
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
Came a long way since the demo! Felt overwhelmed at first, but the systems are better explained now, and you learn the game within a mission or two. Real nice turn-based tactics game with cover systems that's not trying to be XCOM2. Uses some of the familiar systems of Battlebrothers in a new and interesting sci-fi setting. And just like in BB you can get to feel confident in your squads without ever feeling truly safe. I like the squad leaders having unique written stories and personalities that come out during battle, similar to Jagged Alliance. The current state of the game is already very playable, and Overhype is a trustworthy and active dev. Thing's got future classic written all over it!
Das Spiel kann man in zwei Worten zusammenfassen: Deutsches X-Com. Ich finde es sehr gelungen, obwohl sich das Spiel erst im Early Access befindet. Das Spiel bietet auf der taktischen Ebene sehr viel: Es gibt viele Waffen, viele Panzerungen, Fahrzeuge, Squadleader und noch mehr verschiedene Feinde. Im Gegensatz zu XCom wurde das aleatorische Element jedoch stark reduziert: Es kommt nicht vor, dass eine Einheit plötzlich neben dir steht und du die Einheit verlierst. Dafür aber, wenn du Fehler machst, kann es leicht passieren, dass die kompletten Squads unter Sperrfeuer geraten, nichts machen können und einer nach dem anderen ausgeschaltet werden. Gelungen finde ich auch den Umstand, dass die einzelnen Fähigkeiten, Leader und Waffen ausgeglichen sind. Es gibt keine Allzweckwaffe und viele Wege führen nach Rom. Der Ausbau des Raumschiffs und die Interaktionen mit den verschiedenen Fraktionen sind lustig gestaltet. Rundum: Das Spiel macht Spaß. Nach 15 Spielstunden ist mir das Spiel kein einziges Mal abgestürzt und ich konnte auch keine Bugs beobachten. Wer XCom, Jagged Alliance oÄ mag, kann ich das Spiel nur Wärmstens empfehlen. Das Spiel birgt jedenfalls großes Potential, mal sehen, was noch auf uns zukommen wird. Meine Empfehlung: Unbedingt kaufen!
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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
Still feels very much like an early access title, but every update that rolls out for it makes it feel overwhelmingly brand new. The devs are pointing this game in the right direction.
Menace has the potential to be to XCom-Likes what Baldur's Gate 3 is Turn Based RPGs. *Note* It is an Early Access Title. So only about 1/3rd of the game content is available and the New User Experience is still a bit rough. That said, the community on Discord and Steam is outstanding, and super helpful to help new players ramp up. I absolutely love this game. It's my personal Game of the Year. the XCom-Like genre has been pretty stagnant for about a decade. Then along comes Overhype with Menace to deliver the first real evolution of the genre. Adding a taste of Table top gaming elements ala Warhammer 40K with Unit sizing that brings more customization to your units. Squad Leaders (SLs) that each have unique personalities and multiple different playstyles brings that connection you got with your favorite units in XCom. Plus the SL to SL banter via barks is great! You'll see some complaints about the RNG nature of Weapons, Armor, Vehicles, etc in some reviews. I feel those people are missing the point of the rogue-like nature of the game and the endless replayability that it brings. At first, the RNG in the Blackmarket made it really rough in the early stages of some playthroughs, but it also forced me out of playing in only 1 style. Once I broke out of that mindset and started trying different stuff. (Pistol builds I am looking at you) My enjoyment level went through the roof. I highly recommend this game . It's better than 99% of the games out there and is just getting better with every update. Also, the community control scheme for Steam Deck is amazing. At least 500 hours of my playtime is on Steam Deck. Buy it!
Thoroughly enjoyable, looking forward to further updates, balance work and tweaks :)
1内容不够玩,2后续剧情没有更新. 步兵主武器后期乏力,显的步兵在后期的作用明显比载具低一截,要在设计一下步兵的机制让步兵和载具之间有个平衡,满载具队就能打的对面抱头鼠窜,很快会消耗掉游戏寿命。游戏战斗呈现的规模是刚刚好不大不小以及配装非常多,比较灵活但是和前面说的步兵武器乏力除了黑哥,黑姐(一个机制强,如果可以黑哥扛着长管坦克炮去和对面载具甲弹对抗。一个数值高隐蔽甲加斗篷加技能高达7点的隐蔽你怕不怕)全部步兵都是充当陶陶发射器,看着挺多主武器实际用不了几个。给三方势力打工在高信任度下没有剧情交互比较突兀,希望加入统一三方势力收复回地球的剧情或者到主角自己拿下倒流星系当大军阀公开对抗地球当反骨仔的剧情。游戏好玩但是还还少点什么希望官方正式版给我们一个惊喜。
클리어 일자 기준 매우 만족스러운 턴제 게임 엑스컴 보다 쬐금 하드하지만 배틀브라더스 만큼 어렵진 않음(보통 난이도 기준) 게임을 익히기 까지 꽤 허들이 높지만, 게임을 어느 정도 이해 한 시점 이후 부턴 그렇게 까지 어렵진 않음 난 이 과정을 위해 초반부를 10번 정도 다시 플레이 했음 < 이 정도의 문제가 있긴 함. 왜냐면 플레이어한테 제공되는 정보가 너무 한정적이고 복잡하게 꼬아놔서. 심지어 내가 플레이 막 할 땐, 내 유닛과 적 유닛이 적정 명중률 사거리 상태인지 아닌지 확인 할 방법이 몇 타일 밖에 있는지 세야 할 정도로 불친절 했음(다행이 플레이 하던 중에 패치 됨) 그 외에도 제압이 너무 높은 효율을 발휘하기 때문에 제압 위주의 게임 플레이가 되고, 적 팩션 대부분이 원거리 전투를 선호하다 보니 니가와 플레이가 강제되는 부분이 있다는 거 빼면 올해 한 게임 중에 젤 재밌게 한 거 같음. 단, 얼엑 엔딩 파트 까지 플탐이 좀 짧은 편
The game is hard but rewarding when you succeed, you will fail missions but when you finally get through it after trying multiple different ways it feels good. Reminds me of older games in the genre where they don't hold your hand and stupidly running forward without an thinking or tactics is met with exactly what you would expect, failure. Mission route choices keep you involved in the campaign direction and equipment options are nice. Great work dev's I'm enjoying this more than I though I would.
