
In MECHWARRIOR 5: CLANS, players become new Smoke Jaguar pilots in the Clan Invasion of the Inner Sphere. Lead a five-mech "Star" squad across diverse planets, engaging in an expansive campaign with immersive gameplay and intricate combat. Customize BattleMechs and explore strategic options.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Russian*languages with full audio support
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
Hours played at review time, across 69 reviews with recorded playtime.
Reviews
Themes across 68 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
Game is very good with interesting story, fun mechs, and good controls. Improvement over mercenaries in most regards. HOWEVER, it is a buggy mess that constantly crashes. Maybe they'll fix it but I'm not holding my breath.
riviting and enjoyabe to play
no
В mech warriors 5 mercenaries я играю на максимальных настройках графики, а тута даже на самых низких параметрах у меня слайдшоу какое-то вместо игры. Игра вообще не оптимизирована. Что вы там намудрили опять? ТУТ ДАЖЕ МЕНЮ лагает просто пипец! Ненавижу вас! Идите нафиг с такими дополнениями, как играл в mech warriors 5 mercenaries так и буду, всё. Все дополнения от дьявола!
Hell yea stompy robots doing stompy things!!!! love it
постоянные критические ошибки приводящие к вылетам из игры.
My review coming from someone who's played a few hundred hours of MW5:Mercs over the years. The gameplay in Clans seems to be flashier and more arcade-y than Mercs, with a reduced focus on the sim aspect and everything being a bit less "hardcore". It takes some liberties to add stuff like boss fights which feel like they're in mild conflict with how grounded in the BattleTech most of the game otherwise is - though these liberties don't feel jarring. The focus on making things flashy means that sometimes (often depending on weapons used on a mission) explosions on mechs completely obscure the mech itself, and the way missiles fire out makes them look cool but certainly reduces clarity significantly compared to Mercs. So it does feel like that focus has gone a bit too far, but for a more casual MechWarrior experience I don't begrudge these perceived flaws too much. There are some good gameplay additions vs Mercs. The new tactical overhead view for issuing orders is generally fantastic and made me yearn for a MechCommander 3. The jumpjets feel great to use (vectored thrust i.e., directional thrust) and they did us all a favor by more or less backporting the jump jets to Mercs. Having crunched the numbers myself I don't think the overall weapon balance is quite as bad as some people have said (some of the numbers others have crunched are lacking context, making them seem worse than they are). For me, the biggest thing is that the strongest weapons/mechs are unfortunately well suited to the combat range which the level design and gameplay nudges you toward (short-medium range), making the problem worse than it needed to be. I don't think the balance quirks are bad enough to make the game unfun or unfair for a singleplayer (or co-op PvE) experience, though perhaps they do detract [i]a little[/i] from the game for sweaty players on the higher difficulties (myself included). Speaking of loadouts, the mechlab and customization options are a little different than Mercs. I wouldn't necessarily call it better or worse overall, but the fact that it's different is a positive for me as it helps to add novelty to Clans for veteran Mercs players. One thing that didn't change much is lance AI being less than stellar. If you take the time to micromanage them a bit your lance is definitely useful and worth using (instead of trying to solo everything), but it's still common for one good human pilot to be as useful the entire rest of the lance even if everyone has identical loadouts. The story is fine, with a few interesting moments and a small peek into the behind the scens for the "other side of the coin" (Clanners) which is an appreciated change of perspective. The cutscenes are a nice addition and help a lot with immersion in the game world (it's another good aspect which was somewhat backported to Mercs). I thought the voice acting and animations were overall competent - mostly good, though with a handful of moments that stood out as as bit weird looking or sounding. The most generous description of the game's performance that I can muster is "poor". Even after literally buying a new GPU to play the game, running Medium settings at 1440p with DLSS Balanced (preset M) and I would still rarely maintain 60 fps during fights (so I ended up settling on playing at a mix of settings that average around High and just accepted dips to 30-40 fps in intense fights). If the game's visuals "wowed" me I think I wouldn't mind the performance, but although the game looks pretty good I don't think it looks good enough to justify the poor performance. One bright spot regarding performance is that the poor performance was overwhelmingly [i]consistent[/i] for me - I only experienced rare frame pacing / stuttering issues. Continuing on appearance, the game's UI as a keyboard+mouse player felt foreign at times. Maybe this was this a console/controller-first layout? It's not a big deal and I got used to it pretty quickly, but it felt strange enough that I wanted to at least briefly mention it. The visuals and SFX/music are fine. Moving to UE5 obviously allows some of the visuals to be upgraded, though as I said they didn't "wow" me for the performance they seem to have costed. After not playing for a couple of weeks I can't clearly remember the sound of any weapon or any music track, so I guess that means I literally found them forgettable, though not standing out doesn't mean they were bad. I did run into a few bugs while playing, but nothing showstopping. For example, a few times I got fatal errors that crashed the game but these always happened only during startup (never while actually playing). I noticed a few typos, and the mixing of the audio was frequently a bit weird. Whether or not technically a bug, music on menus always sounded too quiet even at 100% volume (barely audible), and sometimes during dialogue between characters, one character would deliver one line at one volume but their next line at a clearly different volume (in an unnatural way that didn't feel like an intentional part of the script). You can kind of see how in making a game that's in many ways complimentary to Mercs, the devs were on a path to combine the best of both to make a MW6. Sadly based on a dev interview it sounds like that won't be happening anytime soon, but I do appreciate that they went to the trouble of porting a couple of things (vectored jump jets, better cinematics) to Mercs - something they certainly didn't have to do. I would overall recommend the game to existing MechWarrior / BattleTech fans who think the idea of a slightly more casual and flashier gameplay experience with a linear storyline sounds appealing (the hardcore sim crowd might find it disappointing). It might be a decent entry point for newcomers too because it's a less hardcore experience than Mercs is. I wouldn't nominate it for an award, but I think it's worth playing within its genre niche. Unlike with Mercs (which is quite barebones without DLCs), the Clans DLCs don't feel essential to flesh out the game, and are close to being standalone extra content for people who enjoyed the base game and want more. The price seems fair enough for what you get, and sales are frequent if value for money is the thing holding back your purchase.
Best Mechwarrior game out there, but Mercs sure gives it a run for its money.
si
最序盤はひたすらサルベージに全振りしなきゃいけない取り戻し不可能な罠がある。 mech5みたいに敵倒してもアイテム手に入らないのとストーリー(分岐あり)が唐突で微妙なのが欠点。 味方機のフレイマーとマシンガン外してSレーザーかMPレーザーにヒートシンク積めば攻略は楽。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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