
Machinefall is a post-apocalyptic real time strategy game set on a fully playable global map. Lead humanity’s last survivors as they build bases, gather resources, and wage massive battles against an overwhelming machine swarm. Progress through technological eras from Stone Age to Atomic Age.
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Machinefall is a post-apocalyptic real time strategy game that combines base building, resource management, large-scale battles, and a massive world map. Lead the remnants of mankind in a desperate struggle for survival. The planet has been ravaged by an army of mechanical bugs, leaving cities in ruins and civilization in tatters. Starting with only a handful of survivors, you must rebuild from the ashes, gathering resources, establishing strongholds, and rallying humanity’s last hope against the relentless superiority of the machines.
Earth is your playground, offering unparalleled scale and immersion. Zoom seamlessly from a detailed orbital view of the planet down to street level skirmishes anywhere on the map. Control the action on both micro and macro levels, whether commanding individual units in the heat of battle or making high level strategic decisions to tip the war in your favor.
Prepare for breathtaking battles as you lead massive armies into combat. Experience the chaos and intensity of thousands of units clashing on the battlefield, with swarms of enemy bugs testing your strategy and resolve.
Begin with modest settlements and evolve into a network of industrial powerhouses spanning the globe. Construct and upgrade buildings, extract valuable resources, and process them in factories to fuel your war machine.
Advance through distinct technological eras, each bringing unique upgrades and abilities to the battlefield. Begin with primitive tools and basic strategies, then unlock advanced technologies as you progress. The tech tree offers a wealth of possibilities, enabling you to customize your approach to combat and resource management as you rise to meet the challenge.
With a mix of grand scale strategy, intense real time battles, and deep resource management, Machinefall offers an unparalleled gaming experience. Lead humanity in its darkest hour, fight for survival against all odds, and reclaim the Earth from the grip of mechanical dominance.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Czech, Russian, Simplified Chinese, Italian, Japanese, Korean, Polish, Portuguese - Brazil
Engagement
Hours played at review time, across 74 reviews with recorded playtime.
Reviews
Themes across 74 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
这画面是认真的吗
sehr coole idee an sich ich finde die Steuerung aber irgendwie fummelig Einheiten von a nach b zuweisen und wägen machen dann boote alles Manuel von a nach b bringen ist irgendwie langweilig und fummelig das sollte einfach automatisch gehen like mache 10 Bogenschützen so und die nästen rennen in die Richtung oder hier mit x verbessern und sie rennen hin wenn die base etwas größer wird hat man keinen plan leider mehr wo was ist aber viel potenzial da wenn richtig genutzt
Cooles Spiel, Idee mal erfrischend, hat Potenzial wie Factorio oder Rimworld ein Spielstiel zu erzählen, den es bisher so noch nicht gab, mir gefällt die Logistik und denke es lassen sich noch mehr Einheitentypen hinzufügen durch DLC etc. Auf jeden Fall einen dicken Daumen nach oben.
Amazing game. Have huge lack of qol but game is something new.
大场面好玩的
unplayable, buggs blocking progress
Мне понравилась. Захватываешь дома, пихаешь туда воду получаешь войска, одеваешь луками и понеслась. Мне персонально нравится этот процесс. Баланс на нормальном уровне сложности на мой взгляд подхрамывает, сложно было только из-за того что не знаешь что к чему. Необходимость в стенах у меня была только через 2 часа игры и уже не нужны были после 5 часов примерно. Как только получаешь мобильность и захватываешь досаточно домов, просто начинаешь давить жуков просто массой, начал с северной америки, зачистил ее и просто запилил стену чисто из юнитов чтобы опыт фармили и ушел пить чай, периодически только посматриваешь что по воздуху никто не прилетает. Сложно было в начале когда не знаешь что как прикинуть как именно кто пойдет когда в дужнглях потом тоже легко. В принципе пока интересно, но стоит попробовать на сложном уровне, потому что резко с появлением транспорта и вторым уровнем стрелков играть стало очень легко, смысла в оружии ближнего боя вообще не вижу в таком ключе, смысла в обороне тоже хз на самом деле. Баги особо не попадались пока, но тут кому как. Хотелось бы больше музыки, поправить ии войск чтобы не стояли на месте когда посылаешь их на воздушных боссов, приходится угадывать куда летит и присылать в примерный район, и возможно способность жукам атаковать через моря и океаны.
