
Lead a strike force against an alien threat in this turn-based tactical RPG from the developers of Battle Brothers. Answer distress calls across different worlds, train and equip infantry, deploy tanks and mechs, and plan and execute missions in detailed turn-based battles.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 16.86/day in the week to Aug 21 → 30.29/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
Command a strike force of marines, mercenaries, and criminals in a distant system, cut off from the Core Worlds. At the lawless frontier, the Wayback system is controlled by pirate warlords, questionable corporations, and fractured planetary governments who struggle for a new order. Though you initially lead your strike force of marines from aboard the strike cruiser TCRN Impetus, you'll quickly need to unite the disparate locals under your leadership to defeat an unknown threat. Fielding tanks, walkers, and infantry squads with a massive selection of equipment to choose from, you’ll train your troops, plan out operations, and engage in deadly tactical battles.
The developers of Battle Brothers take us to the far future in MENACE – a turn-based tactical RPG set in an isolated system where a strange new threat has begun to emerge.

Your Republic Marine Corps strike force has made its way over to bring the frontier back into the fold, but what was supposed to be a simple pacification mission revealed a threat that puts the entire system at risk…
Your approach is entirely yours to determine – as distress calls roll in, calling you from planet to planet, you can decide which to respond to, what resources to employ, and when to engage based on your readiness levels. Your choices will determine how the local factions feel about your presence, with a direct impact on your relations with them and what favors they may be willing to do for you. Will you prioritize relations with criminal elements that specialize in gathering intel, hacking enemy equipment, and securing the best deals from local dealers? Or will you ignore them and focus on the recovery and repair teams that keep your vehicles operational while supplying you with powerful advanced tech?
With all communications cut off, you're at the top of the chain of command, and your team of marines, mercenaries, and criminals turn to you for answers. Any single operation is not limited to one battlefield, instead taking you on branching paths of multiple missions each, asking you to engage in a series of battles across entire worlds. Make strategic decisions as you progress through an operation, choosing between the missions available to you – will you first take out the enemy air defenses that keep you from landing tanks? Or will you press directly into the enemy to rescue a group of hostages and gain the trust of the locals? Proceed mission by mission to complete the operation, and ultimately, further your grand campaign, but beware – every decision has serious consequences, not just for the operation at hand, but the entire system itself.
The strike cruiser TCRN Impetus acts as your base of operations, not only ferrying you between missions, but providing both orbital support and a place for much needed R&R. Invest in upgrading and customizing your mobile HQ to best synergize with your approach on the battlefield, seeking out opportunities among local allies to gain the upper hand for the task ahead of you.
Without access to your standard issue naval arsenal, you'll have to rely on local black market dealers and the spoils of war to equip your squads. From the jury-rigged war machines of the pirate factions to the refined, high-end arms of the local mercenaries, each engagement isn't just an opportunity to bring the fractured system under control, but to acquire new equipment to help accomplish your mission.

The threat of death is real as you find yourself pit against numerically, and at times technologically, superior enemy forces. Large engagements across diverse battlefields are subject to the effects of weather conditions across a multitude of biomes, and human foes are the least of your concern. In the recesses of the system, something alien has taken hold, and its methods are unpredictable and unrelenting.
Battles in MENACE are deadly affairs – under the hail of bullets, plasma bolts, and missile fire, you will face off against enemies that are well prepared, and ruthless. Expect to permanently lose squad leaders and their squads, and prepare to adapt to constantly evolving situations on the battlefield. Pacifying an entire system doesn’t come without a few risks, and superior tactical prowess will determine the victor.
Use flanking maneuvers to make your way around cover, or use heavy ordnance to flush enemies out from their firing positions. Rush from cover to cover as you plot pincer attacks, opening fire to suppress enemy squads and pin them in place while working to destroy cover they might run to. A tactical approach is essential to coming out on top but remember to stay on your toes – though you can plan around intel gathered for mission briefings, plans never survive first contact with the enemy.
Keep an eye on your weapons' efficient ranges, their damage over distance, and whether they're best used against heavily or lightly armored enemies. Even beyond accurate ranges, every round fired causes some degree of suppression to the squad it lands next to – whether they were the intended target or not, and whether friend or foe. With heavy fire more likely to pin an enemy down than small arms, you’ll be able to adapt based on the tools at your disposal, but make sure to adjust your approach as needed. Study the enemy to assess if you should be sniping from a distance or aggressively closing the gap under the cover of suppressing fire.
