
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.
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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.
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
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 267 reviews with recorded playtime.
Reviews
Themes across 267 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
Absolutely incredible military fantasy in the form of squad-based turn strategy set in the near-future of outskirts of civilised space. And the tempo Overhype Studios is releasing the updates is incredible! Highly recommend!
+
While the characters feel like a tokenism collection only a few of them are really annoying, mostly this gives decent "jagged alliance" vibes as far as the characters and voice lines go. Acting is mostly good and is not trying to be very serious. Tactical gameplay is good and will likely get better assuming the dev's add more mid- and endgame challenges, now the difficulty is mostly in the start of a run. As of now this feels much easier than Battle Brothers. There are some timed missions, escort tasks etc but failing these objectives is not too punishing, I like this a lot. Fulfilling all objectives is still rewarded but it won't make or brake a run.
After the mechanics clicked, the scales fell from my eyes. Plays a bit like chess and reminds me of some squad level tactics tabletop war game I once played. Bought Battle Brothers which I can also recommend, and game opened up a bit more, similar mechanics and rules are explored there as well. BB very much feels like a labor of love, so faith in MENACE receiving the attention it deserves is high. The core loop involves completing missions, which have a primary objective and a bunch of optional objectives. Optional objectives might inform mission planning – if secondary objective says to eliminate _less than_ % of enemies, one might consider a stealthy approach. To accomplish this, you use one or more squads, commanded by a character with active and passive perks and stats, who also wields the squad's assigned special weapon, if any, so a hero unit of sorts. The squad leader is accompanied by squaddies, who carry the squad weapon, usually an assault rifle, like the R10A6 K-PAC, and if you wonder how it performs, if it looks like Eugene Stoner had their hand in the design, it's probably something like an M16. Completing mission objectives gives promotion points, which can be used to level up squad leaders. Destroyed enemy units might drop items and some might be picked up from the battlefield. Squad leaders have action points, not sure what the avg is but let's say ~95. Moving to a tile costs ~3 AP depending on type. Deploying to a defensive firing position costs 20 AP, and firing the squad weapon costs 40 AP, so getting down and getting back up costs almost half a turn. Perks can reduce AP costs for actions. When starting out, I tended to move a little and spend a lot of time doing that 20+20 AP rumba. Assaulting and moving through open areas, stopping to fire is deadly, attrition rates are high for unprotected squads. The game really shines in forcing you to think. Above that layer, missions are chained together in operations like "thwart pirate invasion" in a branching "choose your own adventure" fashion. The briefing, difficulty and reward for each mission is visible, so player can plan how to best tackle the operation at large with current resources – a mission might reward player with a random vehicle or item, some might affect enemy morale, and so forth. A "black market" store is available where player can barter items. Squad leaders can be leveled up and their equipment adjusted between missions. After an operation is completed, a multi-choice random event might be resolved, player gains favor with the faction who the operation was for, and OCI components. "Operational Capacity Improvements" are upgrades and perks to the player ship, which again provide passive bonuses and/or active off-map abilities. The black market is refreshed, vehicles are repaired, and after upgrades here are done, the player selects next operation, rinse and repeat. Regarding presentation, things look good and are constantly improving, my brain is drawing comparisons to the turn-based Battletech game. The characters and storytelling is cartoonish but not too cheesy (looking at you, Renegade Ops.) A lot of science fiction tropes and familiar-looking things are abound. A free camera does not come out of the box, and the default camera is fairly restricted, however you can get down low with a camera mod. The seams start to show then, though: skybox, horizon, objects in fog of war and so on aren't really set up for ground level horizontal viewpoints. Reason I wanted to get down low to scope things out was to try and figure out ridges and geography and lines of sight, which I enjoyed doing in Combat Mission series. However, currently line of sight and cover work using the playfield grid, and with the 3D presentation there's a disconnect – it might seem like unit can shoot from position A to position B with mark 1 eyeball, and it's difficult to figure out if the squares align. The game is played on a square grid, and the little computer people running around and taking cover is Battlechess. Hopefully we'll see some improvement here, maybe raycasting in engine to resolve line of sight which can override the good honest raw tabletop rules underneath. This summer has seen two larger updates adding new characters and reworking & fleshing out the base building progression perk system. If military sci-fi and grognardy turn-based tactics sounds interesting, you should bite, I did and it's pretty tasty.
Я думал, что хотя бы эта игра не будет становиться хуже. Но уже несколько раз подряд удаляют, то что мне нравится или было нормально применимым. Верните работу оружия космического корабля в старое нормальное состояние.
Достойный проект, сравнивая его с Xcom, Ufo, jagged alliance, фоллаут тактикс, феникс пойнт, напишу следующее: 1. Это не копирка перечисленного выше, он самобытный. Это касается прежде всего механик боя, здесь нет таких способностей как например готовность (икском, феникс пойнт) , где ты можешь задать сектор обстрела и ждать наступающего противника. Механика укрытий, подавлений и т.д отличается; 2. Стилистика, визуальная часть и сеттинг моё почтение, авторы периодически выпускают патчи добавляя текстуры; 3. Тактические и боевые возможности представлены гораздо обширнее (чем всё что я перечислил выше) , бпла есть и ударные дроны, станковые гранатометы, пулемёты, автопушки и т.д. Выбор действительно впечатляющий. Снаряжение отряда можно крутить как того пожелаешь (правда пока не упрешься в нормы снабжения) Итог: Рекомендую к покупке!!! п.с. Если смотрели фильм Вирус 1999 года то тут для вас будет небольшой флэшбэк =)
good game
THIS IS THE XCOM I'VE DREAMED FOR
你数值是用脚填的?怎么会有这么猛的初始敌怪,那个外星青年战士虫伤害高跑得快还硬的像长城,初始的鸟枪刮5轮都不一定弄得死,只有机炮和单兵火箭筒能造成有效杀伤。本来任务就没什么选择空间,初始任务不是海盗就是异形,但是难度根本不一样,碰见异形没得玩,希望你们能做多种类的敌人,初始的任务选择也能多一些。选择指挥官时希望也能从池子里随机抽取,而不是固定的那几个人 还有杀敌获取的奖励太少,本来推进速度就慢,不可能顶着枪林弹雨往前走,但是子弹打空了换来的物资连损失的人员都补不回来,导致遇敌变成了一种折磨,但是不遇敌又不太可能 目前普通模式跟铁人模式几乎没有差别,回裆很麻烦,又没有局内悔棋可以用 各种动画都有,但是唯独召唤支援打击的动画没有
I have bought this game cause I was reading Gaunt's ghosts and I want those vibes. I got those vibes. Other than that, this is battle brothers, but cooler and with guns, buy it.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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