
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.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
About
Genres
Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 5.9Kreviews | 74% | — | $6.9M |
| $29.99 | 2.3Kratings | 56% | — | not modelled | |
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 876 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Been a very enjoyable game so far
good game solid gameplay
10/10 would die for space Israel again
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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
| $14.99−50% |
| 965ratings |
| 82% |
| — |
| 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 877 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Not worth it for PC. Feels like a buggy console game. Pros: Better graphics than MW5 Mercs Cons: Constantly freezes (RTX 5080). Less controller and setting configuration (for example no jump on controller, needs keyboard). Playing >1 year after its release it shouldn't be unplayable.
Very good addition to the MechWarrior franchise. The gameplay is more linear than other MechWarrior games and very narrative driven. The game immerses you in the first clan invasion which you see from the perspective of 3 different clans across the base game/expansions. Expansions are totally worth it and make the base game much more fun. Only complaint is performance issues. Game usually runs pretty smoothly but the barracks and mission briefing screens really tank FPS, as well as some parts of different missions here and there
It's an aggravating mid. Some good, some bad. Pros: - Compared to most previous games, i.e. MW5 Mercenaries or BATTLETECH (2018), it's a clan-specific story-driven. Although, while that clan or the story is fairly generic, at least it is more cinematic. - Character cutscenes/animations are fun to watch, especially their lips. They're exaggerated like actors on recording booth. They're well acted (at least for the sub-par writing, which I'll get to later.) - A more animated lasers themselves. (Though, I miss the metal-melting effect from some of the prior games.) - Good cockpit animation and design. - Has top-down teammate control for additional control. - Battle audio is good. - Graphic/light effect is good. - Has hoard or npc deathmatch mode with your teammates with the mechs you have, great ways to test your guns. - (A bit personal) It finally has Mad Cat/Timber Wolf. My fav from MW3. Been two decades since I saw it in action. - There are some additional equipment I've not seen before. One of them was a clear benefit. - While the Mech diversity seems reduced, (which itself is in the con section later,) I'm fine with the diversity that is here. Just having a longer list to read while most of them doing similar things anyway was more of a chore for me. And there are ways to overhaul some part of the available mechs (i.e. making a shoulder to ballistic-focused instead of lasers with counter measures), which is not the same feeling as getting a new car every time, but functionally it's just as good. - Can have 1 more than usual squad mates, total 5. Cons: - Dumb AI, especially the allies, just back and forth for combat maneuvers and staring at cliffs because of an enemy behind it while getting surrounded by 4 enemies, which isn't as much of an issue with the enemies just because of their sheer number. Opted to manually position allies for better control, which was better with the map view, though even then sometime they won't shoot. - That nicer map view is not usable in tunnels or darker foggier map. - Dumb AI #2, also allies, somehow moving perfectly in sync to get in between me and my targets very often. The standard formation make them too close to each other, need a wider formation order and need awareness of each other so they'd spread out by default. - Characters aren't good. My teammates sound like they're naive children half the time, not hardened warriors. I guess they're kid soldiers with a new job. But not sure if it needed to go this low. Maybe that's because- - Characters aren't good #2. The higher commanding officers don't sound that much better either. Have little to no feelings except ordering angrily. It's convenient that their primary "warriors" are scratchy kids, so they get to bark a lot. They also talk a bit too slow for me. They don't inspire, they don't lead, they don't respect (not their own nor their enemy warrior cultures), they're not efficient, and they don't appear necessary (except for maybe that one who was kicking an assault butt in a Timber Wolf, everyone else just complain a lot when some things they wanted aren't done in ways they wanted that they never talked about prior or have done anything). It might be a sign of their destructive and inhumane culture, it's fairly similar to how often Warhammer 40k are written. Though, I still disagree that it should be written this way. Either way, feels like we're one of the bad guys because we're idiots and I couldn't be motivated with their objectives. - The player faction/clan say things to sound like they're powerful in the story, has more advanced tech and numbers than even one of the main houses. But in reality, the 5 mechs I'm with are fighting 20+, half of which are heavier mechs, which means they have better number and tech in average, and they're shooting the same gun-techs as we do. The only reason why we're still winning is because the AIs are dumb and I'm busy killing 15+ per mission and always at least twice as more than the other 4 combined, and I can do that only because I'm the only one consistently shooting at enemies. I can't feel powerful about our clan if I'm the only reason why that is. - Mech diversity seems reduced compared to MW5: Mercenaries or BATTLETECH even when including DLC/NPC exclusive ones, maybe in par with the old MechAssault series. As mentioned before, this is reinforced by other positive factors that came with it, so I don't mind. But just by itself, it doesn't look as colorful. - Not my favorite UI. Some unnecessary screens, like a confusing interaction between two mech editing screens when only one of them seem to be doing anything which it keeps going to but it's not the default screen, the customized mech presets that need to be saved at another screen to be applied or otherwise resets everything, weapon group edit menu saved by "spacebar" and reset by "esc" key, and etc. - Crashes fairly often mid-mission, which doesn't save, and need to be done all over. Happened 3 times in 10 hours. It didn't bother me that much because I've seen many more worse from the "industry standard" apps. But many hundreds of games I've played has 0 crash for dozens of hours. So this one doesn't appear to be ideal in that standard. - Something about the main character's eyes that feel corny and dead inside. Does he have any other expression? Conclusion: Maybe play it if you're a fan of the series and just happy to see it in another light. Although, functionally as a game, there are prior games that'll get you going for much longer per budget.
