
Defend humanity's last hope, pilot a powerful mech, in Frontlines Crisis! A battlefield swarming with insects makes strategic and combat decisions crucial. Each decision will determine your fate. Defend humanity's last sanctuary, fight fiercely, and uphold human honor with wits and courage!
Modeled estimate, not a reported figure. How we estimate →
About
Features:
· Simplified RTS + Tribute to Classics
· Deep Strategy and Independent Controls
· Unique Boss Fights
❤️Local Co-op
As a die-hard RTS fan, I know the complex controls can be daunting for some players. That's why I aimed to create an RTS game that's easy to control yet rich in strategy and action. Here, you control just one mech. It can walk, shoot, kill insects, gather resources, build, and summon. This game is my passion project, and I hope to share that passion with more players.
Pre-Battle Phase: Strategize and set up your defenses at your own pace.
Combat Phase: Execute your strategy and unleash your firepower.
Whether it's resource gathering, base building, or attacking, this game keeps you thinking and acting.
This isn't a Roguelike game. It progresses through levels, each ending with a unique boss fight. Defeat the boss to unlock new items and expand your build options. I'm not a fan of reading long descriptions, so I've simplified each module for easy understanding.
Plus, you can team up with a friend to fight off relentless alien swarms! One player handles ground forces, the other takes to the skies, complementing each other.
In the distant future, humanity faces an unprecedented energy crisis. A new energy source, "Force", discovered in outer space, becomes a coveted treasure. The battle for "Force" leads to a prolonged war between humans and vicious alien swarms. In the war’s final stages, both sides have mastered each other’s genetic sequences, creating many half-human, half-alien warriors. On the battlefield, we might see our mutated former comrades. War devours countless lives, and we seem to have forgotten who our real enemy is.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
作为一款小品游戏来说相当不错,开着大机甲消灭虫子、挖矿、建造建筑,再把救出来的队友按照俄罗斯方块式进行排列,每竖着完成一列都会给予大量的自回护甲加成,并且有2P模式,可以和线下的朋友一起玩(但是不计入排行榜),也可以单独造出来后让它当一个自动瞄准的炮台,游玩过程中也没发现什么BUG,打折的时候大可以一入 但是游戏重复度还是略高了,我打完第一章一个半小时左右,已经感觉有点无聊了,介意的人慎入
looks good, sounds good, plays good. what more do you want? pro gamer tip: player 2 automatically shoots so you can park them in the back of your base for some free help
不好意思 请原谅我要求太多 窗口模式自定义大小后若重启不能保持自定义的大小 后台需要自动静音
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, French, Italian, German, Spanish - Spain, Russian, Japanese, Polish, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal +3 more
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
勉强算是好玩叭,不过我觉得满星通关强制挖菌毯有点太蠢了……净化炮还给得特别晚,玩起来时爽时郁闷的。
给音乐单独一个好评,si-fi 感很强 关卡的数值设计还需要打磨 歼灭战那个数量有点刻意拖游戏时间了,放着不打看着又难受
A cute mix of shoote-em-up and base planner. Reminds me of Protolife. The English localization is so bad its good :D
Great Top Down TD Shooter, Loving it so far. Makes you felt like a badass, simple gameplay, but brings Joy and Enjoyment ! Worth your time and Investment !
一群没有眼光的。这点销量连DLC都不可能有
[b]Frontline Crisis — ★★☆☆☆ 2.0 / 5[/b] Frontline Crisis has a usable core idea, but the loop gets old far too quickly. I do not recommend it, even though it ran without major technical problems for me. [b]Overview[/b] [table] [tr] [th]Category[/th] [th]Rating[/th] [th]Category[/th] [th]Rating[/th] [/tr] [tr] [td]Gameplay / Mechanics[/td] [td]★★☆☆☆ 2.0 / 5 Slow mech combat and shallow building choices[/td] [td]Narrative / Atmosphere[/td] [td]★☆☆☆☆ 1.0 / 5 No story drive to carry repetition[/td] [/tr] [tr] [td]Content / Variety[/td] [td]★⯨☆☆☆ 1.5 / 5 Repeats its loop already by act two[/td] [td]Challenge / Balance[/td] [td]★★☆☆☆ 2.0 / 5 One obvious pattern solves most pressure[/td] [/tr] [tr] [td]Technical State[/td] [td]★★★★☆ 4.0 / 5 Stable, with no major issues noticed[/td] [td]Price / Value[/td] [td]★★☆☆☆ 2.0 / 5 Not worth rebuying, even on sale[/td] [/tr] [tr] [td]Completion / Grind[/td] [td]★⯨☆☆☆ 1.5 / 5 Achievements become the only remaining reason[/td] [td]Overall[/td] [td]★★☆☆☆ 2.0 / 5 Functional idea with weak long-term pull[/td] [/tr] [/table] [b]What works[/b] The basic concept is not bad. Frontline Crisis mixes base defense, light strategy and side-scrolling shooting into something that initially looks like it could develop into a satisfying survival loop. You build tiles, place your economy and defenses, prepare for the next attack wave and eventually survive the boss. Technically, I had no major problems. No crashes, no serious bugs and no obvious blockers stood out during my playtime. That matters, because the problem here is not that the game is broken. [b]What does not work[/b] The bigger issue is that the game becomes predictable too fast. It is not really a pure tower defense game. It is more of a sideways base-defense shooter where enemies mainly come from the right, and your job is to prepare the same basic structure again and again. The mech itself did not carry the game for me. It feels slow, and the active combat was not interesting enough to compensate for the repetitive base-building loop. Once I had a working approach, the game lost most of its tension. The strategy layer also feels too narrow. In practice, my solution became: get enough resources, put towers at the front, add some support buildings in the middle, survive the boss. That is a strategy, technically, but not a deep or flexible one. There was not enough meaningful choice to make me want to keep experimenting. By act two, the game already felt like it had shown me its structure. Build tiles, place the standard buildings, wait for the boss. There was not enough variety in missions, pacing, enemy pressure or progression to make the next run feel important. The lack of story or atmosphere also hurts the motivation. A game like this does not need a huge narrative, but it needs some kind of pull. Here, once the mechanical loop stopped being interesting, there was nothing else strong enough to keep me going. [b]Completion and value[/b] I stopped after 6.8 hours, in the second act. That is enough time to see the core loop, even if it is not a full endgame judgment. At that point, continuing would have felt like playing only for achievements. That is not a good sign. I also dislike multiplayer achievements in principle, because they add external dependency to completion in a game that otherwise does not need it. Even on sale, I would not buy it again. That is the clearest value judgment I can give. [b]Conclusion[/b] Frontline Crisis is functional and technically stable, but the core experience did not hold my interest. The game has a decent idea, yet too little variety, too little strategic depth and too little reason to keep pushing forward. Not recommended.
塔防+操作类型,不仅需要你战斗中配置好建筑抵御虫族大军,还需要你战斗中主要走位操作,属于肌脑并用了
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6K | 71 | 80% | $2.99 | |
| $346 | 2 | 100% | $4.99 | |
| $6.8K | 58 | 83% | $4.99 | |
| $532 | 3 | 67% | $5.99 | |
| $0 | 0 | — | $2.99 | |
| $0 | 0 | — | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $55.9K | 89 | 62% | $14.99 | |
| $55.9K | 321 | 76% | $9.89 | |
| $55.9K | 125 | 99% | $15.99 | |
| $55.9K | 208 | 69% | $8.99 | |
| $55.9K | 212 | 92% | $8.99 | |
| $55.9K | 157 | 84% | $19.99 |