle through a vertical list of things like vertical/horizontal position and rotations, and then use left/right on D-Pad (or A/D on keyboard) to actually change each option. This is counter-intuitive when you have something like vertical position/rotation selected and have to use left/right to make an object go up/down. Threw me off every single time I did it. One other bizarre control choice I noticed is with the on-foot controls. With a controller you fire primary weapons with Right Trigger, including when you get out of a mech and run around on foot, makes sense! However with mouse/keyboard you use LMB to fire primary weapons in the mechs, and on-foot you use... RMB to fire??? Did they accidentally bind that because they were thinking Right Trigger = Right Mouse Button? And of course this isn't something you can rebind to fix. It won't ever happen because the game hasn't had an actual patch in over 2 years, but if they could've fixed all these awful control issues then I would've stuck with the game, even with the gameplay being a bit basic, the lack of a funny English dub like EDF, and the severe lack of graphic settings, the controls were the catalyst that caused me to refund. Maybe if they ever do a sequel they'll address these issues, but I cannot recommend this one at all, even on sale for 80% off ($9.99) like it was when I bought it.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Even with the 80% discount this game is a hard sell. Now, it is a bit sad to leave a negative review as this game does have good points, but personally, I found that this game really struggled to be worth the time invested into it, let alone the money. It is functional, but that's about as good as I can call it. Might be worth to some with the discount, but otherwise I would recommend looking elsewhere. The word "tragedy" is a very succinct summary of this game. For every thing this game does right it almost certainly fails to capitalize on or even finish implementing it. Let's start with mech customization. I am not a nut for making nice-looking models, but the customizer seems potent enough, and, according to other reviewers it has just enough stuff to let you make a decent mechs. Really, the only complaint I can offer here is that the customizer does not support mouse to move the camera around, and using arrow keys makes it feel really cludgy. Customizer does not really give much of a bother about anything, you can attach everything almost anywhere, clipping be damned. There are only a few, quite liberal, limits, and a simple max-weight mechanic. I think this is the only game that let me equip 10 miniguns at the same time, and the fact that something so fun-sounding as this is not enough to squeeze out a recommendation should be telling. But let's say you made your mech and you want to go take it out into the field now. What awaits you is a very clunky, boring, and sometimes baffling, experience. The main, and the most debilitating problem is that all weapons have an incredibly short range. I do not think there are many weapons that shoot past 200m. Because of this, rifles simply outclass every other weapon you might want to use as they strike hard and strike far. Even something like a rocket launcher simply explodes once it reaches range, and stuff like mines has a forced few-second fuse that makes them explode prematurely. There is simply no reason to use anything other than rifles, because rifles outrange most enemies, and enemies hit quite hard if you come close. Aiming is quite frustrating because mouse controls are either very stiff or very fast, best way I can describe it is as if you have low sens with high mouse accel, so it is very hard to start moving but once you do you go flying. The aim reticle is really a suggestion as your weapons fire from where they are, and if you happen to attach them to a part that moves they will fire all over the place randomly. Weapons have ammo that is very easy to run out of, which is how I guess the game tries to force you to swap mechs. There is nothing you can do about the ammo because all weapons are split into 2 firing groups and all fire at the same time (+melee group, but that does not have ammo). At best you can set one weapon as "critical" to give it a different button, but the rest will belong to one of the two preset groups. You do not really get the time to swap mechs as enemies concentrate only the player unless there is a decoy active (which there is a limited number of on the map that