First of all: I leave a positive review, because I see the vision and because I hope the developer can benefit from it. I value indie projects and am aware that expectations on these shouldn't be too high. Nontheless this review will pinpoint a few things I liked and some which I didn't like. ++ Positives ++ - The concept of 'settle across the entire globe' is an awesome premise. It's why I picked up the game in the first place. - setting is as well interesting enough to have potential; the idea of building up settlements across the globe in an apocalyptic bug-invasion-type scenario is a good premise and gives me actual reason to explore more of the map rather than just building up my own starting zone into a fortress - unit formations work quite well - it's something a lot of strategy games nowadays don't do anymore and I appreciate the effort for allowing more tactical depth ++ The Negatives ++ - as 'grand' as the bug invasions might look like in the trailers, the actual gameplay feels rather bland. You build units that fight pretty much entire blobs on their own and while at first the bugs might look scary, one recruit on low level is surprisingly tanky enough to even take on multiple of them in melee combat! Sure, I get it, there should be encouragement for training units, getting them up to veteran level and there are some more advanced bugs within the game, but I feel like even the massive bug invasion in the tutorial mission was technically doable once the big Stomper bug was targeted down - just took the route of escape, because I wasn't sure if there would have been an alternate ending to the mission. Either way though, right now the alien swarms feel more like silly obstacles that do occassionally some damage with some enemies inbetween. Furthermore not sure if I like the designs. They look rather bland currently. The Stomper's design though is awesome. - there's way too much management gameplay currently within the game. It's on the one side a positive, because depth in gameplay is important and management is key. However, even if the tutorial mission alone wasn't helpful in terms of showing me how city building works within this game, I sorta figured it out on my own in the free game mode and am still not convinced. I build most of the stuff I build because it seemed logical. City hall, some roads, some rebuild houses, a lumberyard, so far, so good. But it's way too much stuff to figure out, while the player is supposed to fight off at the same time an alien invasion in my opinion. And given that there's a whole world to re-colonize I feel like it's far too much detailed in terms of rescource management and logistics. Maybe simplifying the whole thing would be better. Make the Townhall mandatory for reclaiming settlements, give them options as what type of settlement they are supposed to work (lumber production, stone production, waste production, farming city etc.) and leave only military buildings from the production chain for the player to build. That way, I feel, the game concept would still work and wouldn't overwhelm new players with figuring out what rescources they need, while their main focus should be expansion, building defenses and establishing logistic chains between singular settlements. - This might feel like a contradiction to the first thing I mentioned why I loved the concept of this game in the first place, but given that you can actually settle on an entire globe, freeing it from alien bugs, there should be more to locations than just rescource points of interest. Maybe there could be missions where you obtain survivors or where other entities like rival factions or raiders could spawn within the vicinity of your territory. There could be nests of bugs, that spread over time, potentially even make certain areas of interest infested until the main hive of the nest gets destroyed. Sure, you don't want to clutter the entire globe with nonsense once a game is in session, but players should feel a reward when they actually decide to expand. Because initially I thought as well, that just like in the tutorial mission, I only need to focus onto one place, only to realize later on, that it would be more advantageous to claim myself more territory Therefore, yeah, as already hinted in the introduction, there's a lot of work to be done to polish the game, but these would be my recommendations at least. Others might disagree and I don't want to discourage anyone who plans on buying the game, but at the moment while I won't refund the game, it feels for my own taste too clunky. But I'm hopeful that this might change eventually over time. ^-^
bello!
Non ci siamo... Bel concept... ma ancora acerbo. Provate assolutamente la demo fino a creare almeno due insediamenti lontani. Le meccaniche (limitazioni) del gioco si mostrano solo a quel punto, costringendovi a giocare piu ad un gestionale di trasporti che ad uno strategico tattico. Ma ripeto, bel concept...
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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