
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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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 1023 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Into the Breach is fun and worth your money! Much like Subsets previous game FTL, the progression is done through achivements which makes the game lose steam after a while. But until then it's fun, interesting, and very unique.
Into the Breach is really quite incredible for embracing discrete-ness in its gameplay, to the point of turning each turn into a puzzle to be tackled with lateral thinking and creativity. Other than mission-specific objectives, the innate goal of avoiding grid damage allows for a deceptively vast variety of approaches, which are an absolute joy to discover. The early hours are memorably dotted with things slowly clicking into place; with the implications of the enemy attack orders and push-effects of several moves leading to several eureka moments. With the unlockable squads and differing island mechanics, this process of learning and discovery continues far longer than would normally be expected. Action having clear and understandable effects such as "Move the target a tile" along with single-digit damage numbers, leaves a massive amount of room for figuring out how to utilize the tools given to deal with the aliens and their attacks. Damage upgrades, for instance, actually impact strategy in this game, since it tilts the needle in favor of elimination as opposed to avoidance, with both remaining viable and necessary approaches in all parts of each run. Each weapon drop and reactor core feels all the more meaningful due to the additional choices they provide every turn of combat, the unique pilots with concise lines of flavorful dialogue being the cherry on top. Randomness isn't always fun, however, and the few un-resolvable threats that emerge once in a while are a necessary evil for the nature of this game, but it does little to spoil the journey of exploring all of the squads and achievements. The Vek in Into the Breach simply out-class the player-controlled mechs for the better part of the game, both in quantity and quality. Yet the one advantage the player is given, every single turn of the game, is the ability to react to their intents. It might be a stretch to imagine this aspect to imply the turn-based nature to almost be an emulation of a matrix-esque time-dilated action sequence, with the player-controlled mechs taking split-seconds to predict and counter the vek's movements, But undeniably, Into the Breach is a home-run in capturing the fantasy of out-performing animalistic invaders via well-considered strategic reactions.
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
One of, if not, the greatest strategy game I've ever played. Don't hesitate to pick up this hidden gem!
小而精的典范。 方格回合制为底,三个作战单位,简单的攻击推移碰撞机制,却能衍生出复杂的取舍和深度。可以说既部分规避了策略游戏烧时间的缺点,又保留了战略的不可预测性和两难全(几难全)的思索,初见甚至有种残酷而悲哀的文明存亡代入感,实在惊喜。 建筑血条(总血条)、机甲血条(驾驶员存亡)、敌人种类(攻击类型和辅助效果),在3VX的棋盘中已经能演化出足够的纵深了。开发组还设计了肉鸽的驾驶员技能和十多种机甲类型以丰富游戏性,哦吼吼还有量大管饱的重复游玩环节,好辣那想起来就玩一下咯
