
Control powerful mechs from the future to defeat an alien threat. Each attempt to save the world presents a new randomly generated challenge in this turn-based strategy game.
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): 2.71/day in the week to Sep 4 → 8.14/day in the week after.
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, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.99−80% | 22.4Kreviews | 94% | — | $1.8M |
| $14.99 | 1.1Kratings | 92% | — | 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 1008 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[i] Into the breach це маленька піксельна гра студії Subset Games творців FTL: Faster Than Light. У ролі запрошеної зірки – Кріс Авеллон, який відповідає за оповідальну частину. Цікаво що гру розробляли аж 4 роки, творці витратили більшість часу на тестування й перероблення механік зброї, шукаючи ідеальний баланс. [/i] Власне це покрокова тактична гра що запозичила деякі правила шахів. Поле боя це шахівниця в ізометричному вигляді на якій розташовані перешкоди: гори, озера, прірви та саме головне – будиночки з містянами. У якості фігур на дошці виступають велетенські роботи(меха), які влаштовують полювання на гігантських комах(кайдзю). Певна річ, все це відбувається посеред міської забудови, але на відміну від кіно та аніме хатинки не можна руйнувати! Захист мирного населення та енергосистеми від підступних кайдзю головна задача в грі. Ми очолюємо невеликий загін з трьох роботів, кожний має унікальну зброю та пілота з добіркою вмінь, що підсилюють бойову машину. Гра розбита на чотири острови різної місцевості та фінальний з мурашником кайдзю. Очільники що керують островами пропонують набір з п’яти завдань та фінальну місію з босом-комахою. Місії тривають недовго, п’ять раундів це максимум, далі ворог відступає для перегрупування. Швиденько десантуємося, випалюємо всіх комах та додому, а якщо виконати додаткові умови, отримуємо гроші на прокачування мехів та зброї. https://steamcommunity.com/sharedfiles/filedetails/?id=3761896219 Головна смакота гри це продумати свої кроки таким чином, щоб розбити вщент війська противника, що переважає за кількістю. У свій хід ми можемо перемістити роботів та виконати атаку. Звучить доволі просто, але можна побудувати надскладні бойові комбінації використовуючи навички своїх нечисленних мехів на повну. Зіштовхнути ворога в річку чи прірву, створити умови, щоб кайдзю билися один з одним, заблокувати атаку перешкодами, заморозити, підсмажити, опекти кислотою та ще десяток інших можливостей. На відміну від FTL, вірогідності прибрали зовсім, тому перемога залежить від вірно зведеної послідовності ваших дій. Дуже корисна механіка відмотування часу, тобто є можливість переграти весь раунд спочатку(один раз за місію), також можна скасувати переміщення меха(скільки завгодно). Іноді з такої сраки можна себе витягнути, що сам собі дивуєшся. Цікаво повторно проходити гру, граючи за інші загони мехів, бо у кожного свої тонкощі та спеціалізація. https://steamcommunity.com/sharedfiles/filedetails/?id=3761896111 [h3] Гра одночасно й проста, й складна у деталях. Мене особисто затягнула дуже міцно. Порекомендую поціновувачам FTL, тактикам та шахистам. Проходження займає 2 години. [/h3]
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.
Every market we collect.
Reviews, worldwide (the counter carries no country): 480.71/day in the week to Jul 18 → 4.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Arabic*, Korean* +5 more
| $14.99 |
| 188ratings |
| 92% |
| — |
| not modelled |
| $5.24−65% | — | — | — | not modelled |
| $5.99−60% | — | 96% | — | 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Джон Майнкрафт украл геймплей этой игры для mewgenics, ты не сможешь меня переубедить Я играл в Gish на релизе не согласные соглашайтесь, у меня 3000000 силы в клэш оф кланс
Into the Breach is a turn based roguelike where you try to defeat bugs with your mech units. It's deep, lots of thinking to do, many mechs, items and enemy bugs. What I can't enjoy about it is the difficulty. I might need to get good, but when even normal difficulty annihilates me at every turn, I have to put a game down. If you like roguelikes and difficult games, try it on a sale. It is a game made with love and competency, but not my type of game.
