
A dark sci-fi mech assembling manager with semi-auto battles against mutating, alien bio-weapon.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.14/day in the week to Aug 25 → 0.43/day in the week after.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Jul 20 → 0.5/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.
About
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 925reviews | 74% | — | $531K |
| $9.75−35% | 29ratings | 62% | — | 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.
Engagement
Reviews
Themes across 61 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]It's Not That Complicated[/h1] OK, the main issue with Mech Engineer is that people don't understand how to play it. Things are indeed not very well explained, and I was initially at a hopeless loss myself. But after 2 hours or so you get it. And once you do, the game is [i]great[/i]. I dropped Kingdom Come Deliverance 2 to play this, and I never looked back. With that out of the way, there are two more issues I believe are worth mentioning. One is that the [i]combat[/i] UI is atrocious. Eventually you figure it out, you understand what's actually going on, what you can [i]do[/i] to make things go a different way during missions, and despite how awful it looks, in the end it [i]works[/i]. As with the rest, you eventually get used to it, and then it's no big deal. The second issue is the saving slots. There are only 3 of them, the game automatically saves over the last one you used whenever you move on to the Next Day, and if you get defeated your latest save gets automatically deleted. So what happens is you have to be [i]very[/i] careful about in which slot you are saving your game, and you also need to Alt+F4 whenever you want to Load, because you can't exit to the main menu without overwriting your latest save. OK, 3 issues. But don't get discouraged because, as I said before, once you learn how to deal with that stuff the game turns out to be really, really good. After the first completely-at-a-loss 2 hours, I enjoyed every second of it. As to [b]the game itself[/b] -- because looking at the screenshots I couldn't quite tell what it was actually about either -- this is how it plays: You build up your Mechs, adding a Reactor, Motors, a Cabin, Auxiliary Components and multiple Weapons to them, select their Armor layers, add some Coating, activate (or not) their Energy Shields, add a Melee Drill to the models that accept it, all while taking into account in which environment they'll be used (Ice, Lava, something in between, or underwater) and then you send them to the Hangar. In the Hangar you'll choose what Pilot will drive each mech. Pilots can grow up to level 10, acquiring a maximum of 3 Perks each, out of 10 or so available. Once your Mechs are ready and manned, you get to pick what node on the world map you'll send them to. After choosing a node/mission, you can then select what type of enemy each mech will prioritize killing. Once this is done, you can dispatch them and the actual mission will begin. During the mission itself, a double left-click will order your selected Mechs to "auto-complete the objective," causing them to move on their own towards completing the mission. Otherwise, you can right-click to order the selected Mechs to move to a certain position and stay there, or middle-click to order them to attack a specific target. In any case, your Mechs fire at enemies on their own, automatically, reloading when they run out of ammo and shutting down for several seconds if/when they overheat (something you'll seek to prevent from ever happening when building your Mechs). Basically, that's it: you configure your mechs, man them, and send them into the actual missions. If you win, you'll get some resources as a reward. But there's more to the game. In the Engineering tab, where you build your mechs, you can (and must) also configure Weapons and Reactors. Each type of Reactor works differently, so I won't get into details about them. Weapons, meanwhile, can have one particular mod out of 8 or so that changes how they work (more penetration; faster bullets; spread-shot; etc.) and you can freely distribute some 20 points among their attributes: Rate of Fire, Weight, Energy [consumption], Accuracy and Damage/Penetration. There's also a Production tab, where you'll order new Mech frames, components and more to be crafted. Anything you craft has a cost in materials and also in Engineers, with these being the real bottleneck of how much stuff you can craft. Engineers are kept busy, and thus unusable, while they are already assigned to craft an item. They'll only become available again once that item is finished. And they are also needed to [i]send[/i] Mechs from the Engineering tab -- the ones you fully configured -- to the Hangar. So they are quite important. Besides Engineers you also have Research Teams, which are used in the Research tab. This one is rather typical, containing a medium-sized tree of new techs available for you to unlock. The Hangar tab is divided into 3 sub-tabs: Calendar, Pilots and Mission. In "Pilots" you assign pilots to your Mechs; in "Mission" you see