当你看到一部流程如此简短、总共只有18关、对话简单、叙事基本等于没有(但却专门请了MCA来负责叙事写作,难道只是友情帮忙?)、音乐过来过去就那几首(哈哈其实不是,而且负责配乐的Ben Prunty除了本作,还给FTL、Celeste、Subnautica 1&2配过乐,可谓资深杰出的游戏作曲人了)、玩法还是战棋类(这都是什么老掉牙的类型了啊喂?),居然在MC拿到了高达90的均分并打上了MUST-PLAY的金标时,你就应该立刻意识到,事情绝不简单。 虽说是战棋(或者用我看到的另一位玩家的话说,高级推箱子),但最让我感到惊奇的是,它却做出了知识锁的效果。 我认为,本作事实上的关卡并非只是全流程的那5张图共18关的战役。14组机甲同样参与了关卡构成,使简短的流程具备远超表象的深度与复杂性。这是它那种莫名的知识锁气质的来源——在解锁新机组前,一些解法思路是不向玩家开放的,不仅是因为玩家还没有相应的实现手段(如传送),更是因为只有某些机甲才能让玩家意识到某种思路的存在(如火、酸的多种用法);有时候,玩家更是在玩A机组的时候,因为一个无心的操作,才醒悟某个自己本来认为并不好用的B机组该怎么玩。 就我自己的游戏体验来说,刚上手的时候我觉得初始机组好弱啊,迫不及待地想要赶紧解锁后面“更强力”的机组。结果玩了一段时间以后回过头去再玩初始机组,发现其实它的属性四平八稳,非常好用,只是它在一些局面中能够实现的解法,是在玩其他机组的时候才逐渐领悟到的。 所以,我觉得甚至可以说,14组机甲才是这部游戏真正的关卡。制作者给玩家设下的挑战不是解锁新机甲直到打通这5张地图,而是用这5张地图完全掌握全部14组机甲的玩法。
[h1] Into the Breach - жукам здесь не рады. [/h1] Into the Breach - рогалик с небольшими забегами по 30-120 минут и пошаговыми боями, где ваша команда пилотов мехов пытается спасти людей этой временной линии от огромных жукоподобных существ - Векков. [h3] Из плюсов: [/h3] + Сюжетная связанность (которая объясняет формат игры в виде рогалика). + Большое количество отрядов мехов, действительно отличных друг от друга по стратегии битвы. + Множество оружий, пилотов и улучшений. + Достижения для каждого отряда, что ненавязчиво подталкивают к оптимальной стратегии игры. + Дополнительный (включаемый) контент. + Музыка и арт в приятные глазу. + Превосходно играется на SteamDeck. Субъективный плюс + Игра достаточно честна в своей сложности. [h3] Из минусов: [/h3] - Даже с учётом разных отрядов игра может приесться. - Секретный отряд разочаровал. [h3] Заключение: [/h3] Игра отлично подходит, если вы любитель пошаговых игр и не ожидаете от игры чего-то экстраординарного. [h2] Игра на 8.5 из 10. [/h2]
Потрясающая игра, скрытая за простецкой графикой, затянувшая меня настолько, что я прошел ее аж на платину. Особенно понравился подход к достижениям в этой игре. Ты покупаешь отряд - здорово на нем отыгрываешь - получаешь ачивку и монетки, за которые открываешь следующий отряд, и цикл повторяется. Т.е. ачивка это не просто флажок того, что ты занимался какой-то ерундой, которая была сделана разработчиком, чтобы ты потратил время, а непосредственно прогрессия, вшитая в рогалик. Каждый отряд уникален: играется и ощущается совершенно по-разному, что опять-таки подталкивает тебя играть. Нет кактусных отрядов, равно как и имбовых, что сохраняет интерес к игре. Единственное разочарование - я прошел ее. Открыл все отряды, пилотов, больше нет того духа исследователя, но это не проблема игры. Определенно отличная игра!
システムを把握するほど上達して面白くなる、つまり、最初はよく分からなくて難しい。 slay the spireとか不思議のダンジョンとか、死に覚えローグライク的なやつのSRPG版。 独自性は事前に敵の攻撃箇所が分かるとこ。なので味方ロボを動かすだけで避けられる。 簡単に聞こえるだろ? でも避けちゃうと背後にある人類の拠点に当たるんだよね、大体。 何なら敵は直接拠点狙ってくるしな。そんで拠点壊されすぎると敗北。ちなみに敵の増援は無限。 クソゲーかな? 実際は勝利条件は5ターン耐久だけなので、敵倒す・弾道反らす・肉盾するでいける。 ただ日本のSRPGに慣れてる人ほど微妙な違和感で適応しにくい気がする。 「敵の移動→味方の移動・攻撃→敵の攻撃」という独自のシステム(ようは敵が武器を振り上げて一旦止まってる状態)の関係で、空振りや同士討ちや自爆を狙ったり、攻撃阻止のために優先順位付けて潰すのが大事だったりする。 その他にも機体がそれぞれ特徴的で運用方法が微妙に違ったり、諸々の仕様を把握して活用するのがゲームの本質みたいな所あるので、「攻撃力上げてぶん殴れば倒せるやろ、ガハハ!」みたいなRPG脳で遊ぶとクソゲー認定直行する。 慣れてくると「詰んでるじゃんこれ。待てよこいつを先に動かしてあの敵を先に狙えば……よっしゃいけたわ!」という詰将棋的な楽しみ方ができる。 そんで慣れるまでは「この発想は天才だろ俺……あれこれ敵の射線通って負けてるじゃん嘘だろ!?」となる。慣れてもたまになる。 総括は、癖のある良作。 でも実績解除しないと使用可能な部隊増えないシステムってちょっと不親切じゃね? 使いにくい部隊も多いし。人類全員がやりこみ勢なわけじゃないんだぞー。
its fun, big time fun. youll get your ass kicked. Look up some guides on YT. great strategy game. FTL was amazing to. cant wait for another one from these guys.
I really want to like this, I love turn-based games, the art is great. But it's just not fun? Maybe too chess-like.
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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