Arrive on the battlefield with a variety of vehicles - from troop carriers to MLRS to jury-rigged pickup trucks and more, each with their own strengths and weaknesses, and a variety of weapons systems to choose from. The firepower of a lumbering tank is immense, but the nimble walker is able to respond to fast-moving threats in an instant, rotating freely and quickly. Designated pilots are able to bring these vehicles to the battlefield, albeit at a high cost. Will you opt to bring in self-propelled artillery you’ve commandeered from the mercenaries at the cost of better equipment for your infantry? You might lose an entire squad, but the extra firepower might just be what secures your victory.
Use limited supplies to kit your squads out before each mission and ensure you're equipped for the task ahead. Infantry squads can swap their armor to strike a balance between protection and utility with additional accessory slots, where accessories range from drones to grenades to target designators. Each squad can be equipped from a wide selection of weapons with different advantages and disadvantages, as well as particularly powerful specialist weapons – everything from flamethrowers to sniper rifles to EMP cannons.

Pike is the model marine – loyal to the Republic, and a professional soldier, unwavering in the face of adversity. Rewa suffers from the trauma of past scars, a violent rage constantly boiling beneath the surface. Lim owes Pike for saving his home colony, and distrusts non-Marines – but he'll have to learn to meet them in the middle as the going gets rough. Every squad leader in MENACE has a history and personality, and as their commander, it's up to you to navigate the trouble that can bring.
From the marines you flew in with to the locals you need to recruit, each squad leader carries their own expectations and aspirations. Their accomplishments and failures on the battlefield will influence their leadership – a mission with multiple confirmed kills might help bolster morale for the following engagements, but a squad leader that sees their entire team eliminated might perform worse for some time as they regain composure. Will you take on the liability of an underperforming squad just because you need the numbers, or will you put them on leave until they recover, potentially jeopardizing the current operation entirely?
Squad leaders earn promotions and improve over time, giving you the option to customize them to your liking and improve their squad’s performance. Keep your squad leaders alive and choose perks from varied promotion trees, acquiring additional active and passive abilities to use against the enemy.
Each playthrough features a selection of characters from a massive pool – learn how individual backstories are tied together and prepare to navigate the unique combinations of each run. Stories unfold in unexpected ways as your squad leaders push from engagement to engagement. Watch them crumble under pressure from a cataclysmic threat, and do your best to train them for the fight against the MENACE.

With procedurally generated multi-mission operations and battle maps, alongside a big selection of characters and countless equipment options, every run of MENACE plays different from the last. Find yourself face to face with a seemingly insurmountable challenge that takes on multiple forms across playthroughs, and put your strategic and tactical prowess to the test in new ways each time.
Sums Steam only; GOG, 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 1463 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
wewew
幽浮系列战术射击游戏就是战术感,免伤过关!练属性非受伤死人是什么鬼?幽浮死亡队员永久铭记是为了让玩家追求战术完美的鞭挞,你是什么鬼,只是拙劣的模仿而已。非要有死伤还要铭记?你不是两头堵吗?记住战术策略要的就是完美,你别学战锤呀!你这样的设计如果不是任务必须要步兵我全部都是载具,又安全有凶猛又可以无伤。最后威赫的被打喷烟远距离喷移动炸弹的是的怪是神经病设计的把!要不可以瞬间秒了,要不移动炸弹打死不炸。两样都有就是玩家必须有战损呗,有意思吗?特别是部署自动炮塔以后自动炮塔自动攻击移动炸弹!!!
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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, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish +1 more
| $39.99 |
| — |
| 89% |
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| 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 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра очень хорошая и имеет потенциал, тут тебе и простые пехотные отряды и техника и дроны в общем уйма всего, рекомендую)
Прекрасная игра для любителей тактики, много инструментов меняющих ход боя, огромное разнообразие арсенала, прокачка персонажей и необходимость решать что взять с собой на задание, а от чего отказаться. Буду перепроходить на сложности повыше! Из минусов - отсутствие адекватного обучения механикам игры, придётся чуть покопаться, но оно того стоит)
THUMBS UP
This is a potentially very solid tactics game that just needs to go through some balancing with an eye for fun. Some of the mechanics are a bit obtuse at first and defence missions are *terrible*, but it's early access.
scratches that xcom itch and i really dig the larger scale and vehicles
An excellent game both in mechanics as well as writing. I highly recommend it in its current state and will hopefully improve with time.