haven't played a mechwarrior game since the early 2000s. Clans is good fun and pretty approachable.
It's really pretty OK, mostly
Good game but many problems. Positives: -The battlemap controls are a nice addition from mercenaries as is the control wheel -The campaigns themselves are fun little -The jumpjet movement feels good -Graphics and sound design are a plus. negatives: -Snipe weapons for headshots are not a thing at range less so than on tabletop even for long range weapons like ppc's anything over 300-400 or so meters and you aren't getting that cockpit hit on certain mechs period even on the shooting range with the mechs standing still. -Speaking of snipes on normal difficulty (shooting range) a locust (a 20 ton light mech/least armored mech class) should not take more body shots with a pulse laser than direct cockpit shots. (2 body 3 direct cockpit) seems wonky for an already limited headshot game... like actively punishing for getting a critical should not be a thing. -Difficulty is bullet spongey and makes lasers/pulse lasers and ppcs dispraportionately desireable over ballistics and missiles as the possibility of running out of ammo before mech kills is a very real possibility. If you bring an LRMs don't bother unless it is a dedicated LRM boat with as much ammunition as can be crammed onto it. "Balanced" loadout mechs are wasted space either get more ammo or get more heatsinks if you are laser focused -mechlab: lacks armor allocation granularity of other battletech/mechwarrior games and the armor pods are functionally the same as modular armor bits. Furthermore no engine type swaps for battlemech style mechs (standard, xl, xxl) and for some reason ecm/ is locked to a slot type while probes are not(just feels like a weird restriction). -Mission out of bounds... I can't tell you how frustrating it is to have enemy mechs out of bounds and out of range for an UAC/20 or LBX/20 or SRM focused mech on even lower difficulties.... Of all things this just needs to go. This is incredibly painful when your slow assault mech has to back off and wait for an enemy assault to come into range if its an uac/20 carrier. Doesn't happen often but when it does... frustrating. -Out of bounds... is annoying as hell when ally ai drag enemies out into an area you literally can't follow and if you have ac/20's or they get dragged behind objects and you don't have enough indirect fire/they are in cover it is annoying waiting to be able to do anything. -Ammo swap on LBX weapons... I have no idea why there isn't a button just to swap ammo types they are very specifically locked on each either solid or cluster munitions for the lbx rounds and you cannot switch back and forth despite this being a major draw of lbx autocannons. 1 ammunition type only if you have 1 lbx gun. This seems.... like an oversight -Having played a bit more some further notes. Range is.... minimally useful. Levels seem to be generally designed with the possibility of the players going for minimal long range weaponry and as such most engagement ranges are going to be ~500 meters so 1000m+ ppcs become... less useful whats worse is the number of vision impairing levels so blind shots in the dark/fog using sensor lock boxes are going to be a thing more often than I would like even with view distance maxed. Other notes: Its a game with the bones of a good one but feels more like a prelude to something better. Get the game while on sale. Also Piranha if you see this review please do a total war/crusader kings style overmap absolutely a dream on my part but damn if it wouldn't be cool to have a mercenaries map with worlds with "build" points for assets (resources, factories (making mechs available beyond salvage, jump ships/dropships to ferry forces across the stars, research, finding starleague/lostech caches) having an autoresolve option (i.e. choose to manual fight a battle/autoresolve it) using the improved battlemap to issue controls to a mixed force of tanks, asf, vtols, mechs and infantry (ai assisted control). Mmm.... to control a faction/independent group on a road to conquest for the sphere/clan worlds. The Wafflehouse Irregulars of the Florida System of the Lyran Commonwealth would begin a new empire!
Cordera Perez did nothing wrong.
Active players
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