
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 1469 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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A fun, gritty game that rewards build-crafting and playing smartly. Even later in the game, your enemies can destroy entire units if used incorrectly. The game has always run smoothly, with the only bugs being the occasional animation failing to play. XCOM at a larger scale with vehicles, sign me up! Looking forward to the implementation of more foes and story beats. Keep it up!
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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 |
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| 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
This Team of developers is always worth the trust and their work means guaranteed excitement. Pumped about the new game, its so good!
10/10
Like men of war and X-com in one game, wish there was a bit more time on the timed secondary objectives, feels like you have to rush and be completely out of any formation to actually get it in time occasionally, but other than that its a great game.
Cinema
good gameplay and consistent updates from dev team during early access
It's fun
Really solid XCOM like with some RTS vibes. It's a bit of a slow start, but once you start unlocking gear and finding the specialties of the units and equipment it really opens up. Hard reccomend, looking forward to seeing what the devs do with it.
Played until I reached the end of the early access content, then I played a little bit more afterward. Pretty good turn-based tactical game where you primarily deploy your squads/vehicles, then take turns one at a time between you and the AI. The early game appears to be highly polished albeit for the intro cutscene to the rogue army which legitimately made me believe I was watching an in-game ad for a completely different game. It was jarring, but that's so far the only gripe I have and nothing else feels poorly designed. Mid-game (and, what it feels like for now, the end of current EA content) introduces you to the titular MENACE, which I feel was introduced much better compared to the Rogue Army. I even see potential with the MENACE showing up out of nowhere in the middle of a different battle with a different faction to really blow a powderkeg up on the player, but having multiple factions in a map fighting each other that aren't allies to us or each other might be a dicey game limitation. Outside of the tactical turn-based battles are the other two sides to the game, squad and hub management. You kit out your squads with what you find in the field or can barter for in the black market, balance out your supply points for your next mission (AKA Army Points for anyone familiar with warhammer 40k tabletop), and then choose who to put on the field. You can upgrade individual squad leaders and they generally all have a mix of generic and unique upgrades specifically to that SL. A favorite gear and upgrade combo of mine is to stick Harlan with a Hi-Cap SMG and take his upgrades that make him scarier up close and personal. With REND ammo and enough squad members at his disposal, he can rip apart some of the scarier critters out in the Wayback like swiss cheese, armor or not... so long as he's already close enough to reach out and hug 'em. Sometimes your squad leaders will get status effects, some good some bad, that generally give a good idea as to whether or not they should be fielded at the moment. As for hub management, it's a bit simpler where you use points acquired from finished operations (collections of missions, typically 3-5 missions long) to choose different upgrades that give bonuses in the tactical missions, from flashy orbital bombardments to sneakier stuff like increasing the deployment area so you can stick your squads right on objectives from the get go on the first turn. I enjoy the approach to missions as well, where once an operation is selected you usually have a selection of different missions to choose from that progress you towards the end of the operation with each mission providing different bonuses, either rewarding extra points for different systems (promotion/upgrade points for SLs, trust points for different non-hostile factions' special hub upgrades, or hub upgrade points themselves), providing bonuses that apply only to the operation, or giving more material things like gear to kit out your squads or barter with on the black market. I've failed to fully mention the black market so far, and it essentially provides a way to trade in gear found from missions that you don't want for gear that you DO want. It also allows you to recruit more squad leaders and vehicle pilots, more squad members if you run low, and even later in the game can provide you with research to develop some nice weapons and gear to use. Everything slapped together, this is one hell of a solid game so far. The framework feels like its excellent, the tactical nuances are put together well-- the only thing that holds this game back right now I feel like is environments and factions. We've got a total of four enemy factions, three neutral/allied factions, and three planets/environments. The introduction of the rogue army in the later early game (apart from the intro video) felt like a good spice-up, and of course the introduction of the MENACE later mid-game really spiced things up nice, but despite that we're still only in the same 3 planets the whole time. I'd love to see some more environments and maybe another enemy faction, depending on where we can go from defecting militaries, space pirates, space bugs, and... well, not gonna spoil [i]their[/i] shtick, but the MENACE. Pretty pleased. Keep up the good work, Overhype.
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