you first must capture), or they have other objective to kill (that will fail the mission if they do). In particular, they will actively ignore your allies, and charge straight at you. That is, if they spawn with an active AI, as sometimes enemies spawn literally braindead. Your allies are not only useless, but downright harmful as they stick to you like glue and ♥♥♥♥ up your dashes. For some reason there is a time limit to waves, which, while generous and I never really exceeded I can not understand the reasoning for. Enemies have pre-determined spawn locations and do not give even a sliver of a damn if you happened to be near. This means that the game is not below spawning a death-ray mech right behind you that obliterates you immediately. One mission actually spawns you right in front of an enemy that will nuke you if you do not move within 1s of getting control. Mech parts are, of course, as one might expect, drop as random boxes from enemies that you must pick up. While there is a shop that allows you to buy any part you want of any rank as long as you had seen at least one copy, the economy is so oppressive that you really can't do much with it without extreme grind, think one-two missions per weapon part, which are the cheapest. Stuff around the mech combat, which is the story, voice acting, map usage, etc, I do not have complaints about. I think only Japanese VA is available, but I found it to be quite alright. Story is serviceable, nothing too extraordinary, but that's not why you would want to play this game. Maps seem to be reused, but honestly, that is not a significant problem. In total there are 40 missions, plus 10 in the EDF DLC. Game forces you up to tier 3 difficulty out of 5 on your first playthrough, and that only drops parts for small mechs. Parts for bigger mechs drop at difficulties 4 and 5, and while that would have been a complaint, bigger mechs felt so depressing that honestly that was a good thing it limited your access to them during the first playthrough. Difficulties are sane, enemies do not seem to become significantly tankier, but do seem to damage harder (which is a no-issue since you outrange almost everything anyway) Total playtime is about 15 hours with the EDF DLC, about 10-12 without. To summarize, this game had great ideas, but it ran them completely into the ground with poor execution and design choices. It is functional, and one could play it, just that the game does not really offer you anything for the time you put into it. I guess one note is that EDF fans might want to witness the EDF DLC of this game because they made EMC tank and barga cursed, but that's about it for memorable points. Only get on sale if you must, and do not expect too much.
まだ未クリアだがセール時ならば「一応」おススメ、だが定価では絶対おすすめしない。 とにかくUIやロボットを出撃させて暴れさせるパートのショボさは間違っても「面白い」など言えない程、ストレスが溜まり爽快感に欠ける。 ただしカスタマイズ部分は豊富なパーツに自由度の高い構成…が、「楽しい」のだがそれを実感できるのはある程度(ストレスの溜まる)ゲーム進んでからというどうしようもなさ。 せめて初期パーツをもっと豊富にして、構成の楽しさを序盤に味わえるなら良かったのだが、カスタマイズパートも例えば角度のコピペや反転貼り付けとかが無かったり痒い所に手が届かない。 圧倒的なカスタマイズ性は間違いなく楽しさを予感させるのだが、それを実感するにはおそらく最低でも3時間はつまらないアクションパートをこなす必要がある。 ただカスタマイズしてカッコいいロボを作ったところで、ACTパートがつまらなくてそれを出撃させたいと思える気はしない。 それでも元々箱庭ゲーや鑑賞ゲーも好きなので、このカスタマイズの自由度は楽しめるし、可能性は感じるのだが、スタジオモードとか、初期パーツをもっと豊富にするとか、そもそもACTパートの作り込みをもっとしておけとか、言いたいことが多すぎてセールで買ったとはいえ不満も正直大きい。 おススメできるのはカスタマイズパート部分で、プラモ好きの人であって、ロボゲー好きな人におススメできるかというかかなり疑問。
Я понимал что данное произведение будет, мягко говоря, плохеньким, но не до такой степени же. Все те, кто пишут что тут есть дух EDF должны, даже обязаны, извинится. Того уровня трэша и месива за который любят EDF тут нет даже на 1%. Даже скидка в 85% не способна оправдать уровень халтуры и наплевательства. Будь оно бесплатным - так же сгинуло в небытие. Графически это просто тотальный ужас. Я не гонюсь за 8K 999fps Ultra RTX DLSS VIP gaming и не имею ничего против простенькой и топорной графики, но когда разрабы демонстративно ложат большой и толстый, при этом выставляя АА ценник, есть некоторые вопросы. Анимации по уровню детализации отстали где-то лет на 20, чтоб не соврать, Armored Core на PS1 и то выглядел куда внушительнее. Интерфейс ужасен до безумия и желание блевануть возникает за 1 наносекунду созерцания сего чуда. Про интерфейс редактора даже заикаться не буду, там кошмар. Управление так же отвратно. Играть можно и привыкнуть не проблема, но стоит забыть о каком либо удобстве и терпеть. Забивы с мобами лишены какого либо импакта. Я даже не говорю за уровень EDF 5, но это даже не EDF 3 с виты. Абсолютно скучнейшие и никчёмные. Я не знаю и