It's pretty much like chess if chess was a completely different game than it is
My playtime speaks for itself (actually, I've played even more than that since I also have a mobile version through Netflix). Man, I love Subset Games. This is such a gem! One of the best progression and gradual difficulty increases that I have seen: the more mech squads you unlock, the more ways to look at the the game you learn. At first, you focus on just killing the vek (the game's enemies). Then you learn that sometimes moving them can be as effective. Then you learn blocking vek spawns, using environment (mountains, water) to your advantage. Then you learn that vek can block / kill themselves. Then you learn status effects. Then that you can freeze them. And so on... Before you know it, you are completing four islands on "Unfair" difficulty with the squad that you struggled with on "Normal." One tip: pay attention to the mech squad achievements even if you do not normally care for them - they are often suggestive of the squad's strengths and how you should approach playing it.
One of, if not the single, best games I've ever played. It has great replay value, obviously, and is great for playing in short bursts and when you want to play just a couple minutes or not have to remember the story up to this point. A very tight and focused experience that I would say is a masterclass in this type of game. Just a top tier game.
Into the Breach looks like a tactical strategy game, but it plays like a rigid puzzle system where the board state often matters more than your decisions. You command a squad of Mechs on an isometric grid, fighting the Vek - an insectoid species threatening humanity. Each Mech has different movement ranges and abilities, and a turn typically consists of moving, attacking, or repairing. Positioning is the core mechanic: you can push or pull enemies, block their spawns by standing on emerging Vek, or use environmental hazards like water, fire, ice, and mountains. Some enemies die instantly when pushed into water, others freeze or burn depending on the terrain. Your primary objective is always to protect buildings, which represent the Power Grid - effectively the game’s health bar. If it reaches zero, the timeline ends and everything resets. After a run, you may choose one pilot (the Time Traveler) to rescue who keeps their XP for the next timeline. In practice, though, pilot skills feel minor and rarely change how a squad plays IMO. My core issue is that the game occasionally generates no‑win scenarios, even on the very first turn of a mission. When multiple buildings are threatened and your squad has no combination of moves to prevent the damage, the “perfect information” philosophy collapses. It doesn’t feel strategic. It feels arbitrary. I also cannot relate to the constant comparisons to chess. Chess is deterministic and fair; Into the Breach is rather chaotic. For the same reason, I struggle to understand the overwhelming praise this game receives. I respect the idea, but my experience never matched the hype. The structure becomes repetitive as well. The game offers four islands with distinct biomes and mission types, each containing optional challenges. It’s a nice setup, but once a timeline is won or lost, everything resets, as expected from a roguelike. After enough runs, this loop becomes boring and more exhausting than enjoyable. I see that this game design works for some players but Into to Breach is simply not my cup of tea. It’s hard for me to recommend it. I’ll finish a few achievements, but the game has lost its appeal for me.
