
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.
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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
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 281 reviews with recorded playtime.
Reviews
Themes across 281 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
Really interesting take on turn based games. I like the squad leaders and the multitude of vehicles, weapons, armor and items are all useful and have a place where they are handy. Good content so far. Tutorial could use some love. I didn't know how to add more squad members after loosing a few for instance or that I needed to add a vehicle to my pilot squad leader. I figured it all out pretty quick, but I could see this being a problem for some. Scratches my turn based, sci-fi combat itch.
Can't wait to see the game at full released. Huge potential, as a rts and xcom fan this game is peak.
Excellent game currently. Played through what was available now - enjoyable for sure. Looking forward to the constant updates continuing to improve the game.
The Black Pants Legion sent me here. It would be cool if Tex voiced one of the hired random Squad Leaders! Entertaining Tactical game. Lots of movement and equipment options. Promotion leveling system is interesting.
This game achieves the yerke-dobson law curve perfectly, i feel like im bashing my head against a wall sometimes with just how difficult it is but get enough succes overall to keep me hooked.
Overall, a fun experience for a game in Early Access, my only real grip is the lack of replayability down the line. -Missions get repetitive pretty fast -There is so much upgrade you can get before it starts to feel stale -Lack of true sandbox element (I really hope they don't waste this good concept of a game for a singular story campaign and add a well developed mode down the line) -Lack of Biomes and environnement -Some equipment are really worthless and should be better balanced; the more viable way to play and equip your squads, the better. -The Wayback feels way to small, they shouldopen up the game to other region or really extend it. -Lacks of generic squad leader, they should implement copy pasted SL with basic skill set or better yet let us design them, because sometime you don't want an SL with less than 100 Action point and you still are stuck with one. -AI is really dumb and or annoying to deal with, the threat system that is, the enemy won't engage you if they believe they will lose the engagement and instead run around. Each operation are long the enemy should fight even if they get wiped to wear the player down in the next mission etc. I still recommend the game, assuming these point will be addressed during the EA and won't be present at release.
Battletech meets Starship Troopers meets XCOM great game, go in blind
geitet med sausen
This is definitely an Early Access title but it's got some incredibly strong bones. It's really enjoyable to play, there's nuance to the combat and overall progression. Stable as far as I can tell and I've run into no bugs. Only thing that's missing is content but in all honesty kinda on par with some other games in this genre that I've played already
I genuinely think this game has the potential to become a favorite among people who enjoy turn-based tactics and XCOM-style games. While it is currently still in Early Access, the developers have been releasing substantial updates and quickly patching bugs caused from said updates. Considering that they still support their 9 year old game, (Battle Brothers) I am more than confident that MENACE will receive support for a long time. On top of that, I could easily see this game developing a large modding community in the future, and I am excited to see what the community comes up with. [h2] Pros [/h2] [b] A highly interactive combat system [/b] With its eight-directional cover system, individual squaddies essentially acting as a squad’s health, and an armor system that rewards approaching enemies in different ways rather than simply brute-forcing everything, the combat consistently rewards forethought and careful strategy. They also went with a weapon system that rewards being in a weapon's "sweet spot" to maximize accuracy, rather than just making every weapon super good up close. [b] An interesting preparation and progression system [/b] A lot has changed since the first version I played back in March, and the progression and equipment systems have become increasingly enjoyable to interact with. You manage your limited supply points when deploying units, trade unwanted equipment for more useful items on the Black Market, and choose from dozens of upgrades introduced through the recent OCI overhaul. Together, these systems give you plenty to consider between missions. [b] A superb cast of characters [/b] Each character is interesting in their own way, with small interactions and bits of dialogue occurring throughout combat. There are some characters who still get a reaction out of me even after I have heard the same lines several times. From Tech shouting, “KEEP FEEDING ME, I AIN’T EVER FULL!” while mowing people down with a machine gun, to Carda sounding genuinely desperate while pinned down by several enemy units, the voice acting and personalities make me want to keep my units safe and make the best use of their individual strengths. While also intriguing me on their backstories, looking at you Darby. [h2] Cons [/h2] [b] A currently limited story [/b] While the foundations of an overarching story are already in place, it is not particularly fleshed out at the moment. That is not really a major flaw for an Early Access game, but players who need a strong narrative motivation to continue playing may be better off waiting until more of the story is integrated. [b] Two of the four factions are less satisfying to fight [/b] The Pirates and the [spoiler]Rogue Army[/spoiler] are interesting opponents that feel rewarding to outplay and clash with. However, the Bugs and the [REDACTED] are currently less satisfying to fight in my opinion. I am confident that these factions will be adjusted over time with further development and community feedback, but they can make longer campaigns feel somewhat repetitive in the game’s current state. [b] The campaign has relatively low stakes [/b] This is currently my only real issue with the game. There are several ways to suffer losses during a campaign, Squad Leaders can die, vehicles can be destroyed, and you can run out of squaddies to field. However, I have rarely felt pressured by any of these possibilities. The only meaningful losses I have personally experienced were losing vehicles and needing to find replacements. I understand that players have different skill levels, and some may lose Squad Leaders or struggle to maintain enough available soldiers. I do not mean to demean those players or dismiss their experiences, I would simply like the campaign to place more pressure on the player. Although I don't have a list of ideas on changes that would benefit the game long term, as I don't develop games, I play them. The premise is, at the start of the campaign we are stranded in another system without the support of the rest of the TCR Marines. We have damaged systems, and an overwhelming loss of our ship's crew. I would like that fantasy to be expressed more strongly, rather than seemingly having an infinite number of bodies available to throw into combat with few lasting consequences. The current difficulty options only really effect your starting situation, as well as give the enemy more Supply Points, which in turn allows them to field more/stronger units. While that could technically lead to more losses, I find if you are playing on Expert, you more than likely understand the game's systems and are effectively able to outplay the enemy. At that point, the only real difficulty is more enemies, as you will have overcome the lower Squaddie and Authority amounts from the start of the game. [h2] Conclusion [/h2] MENACE is an amazing game that has scratched all kinds of itches in my brain. Preparing for missions, fighting across different theaters of battle, and earning rare equipment at the end of an operation all keep the game engaging as a campaign progresses. I am super excited to see how the story unfolds, and I am actively following the dev's updates and am increasingly enjoying the game with each big update they release. Despite being in Early Access, it already feels stronger and more complete than the vast majority of Early Access titles I have played. If you have the money to spare and want a game that can easily provide 20–30+ hours of entertainment in its current stage of development, I highly recommend it.
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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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