
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.
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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.
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 1040 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Chess 2.0
Não colocava fé no jogo na primeira vez, mas de verdade, é um excelente jogo de estratégia, bem difícil sendo sincero, mas é bem divertido e ótimo pra passar o tempo ou jogar um jogo tático diferente
Unforgiving roguelike, reminds me of Advanced Wars on GBA with a XCOM twist.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 |
| $14.99 | — | — | — | not modelled |
| $14.99 | — | 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
小而精致的战棋游戏,数值简单但奇妙无穷。经常需要长考导致玩起来有点像做题家,但感觉高难度下想通关运气成分还是比较大的....一些花哨的技能很难打配合,也有可能是我太菜了...
One of the all-time great strategy games.
robot big = happy :)
这个游戏不需要任何sl,只需要一个策略足够明智的头脑 8x8的棋盘足够塞下所有的变数,一步棋都有可能影响所有战局 没有足够强的轮椅,也没有足够胡的局 强大的头脑才能应对所有状况 策略,策略,然后冲锋陷阵。 开着机甲与虫子斗个你死我活。
Best turn-based strategy game IMO. This game repeatedly puts you in a situation where you have more enemies than friendly units, forcing you to use your abilities creatively and strategically to survive against the odds. Everything that will happen in a turn, from enemy attacks, environmental damage, and even the consequences of your own actions, is illustrated from the start of every turn. This means you are not at the mercy of RNG which is great but also means you have no-one to blame but yourself when something unexpected happened. My Steam hours are not reflective of my actual hours played.
Into the Breach was a very solid experience overall. I tend to like strategy games but there’s a persistent issue in the genre where difficulty scaling and scope creep hurt the balance. Eventually balancing the game becomes ever more difficult as your abilities either outpace the new enemies and make beating them a breeze or you lag behind and hit the strategic equivalent of a brick wall. Into the Breach is one of the few strategy titles I’ve played where I didn't have this issue and for that alone it deserves a great deal of praise ----------------------------------------- ItB’s balancing is largely a result of several factors working in sync with each other. The roguelike structure paired with a deep but limited set of core mechanics keeps the game in a good equilibrium where it never veers too far into being excessively easy or near impossible. I don’t normally like Roguelikes but ItB’s structure works quite well for what it's going for. You start each game with a team of 3 mechs and choose between 4 islands that have their own sets of enemies, environments, and mechanics. As you complete a handful of missions on each island you can upgrade your units and once you’ve cleared two islands you can either go to the final mission or continue and unlock more bonuses (with the final mission’s difficulty increasing with each island completed). Each game is relatively short, even completing it entirely will take 2 hours at most. It gives a lot of room for experimentation and risk-taking given the short length while the core gameplay mechanics are predictable enough to where you can still generalize what you’ve learned to improve your performance even when playing a completely different team. Probably the biggest element behind ItB’s success is its balance. Your options are very limited at the game’s start, only 3 units with 1-2 moves each, but the circumstances you face are similarly restrictive. You’ll almost never see more than 6 enemies on the field at a given time and unless you misplay earlier on almost every position the enemies will take is something that can be handled with minimal losses so long as you plan your moves properly. The upgrades are also well handled, significantly altering the game without ever overwhelming the strategic options. Each unit can only have a max of 2 moves equipped for battle so even when you unlock new stuff you will still have limited options within a given level. And while the upgrades can be powerful, they tend to be restrictive in ways that prevent anything from breaking the game’s balance. Oftentimes your best options aren’t the attacks that are the strongest on their own but those that synergize best with your other units’ abilities. It’s a delicate balancing act at times but outside of a few teams and upgrade combinations the game keeps everything very well tuned and I felt pretty consistently challenged without being dissuaded. ------------------------------------------- A few problems still persist. While the game gives you plenty of teams to choose from, the difference between them can be pretty stark in terms of how useful their abilities are. Some like the Hazardous and Flame Behemoths have really useful features which will significantly change how you approach the game while others are just minor tweaks of the same formula of an up-close damage dealer, ranged attacker, and a weak unit with a lot of movement effects. If this were a more linear game that would be fine, but since one of the main draws here is the variety and replayability of the roguelike elements the imbalance can seriously hurt the overall experience, forcing you to either spend hours experimenting with same-y teams or ignoring significant chunks of the game and its strategic space. ----------------------------------- And finally, while ItB has some great elements owing largely to the structure and limited mechanics, those limitations also prevent it from reaching any particularly great heights. The game is consistently good and almost always feels fair, but the same restrictions that keep its quality consistent also prevent it from ever going off the rails into any situations which feel particularly interesting or unexpected. As much as I enjoyed my time with the game, enough to beat the game with each squad and complete their associated challenges, I also have no desire to go back and play it more since it feels like I’ve already seen everything it has to offer. There aren’t any crazy scenarios or bonuses waiting for me, just more iterations of the same thing with marginal tweaks. ------------------------------------- Aside from gameplay, I don't have any meaningful critiques. The visuals and UI are both solid at communicating info while looking pleasing to the eye and the music, while quite limited, feels fitting without taking up too much of my headspace while trying to formulate a plan. -------------------------------------- Overall, I’m pretty happy with the time I spent playing this game and for anyone who likes a good strategy game this is a pretty easy recommendation. It might not have the extreme replayability of other roguelikes but there’s still plenty of content and challenge to have lasted me about 50 hours and most of that time felt well-spent on learning and improving with existing mechanics. Definitely worth a shot for anyone interested in either roguelikes or strategy games.
Great game with a soundtrack that perfectly fits it
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.
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