the world map and send your Mechs into combat; and the Calendar tab itself is divided into 3 other sub-tabs: one that shows the calendar itself, and what will happen on each following day; one that shows the results of the [i]previous[/i] day; and one that shows [i]your city[/i]. In the City sub-sub-tab (yeah, they didn't make this very easy for players to find), you can spend resources and Components (something else you can craft in Production) to upgrade some 70 different sectors of your City (your base, which, BTW, can and must move over the world map). Each such sector improves some aspects of your city, such as Energy, Food Supply, or Wounded People. You can hover over each one of these to get a pop-up telling you what they do, so you can choose what to spend your resources on. Also, some city sectors give important bonuses when upgraded, such as "reducing the time it takes to craft items on Production." (Don't overlook these; they are essential.) And... oof! I think that covers most of it. Oh! As time passes, boss-monsters will spawn all over the world map and start chasing your city, rather quickly leading to a point where, if you are not strong enough, you [i]will[/i] be overwhelmed and defeated. I lost the game once like this, having no old-enough saved-game available left to fix the situation I got myself in. On my second, winning playthrough, I was [i]very[/i] close to being overwhelmed and defeated again when, doing everything I possibly could, I finally managed to complete the main objective. I was very skeptical when I considered buying Mech Engineer. I had it on my Wishlist for quite a while, let some good sales pass because I couldn't move myself to get it, given how puzzling the game's screenshots are and how many reviewers there are saying the game is too "user-unfriendly," but damn! am I glad I finally bought it. This game is actually [i]brilliant[/i], and it's [i]really fun[/i]. I absolutely loved it. If you can be a little patient, and endure some 2 hours of being completely lost before you finally start figuring out how everything works, and you like tuning up stuff, finding out the most efficient solutions to problems -- the most efficient configurations for your Mechs -- you'll have a blast with this. I'd even say those "3 issues" I mentioned at first only [i]add[/i] to the charm of Mech Engineer. 100% recommended to people who like both a challenge and using their brains. (P.S.: There's a concise Manual and a Bestiary available in the game's UI. You [i]can[/i] make do without the first, but should probably consult it about certain details. And you'll [i]need[/i] some information from the second.)
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Simplified Chinese*languages with full audio support
Hours played at review time, across 61 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
One of those games with a billion obscure mechanics represented by even more obscure visuals and explained by walls of text. I know there are people who like those. I don't.
I would not recommend this game if you are just a regular guy. This is one of those niche games that cater to a narrow audience that developers rarely ever create games for. I'm glad to be part of that niche audience, but I can really easily see a lot of people not having a fun time playing this game. I think a good metric would probably be how your playtime is spent on this game. You will be building your mechs 80% of the time. The other 20% is seeing them fight out on the field. Its called Mech ENGINEER for a reason. Its not Mech WARRIOR or Mech COMMANDER. Its a game more about creating mechs that can handle the environment and enemies you are currently up against and sending out those mechs that can win in that specific situation. I would not recommend a new player to play the intended ironman mode this game defaults to. Defeats in this game are extremely punishing. Go Alt+F4 whenever you lose a battle so your game does not autosave when closing the game. Its so bad that id say one full party wipe of 8 mechs pretty much means your whole campaign is doomed to lose.
This game is insufferable. Cool premise and the graphics and everything are right in my wheelhouse but the execution here is horrible. Bad UI, nothing is explained well, and zero fun factor through the "learning curve". Don't waste your money.
A very challenging game that does not hold your hand in any way. Your first couple of runs will be a brutal learning experience. While I agree with other people that the game could do a better job of guiding the player, at the same time I appreciate that it doesn't. I feel it's deliberate and adds to the charm. My recommendation is to take your time and learn as you play. The in-game manual does a very decent job of explaining the majority of mechanics. What it doesn't explain you'll learn through actually playing the game and experimenting. Bottom line is, it does take some time to learn and comprehend everything. However once you figure it out, the game is VERY satisfying. The art style is amazing and the music fits very nicely to the overall vibe. I'm really happy games like this exist.