не рискну судить, возможно, будут враги жирнее и сильнее, но желания это узнать как-то не появилось. Озвучка в принципе нормальная, с другой стороны, японские поделки любого уровня не обделены озвучкой. Но вот музыка и SFX просто ужасны. Так же реплики ботов/ИИ меха постоянно накладываются друг на друга. Кастомизация меха действительно обширная в плане деталей, но при этом довольно топорная в плане их установки. Детали не имеют каких либо визуальный креплений и нам предлагают просто вставлять их друг в друга как душе угодно. Кому-то зайдёт, но для меня - такое себе, лучше была бы классика жанра. В общем и целом данная "игра" не должна существовать в принципе, и покупать это категорически нельзя ни в коем случае, даже за бесплатно. Кооператив и редактор никак не могут перевесить дешевизну и наплевательство разрабов. Не нужно покупать EDF 6 - ценник зашквар, возьмите по скидке EDF 5 и балдейте, а это нужно забыть как страшный сон. Мне кажется, данный продукт вполне подойдёт для пыток недоброжелателей, шутка если что. (или нет).
Custom Mech Wars is an ambitious and eccentric third-person action game developed and published by D3PUBLISHER that embraces one of the most extravagant ideas imaginable in the mech genre—giving players near-complete freedom to design, customize, and pilot machines of their own creation. The premise is immediately appealing to anyone who’s ever wanted to craft their dream mech and unleash it on the battlefield. With its Omega Customization System, the game invites players to build anything from sleek humanoid robots to bizarre, multi-limbed mechanical monstrosities, each armed to the teeth with an arsenal of destructive weaponry. It is a game built around creativity and excess, a digital sandbox where the thrill of engineering often overshadows the actual act of combat. At its core, Custom Mech Wars is about expression through machinery. The customization suite is impressively detailed, allowing you to combine hundreds of parts across different categories—arms, torsos, legs, heads, and weapons—to create machines that defy logic and physics. Want a tank with arms that fire lasers from every joint, or a bipedal mech with four torsos stacked on top of each other? The game encourages exactly that kind of absurd experimentation. The ability to paint, resize, and reposition parts further fuels the sense of ownership, making every mech feel uniquely personal. Watching your creation come to life, then stomping onto the battlefield to test its capabilities, can be immensely satisfying. The act of designing becomes a game unto itself, and the first few hours are filled with discovery and delight as you learn how far the system can be pushed. Once combat begins, however, the experience becomes more uneven. Custom Mech Wars functions primarily as a third-person shooter, with each mission sending you into battle against waves of enemy units ranging from basic drones to larger, more imposing machines. The gameplay loop revolves around eliminating these targets, earning money and new parts, then returning to your hangar to build something even more outrageous. While the combat delivers bursts of chaotic fun—especially when missiles, lasers, and explosions fill the screen—it tends to lose momentum over time. The missions often follow a repetitive structure: clear an area, defeat a boss, rinse, and repeat. The AI opponents rarely demand strategy beyond dodging projectiles and unloading firepower, which makes the encounters feel more like stress tests for your latest creation than tactical duels. For players motivated by experimentation rather than challenge, this might not be a problem, but those looking for depth in combat or mission variety may find it lacking. The story that ties these missions together is minimal and largely forgettable. There are narrative snippets about rogue AIs and military conspiracies, but they serve more as background noise than meaningful context. In many ways, this lack of storytelling focus seems deliberate—the developers clearly intended customization to be the star of the show. Yet the absence of emotional or narrative stakes contributes to the feeling of detachment that pervades much of the campaign. The game’s presentation also leans toward functional rather than polished. The environments are serviceable, offering cities, deserts, and industrial zones to fight in, but none are particularly memorable. The visuals, while occasionally striking during large-scale battles, often feel dated and