
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.
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
Intuitive, delicious, and crunchy. One of the purest strategy games i've ever seen. Struggle to put it down when i get started.
[h1]Into the Breach es la prueba de que no hacen falta cien unidades, mapas gigantes ni gráficos ultrarrealistas para hacer un juego táctico brillante. [/h1] Después de FTL: Faster Than Light (juego de 2012, con más de 500 personas jugando en el momento de escribir esto; aprendan, señores de las grandes compañías…), el listón había quedado muy alto. Este juego, aunque muy diferente a su predecesor, sigue la estela del trabajo bien hecho por Subset Games. Tu escuadrón tiene 3 unidades. No son 400, como en un Final Fantasy Tactics o un Fire Emblem; son solo 3. Y, además, sabes por adelantado lo que van a hacer tus enemigos, que no son precisamente pocos. ¿Cómo puede un juego táctico en el que solo manejas a tres unidades ser tan divertido y desafiante? La clave está en su diseño: cada turno es un pequeño puzle en el que tienes que minimizar el desastre más que buscar la jugada perfecta. Cada mapa ofrece un desafío distinto. La interacción con el entorno es sobresaliente, y las posibilidades que tiene cada turno, pese al pequeño tamaño de tu escuadrón, son enormes. Muchas veces tendrás que conformarte con el mal menor, porque realizar un turno perfecto se vuelve imposible. Como juego de toma de decisiones, es absolutamente fantástico, y si te gusta este tipo de juegos, deberías probarlo. El diseño gráfico es, a mi modo de ver, precioso. Luce un pixel art muy cuidado, que permite ver claramente todos los elementos en juego y, al mismo tiempo, transmite cariño por una época de los videojuegos que ya quedó atrás. Las grandes compañías, con sus triples A y sus motores gráficos ultrarrealistas, parecen empeñadas en que necesites cambiar de gráfica para verle las pestañas al protagonista mientras avanza por un pasillo. Las mecánicas están muy bien pensadas. Son mapas pequeños, pero con muchísimas opciones, y partidas en las que morir significa empezar de nuevo. El juego consigue que tengas que estar concentrado en cada turno, analizando todas las consecuencias de cada movimiento, porque una buena jugada puede provocar un desastre por otro lado. Más de una vez terminarás pensando que casi era mejor no haber tocado nada. Mención especial para la banda sonora, otra obra maestra de Ben Prunty, compositor también de FTL y de Subnautica: Below Zero. Temas muy buenos que acompañan perfectamente al conjunto del juego. [b] En resumen: 15 euros por unas 55 horas de juego, con una música increíble, un diseño de niveles magnífico y unas mecánicas divertidas a la par que desafiantes. Desde luego, mejor que 90 euros por un refrito del refrito en alta definición… ¿o no?[/b]
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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
Indie gem, well worth the price if you like tactical games.
very good strategy game
好玩,长脑子了
Very addicting gameplay loop, one of the most engaging turn based games I've ever played.
[h1]Great Turn-based Rougelite[/h1] Arguably the most robust and flexible turn-based game (on an isometric-grid, think Fire Emblem/Advance Wars) that I've played. Map tiles having different effects OR being the space for different effects to occur on (even entirely breaking off the map), unique victory objectives, teams with varying skills that change your entire game-plan on the placement of both your units and the enemies'. I've genuinely had times where I've scratched my head for a solid 5-10 minutes looking at impossible situations only to find the god-angle, and I've never had such a euphoric "Eureka!!!" feeling. Despite the procedurally generated maps and what might appear as "random" enemy AI, like Chess, there is [i]always[/i] a right move that will lead to the desired map-state, and the fact that you cannot save-scum it, while annoying at times, forces you to slow down and really think more thoroughly. New mechs/teams are plentiful, and not hard to unlock either (besides one), which will give a new player plenty to chew on at the beginning, while padding out "late game" with even more specific challenges/interactions.
Great game, I can't even beat it on the lil baby mode, I suck
The game is awesome and tightly designed, feels great to find a solution to an apparently "unwinnable" scenario. It's a shame most of the negative reviews are just from people who don't seem to understand that the objective of the game is to win, not to not take damage, of course you are going to take some hits, either to your mechs or to the grid, but that doesn't mean the game is over, once you come to terms with this, your way to see the game changes and frustration goes away.
very good. Please buff steel jukoda.
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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