[h1]The Most Sadistic Game I Have Ever Played[/h1] [b]And I don't say that lightly.[/b] I have 100%'d Elden Ring and have played a fair bit of Casualties: Unknown - a niche survival crafting indie title that is yet to be fully released here on Steam and is also an incredibly sadistic game - but, Mech Engineer takes this to a whole other level. [b]I have ZERO hope of winning when I play this game.[/b] If I wasn't already a masochist I most certainly am one now for trying to have fun in this game. Like, I just want to point to the fact that the ONLY Steam achivement I have so far is the one where you have to do something WORSE than ragequitting the game. Story on that achievement goes like, was already my third "attempt" to "actually play" the "game" and I was kind of doing well. The city reached maximum energy output, consumer goods and food supply went on an upwards trend. Had a pilot reach level six which was a minor victory in my book. Even researched nukes. THEN, both titan aliens were like, "Naaaaaah dog this guy is having fun that ♥♥♥♥ ain't allowed here." Normally, the two titans are supposed to fight each other, like one seeks the other out to eat it BUT NOOOOO them two ganged up on me, corned me in northwestern Canada and then the bigger one decided to chomp down on the city and I just threw in the towel at that point. Sent out my mech squad on a suicide mission to kill the titan but them dogs blew up like your ass does after eating Taco Bell that's been in the fridge for 5 days. So I locked in strike co-ordinates for the next nuke launch one tile next to the city and marched the city right over into the epicenter of the explosion. [h3]If You Are A Turbo Giga-Nerd Then MAYBE You Could Actually Win[/h3] It doesn't help that a fair few things in the game are not explained very well - or at all - like what "armor damage" is. Energy weapons seem to be useless because they have ZERO armor penetration. The amount of patience I possess that let me enjoy Elden Ring is clearly not the only requirement to "enjoying" Mech Engineer. Devs if you're reading this have you ever heard the term "scaffolding" for new players of your game? Look into that one maybe. Asking your players to bang their heads against a wall until something works does NOT make for a good early game. Also ban sand everywhere I ain't NEVER stepping in a desert dog like that heat actually makes the game unplayable.
Very difficult and poorly explained game. Controls are not intuitive and neither is the mech building. Little in the way explanation or tutorial.
No explanations whatsoever. Bulk of the game is trial and error. If one likes to do hit and miss a few dozen hours, it´s your game!
You ever watch a movie that you love a ton but you realize you've gotta be REALLY selective about who you recommend it to? Yeah neither have I. Anyways. You should play Mech Engineer. A strategic layer with enough decisions to stop your racing thoughts. A tactical layer with enough moving parts to keep you from getting too comfortable. A user interface designed by, and for, the deranged or the perverse. I'm both. Took me like five minutes just to figure out how to start a mission. It reminds me of trying to figure out the original 1994 XCOM that I didn't have a manual for, in a good way. The interfaces are difficult to get a handle on at first but ohhhh I love the switches and buttons gimme weirdo UIs over perfectly smooth frictionless UIs any day of the week. It's so awesome (annoying). It kind of sucks (affectionate). There's a few things I wish took fewer steps to do, but honestly with way everything is about this game it feels less like I'd be directing feedback at the developer and more like I'm complaining about whoever in-setting was responsible for building the machinery. Not to lean on the necessarily reductive comparisons, but there really is a cross section of appeals here between Battletech, XCOM, and Highfleet. At least play the demo. Find out if you've got a sicko enough spirit to enjoy this.
The game might be fine if you are willing to spend 100 hours wandering through unnamed windows and figuring out unexplained mechanics, but I am not.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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 |
|---|---|---|---|---|
| $530.7K | 2K | 90% | $15.99 | |
| $530.7K | 777 | 77% | $19.99 | |
| $530.6K | 1.9K | 86% | $14.99 | |
| $530.4K | 789 | 86% | $19.99 | |
| $531.8K | 2.7K | 94% | $6.99 | |
| $532.1K | 1.6K | 96% | $12.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $114.5K | 329 | 71% | $11.99 | |
| $71.6K | 98 | 63% | $19.99 | |
| — | 2 | 50% | — | |
| $4.2M | 4.1K | 77% | $20.79 | |
| $2.9M | 2.9K | 79% | $29.99 | |
| $2.6M | 6.3K | 82% | $14.99 |