lack the detail expected from a modern mech title. The sound design fares better, with thunderous weapon effects and engine roars lending weight to the chaos, though the soundtrack itself rarely stands out. Despite its shortcomings in mission design and narrative, Custom Mech Wars has an undeniable charm rooted in its creative freedom. There is a joy in seeing the sheer absurdity of the machines players can build—quad-legged artillery beasts, jet-powered spheres of guns, or towering humanoid giants with multiple heads. Each part you unlock feels like a new toy to experiment with, and the loop of “battle, earn, build” remains compelling even when the combat itself falters. This creative potential extends to the online features, where players can share their custom mechs or pit them against others. Unfortunately, the multiplayer aspect suffers from small player counts and limited matchmaking, which prevents it from fully realizing its potential as a community-driven feature. Progression can also feel restrictive. While the customization options are vast, access to the most interesting parts is gated behind extended playtime and repetitive missions. The grind to unlock new components often slows the game’s pacing, forcing players to replay similar missions to gather enough currency or parts. This can be frustrating for those who want to dive straight into creative experimentation, as the game’s best tools are reserved for the later stages. Moreover, the user interface for building and equipping parts, though functional, can be clunky at times, especially when navigating with a controller or keyboard. Managing dozens of components across multiple categories demands patience, and while enthusiasts will likely find satisfaction in the tinkering process, casual players might find it intimidating. What ultimately defines Custom Mech Wars is its balance between boundless creativity and repetitive execution. The game excels at giving players the tools to construct their dream machines and encourages imagination in a way few modern games do. The sense of ownership and pride when piloting a self-designed mech into battle is deeply rewarding, and in those moments, the game achieves its full potential. However, once the novelty fades, the cracks in its structure become harder to ignore—the missions grow monotonous, the story remains superficial, and the technical limitations start to show. Yet for fans of the genre, and particularly those who find joy in mechanical customization above all else, these flaws may be minor compared to the satisfaction of creating something truly their own. Custom Mech Wars is a paradoxical game: at once wildly inventive and frustratingly shallow. It offers one of the most flexible mech-building systems ever seen, yet ties it to gameplay that struggles to sustain long-term engagement. Still, its enthusiasm is infectious. It feels like a love letter to creativity, a sandbox for dreamers who want to build, experiment, and wreak havoc with impossible machines. For players seeking a deep narrative or finely tuned combat, it may fall short. But for those who simply want to lose themselves in the joy of creation, constructing a personalized war machine that can obliterate everything in sight, Custom Mech Wars delivers exactly what its name promises—a customizable war machine experience like no other, imperfect but undeniably full of heart. Rating: 5/10
This has one of the better Mech customization I have played. I wish the game gave you more of them early in the game so the player don't need to wait to build their perfect mech.
発売日にフルプライスで購入して価格と内容の不釣り合い感に少しがっかりしましたが、しばらくプレイしているとパーツが増えて好みの機体が作っれるようになってだんだん面白くなってきました。 ただ、脚部破壊=即自爆システムとLサイズ機体の相性が非常に悪く敵AIが脚部だけを狙っているのではないかと錯覚するほどには他部位健在なのに脚部だけ破壊されて自爆というシチュエーションが多かった。 これを解決するためには脚部の原型が分からなくなるほどに全体に装甲アクセ等を貼り付けてしまう必要があるが元の曲線美は消えてしまうところが悩みどころ。
mech EDF exactly what i expected
⭐️⭐️⭐️⭐️⭐️ - Ultra Fun Mech Building ⭐️⭐️⭐️⭐️ - For me this is the fun factor I’m looking for since I’m used to Earth Defence Force (May not be suitable for hardcore Mecha players) ⭐️⭐️⭐️⭐️ - Graphics & Physics also the same as other EDF games ⭐️⭐️⭐️⭐️.4 - Overall a fun game that gives you freedom to build your own arsenal robot that is reminiscent of old Mecha games on PS2. This isn’t your ordinary Mecha game it’s a parody of it & people should get the gist on the trailer. That Drill**** robo reveal & other hilarious robo builds is what made me get this game🤣
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