1st of all, I’m not recommending you buy the game right now, in early access. The devs don’t need the money, as many of us already bought it. But definitely buy it on release. I found out about this game from Tex, from BPL. At 1st I thought I had made a mistake, but I gave it another fresh try after I learned the basics. I played this game on normal, and then on extra hard. Who is this game for: people that like turn-based tactical games. XCOM, Xenonauts, etc. Who is this game not for: people that hate turn-based games. Why buy it? Unique squad mechanics are what makes this game shine, instead of being one more turn-based tactical game. Each "unit", squad or vehicle has a pilot/squad leader with a different set of skills that are "mostly" unique to them. So you can’t have 2 units with exactly the same meta build. To make you use other chars, the game adds events to those chars, like tired or after a battle injury that will force you to skip a few missions for that char. (Some positive events also happen.) This means that you will have to make what you can with the chars available to you at the moment. To add to this, you fight different enemies, some with more squad members, some with less, but more HP, some with lots of armor, some get suppressed, others get demoralized and run. You also get mission types, seeing the map with intel (the amount you provided). And you often can opt what mission to do, out of several. So your choice of what characters to use on that mission will also depend on what you want to do in the mission. So you might choose to let your best char rest for that mission by using another strategy, if the mission allows it. To this we add gear choices, orbital powerups. That’s what this game is really about. You have to make choices, many, on many levels, and there are many, many options. But you cannot have them all. While there are some obvious choices, like giving extra weapon range to the sniper squad, many others are not obvious and will depend on the gameplay you want to do. Example: should you give everyone the skill to have an extra accessory slot and then fill that slot with extra ammo? Or should you get the orbital powerup to drop supplies to refill the used ammo? One choice reduces the orbital powerups for other useful things. The other choice removes a skill slot from the few available for each char. PS: you can refund skills (with a tax), so you can go back on skills you invested in but want to change. Another example of this is this guy called Lin. Many reviews say Lin is the Meta. I don’t use him. His gameplay is based on taking damage and surviving. I don’t play to take damage. I need people that kill at max range. State of the game as of this review: Story: There is a large chunk of plot story not yet in the game (around 70%). Chars: I guess they could add a few more chars. But what exists in the game is already quite complete. Weapons/items: Human tech weapons are already quite complete. Missing most of workshop/alien tech weapons. (There is not a single workshop vehicle weapon yet.) Vehicles: What exists is already quite complete in terms of variety. Unless they bring flying/hover vehicles or if the future enemies are so powerful that improved versions of current vehicles need to exist. (Like heavy mech with dual cannons.) Enemy factions: What exists is already sufficient, but there may be extra for plot reasons. Enemy variety: Already one of the best games out there. Should you buy it now? Well, it will provide you better entertainment than a cinema night. So, if you love turn-based games, and you have the money, yes. Should you buy it on the release, when it’s complete? Yes, it will be a great game.
遊戲是不錯,正式版就看團隊了 建議方面: 1. 角色還是不多,未來隨了要增加以外,還可以考慮給玩家自創(?) 2. 奈米機器人是破壞平衡的東西(疊3個-90%建築費用初期必選) 3. 武器很多選擇,內容豐富但大部份都是用不上的東西,未來要改善吧 4. 烕械族未來可以進一步拓展思維,除了可以人+機械或是蟲+機械,還可以研究加其他類型的生物(?) 5. 任務其實玩久了就知道,目前也是較單調的,未來可考慮更多元化 6. 鐵人模式其實不鐵人,因為在特定畫面才會自動儲存,也可以用Alt+F4刷任務後事件之類 7. 可以考慮再多點其星球,畢竟一勢力可以佔多星球吧(X),也可以延伸敵對勢力也有星球之類(逾多逾強?) 8. 威望希望可以取消每個小隊減小最大值的設定,其實滿沒用又煩人的 9. O.C.I目前10個固定而且不太夠用,可以考慮未來引入換船系統(或是改良系統),擴大數量,以及三大類型的分配,同時可結合新勢力及新改良,讓遊戲的戰術變得更多元 10. 如果弄槍械改槍...或是坦克細化配件,感覺可能會讓遊戲變更複雜麻煩……看團隊考慮吧 11. 可以研究引入新的敵對勢力,當然這可能是DLC層面? 12. 遊戲視野跟射程決定大部份的作戰,大規模彈幕直接秒殺大部份BOSS或消滅類關卡了,看如何改善吧 13. 遊戲的按鍵其實不複雜,可考慮結合遊戲手把玩 未來想到再增加
Active players
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Players by region
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