while early access can be hit or miss this one so far has been almost entirely in the hit category. it is undeniably still in early access with all of the inherent problems that comes with but they have already addressed a couple of the initial concerns that i have had and i have undoubtedly gotten my value out of the game already and im excited to see where it goes from here!
This is one of the best tactics games I've ever played and I can not recommend it enough, it's plenty of interesting and unique mechanics that make feel different than any other game without bloating the core experience. The updates added have consistently added new interesting content and worked to towards fixing problems the community have brought up. It combines almost all of my favorite mechanics from other strategy and tactics games while leaving behind the bad ones(mostly, soldier growth never not sucks:/). I would already consider this game more than worth it in current state but if it continues on its current path of expanding the strategic layer and fixing issues, then it could easily surpass X-com 2 for me. This game is NOT an X-com like and that's a good thing While it shares many of the best core aspects it give the player a lot more control by dropping the more random and annoying aspects. If you also hate missing three 95% shot in a row :| or having to incredibly slowly move your soldiers up little by little only to still activate three pods completely outside of your control, then this is the game for you. THERE IS NO POD SYSTEM! enemies are active from the start and are triggered individually through sound and vision, but camo and silencers can help with that ;). Hit chance is done bullet by bullet so your squad weapons won't just fully whiff, but your special weapons like rocket launchers can. However the game is full of ways to counteract this such as marking an enemy, deploying, promotion abilities or other buffs. Actions and movement are based on spending action points giving far more control over what you can do with your turn, You still have the excitement of things going wrong making you plan ahead and figure out how to get out of a bad situation, which is one of my core joys x-com, but it does this without removing player control like many other games do. The game is sadly missing much of the arms race aspect that added so much of the tension in x-com but they've been improving on this in updates and have shown plans for more in the future leaving me hopeful. They've also included soldier growth similar to old x-com or modern Xenonaughts and it rly does feel like bloat in its current state, even with the changes they've added it. At it's best soldier growth feels like a min max chore(like flash banging your own Xenonaughts), it distracts and takes me out of mission while also making me track tons of numbers across multiple soldiers that go up in too small of increments to make a noticeable increase until after a long time but they have too much of an impact later in the game for me to completely ignore them. PLZ just remove it entirely, I have never had soldier growth be actually fun, its just a chore. Story and characters I see such a bright future for this game, it has some of the most fun and well put together mechanics. All of my gameplay gripes seem to be things the devs are actively thinking about, planning for, and working on. The only thing that really holds back this game for me is the story and some characters. The story right now is your pretty basic central military power comes in and saves the day eventually taking over far away foreign region. It really just feels like propaganda for the US military right now. If they fully leaned into this in the like helldivers satire style this game would be unstoppable. But as for right now, this games makes feel like I'm invading a foreign country and then killing the people for resisting / being poor(like I get the human enemies are attacking people in the game so we are supposedly actually defending people but it feels like such a forced reasoning for murdering hundreds of people). I trust the story will continue to get updated and improved based on the dev plans. What I've seen from the in game events has actually been rly good and added a lot of immersion and enjoyment to the game. I just hope they move away from the military propaganda and towards the fighting corporations or military satire style (or any honestly thing else, I just don't want to feel like what I'm doing is any way similar to how actual militaries behave towards foreign countries...) Many of the character also feel like they have some unintentional racism behind them. They go for more exaggerated and over the top designs and personalities which is great design and makes me absolutely love most of the characters but this can also come off as racist stereotypes some times. There's a squad leader that's entire thing is that he's a hyper obsessed catholic Hispanic person which honestly feels really hurtful. There are so many interesting things you could do with like the unique aspects and history of like Mexican Catholicism, maybe something around some of the saints. Instead he doesn't have any depth and gives off crazy person vibes. Zama feels the worst in this regard, he really does just feel like a racist stereotype of an African warlord. His voice acting is so good that he's still a very lovable character and the amount of quality diversity in this game means that if they just gave him more depth, motivations, and unique aspects they could turn him from a racist stereotype into a real character I really love the exaggerated personalities of the diverse cast of characters and I wouldn't want them to tone that down at all. Having so many people of these different ethnic groups really makes these characters exaggerated personalities feel like statements about their individual personalities rather than about the groups as a whole which is how it can come off as if they're the only person of that group. I just think that adding some depth to the particularly stereotypical characters would make them feel a lot better and make me feel a lot more comfortable with them. (P.S. Devs pls don't change rewa or carda, they're so perfect. I will never not run them both together it, the clash of their extreme personalities is perfect ) This game is amazing and the devs seem to rly be listening and improving the game. It has the best core gameplay of any tactics game I've ever played. I can't wait for the full release, it might just become my favorite game ever(depends on quality STS 2 full release lol).
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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