Just a brilliant game. Up there with the likes of Slay the Spire and Hades for me as Rogue-like masterpieces. Each turn plays out like its own micro-puzzle to be solved. It's astounding how simple the "rules" of the game are while still offering so much depth. I can spend 5 minutes planning out a single turn and still be unsure if I've done it in the optimal way. Be warned: this game is challenging. You should absolutely start off on the easy difficulty and work your way up. I have only recently cleared a normal difficulty run after many unsuccessful attempts. But the satisfaction you get from orchestrating the perfect turn and pulling out a victory is second to none. This is also perhaps the perfect game to play in short spurts throughout the day. I can see myself returning to this one repeatedly for years to come. 10/10
This game is like a backscratcher; it scratches that itch in ways inexplicable. I've been playing this game on and off, and having now completed all achievements, I feel qualified to post a review. The basic premise of the game is as follows. Using your three mechs, protect the buildings on the map from the enemies' attacks. You can do this by simply killing the enemy units, manipulating their positions, and/or changing the direction of their attacks. The vast array of team compositions the game offers you leaves no strategic possibility unexplored. [b] A FAIR WARNING. [/b] This is very much a pure puzzle game. It's a wonder how that is not one of the genre tags. A situation can have multiple solutions. Oftentimes, there will be only one. Sometimes, if you're unlucky, there will be no ideal outcome, and you will be forced to take damage. Fortunately, you do not lose immediately upon the destruction of a building, but you can only take so many hits before it's game over. It may take a considerable amount of time for you to find the optimal set of moves in a given situation. In that respect, it's not dissimilar to chess. Inevitably, such puzzle games are not for everyone. Furthermore, the possibility of situations with no ideal solution arising due to the random nature of the game seems to be a push factor for some. For me, that is not a bug but a feature, and adds to the strategic dimension of the game. It forces you to think about positioning (which really does matter), learn how to manage unpredictability, and exercise damage control abilities. But again, such puzzles games are not for everyone, and that's okay. I bought this game on sale. Now, I would have happily bought it at full price.
Into the Breach is one of those games that immediately feels carefully designed. Everything about it, from the tight mechanics to the clean presentation, gives the sense that very little is wasted. It is a polished and consistently engaging roguelike that offers a surprising amount of flexibility in how you approach each run. One of its strongest aspects is the sheer variety in playstyles. The game allows you to assemble a squad of three mechs with very few restrictions, which opens up a lot of experimentation. You might lean into a unified strategy by choosing similar mech types, or instead mix classes to create more adaptable builds. This freedom keeps the early and mid-game fresh, especially as you begin to understand how different abilities interact. Combat itself is deceptively simple but carries a lot of depth. Each turn feels deliberate, almost puzzle-like, as you are not just trying to deal damage but manipulate enemy positioning and protect objectives at the same time. Abilities such as knockbacks, environmental hazards, and careful positioning become just as important as raw damage. Tank-style units that control space feel completely different from close-range bruisers that rely on riskier, high-damage plays, and that contrast gives each squad composition its own identity. The modular nature of the mechs adds another layer of strategy. Weapons and upgrades can be swapped and adapted between missions, allowing you to refine your build as a run progresses. Pilots further enhance this system, offering unique perks that can subtly or significantly change how a mech performs. Something as simple as granting flight can completely alter your tactical options, especially on maps with hazards. Where the game becomes slightly less compelling is in its long-term replayability. While mission objectives are randomised and there is variety in enemy types, the overall structure of the stages can begin to feel repetitive over extended sessions. This is particularly noticeable for a roguelike, where sustained variety is often key to keeping players engaged run after run. As a result, it works best in shorter bursts rather than long sittings. That said, when the game leans into its more challenging scenarios, it truly shines. Some missions demand careful planning and creative problem-solving, to the point where the experience starts to resemble a puzzle game. Finding the exact sequence of moves that saves every objective and neutralises threats is consistently satisfying. It is also worth noting that visually the pixel art is sharp and expressive without being overcomplicated. It complements the gameplay well, keeping the battlefield readable while still giving the game a distinct style.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $366.1K | 653 | 81% | $19.99 | |
| $306.4K | 996 | 75% | $9.99 | |
| $29.2K | 110 | 92% | $11.99 | |
| $2.8K | 27 | 85% | $4.19 | |
| $6.1M | 8.2K | 83% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.8M | 25.1K | 97% | $2.99 | |
| $1.8M | 3.3K | 87% | $12.49 | |
| $1.8M | 4.8K | 80% | $12.99 | |
| $1.8M | 5.9K | 87% | $9.99 | |
| $1.8M | 2.7K | 80% | $29.99 | |
| $1.8M | 3.4K | 76% | $24.99 |