
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
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 1457 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great
I was hyped for this game ever since it was announced, and boy howdy did it not disappoint. Just like Battle Brothers before, this game gives you enjoyable and varied turn-based combat that whilst being harsh is never not a lot of fun. You get a massive amount of options for equipping your squads, engaging in combined-arms warfare (both you and your enemies can bring some horribly awesome machines to the battlefield) and ignoring all sanity. Because yes, my squads are getting jetpacks and yes they will jump into unknown territory, no matter how often that turns out to be a stupid idea! Also despite having aliens in it, it feels like being in battletechs periphery, and thats always a plus!
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Same day: best RU #42, worst DE #98 · 5 markets collected
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 |
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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
Early Access and yet it's crystal clear even in this stage that this game has unlimited potential. The devs are transparent, it's a hype community to be a part of and just as the sun comes up the next day these guys will wake up and continue working on their game.
Haven't played a ton but game good.
Had some issues at first, some of the onboarding/tutorial parts could be better. But one of the biggest ethos shifts is that your unit's range is so much wider than their movement, something of an oddity in tactical turnbased. And there's not really much range penalty, more a point blank bonus. Dancing at the edge of each other's ranges is kinda the norm. Some of the mechanics could be better explained, but honestly the game is pretty forgiving in the early chapters where you can play around and find what your style is going to be. Just wish there was more about the various resources and systems of accruing them. Still trying to figure out how to get more squaddies passively.
outstanding
Y'all this is pretty much the only turn based strategy i play, or have ever played. it's so, so fun. give it a shot!
good ♥♥♥♥ i'm addictaed
Solid turn based combat game with some other mechanics that makes this game interesting with frequent quality updates.
In the late 1880's Daniel Beard describes how to prepare your kite for the sport of kite fighting. He describes how to roll your kite's tail in glue, then break bottles to get the right sort of wicked glass edges to affix to your tail. This prepares the kite for a winner-take-all duel to the death. Menace, in Early Access (EA), reminds me of jagged-edged kite fighting. At time of review, the game is a solid tactical game with a modest strategic layer where every choice is intense. It has wicked jagged edges - these cut at my command with incredible effect, but they also cut me unexpectedly. To be clear, I recommend this game, but if you don't casually enjoy EA titles or 'EuroJank' you're gonna have a bad time. I hope this developer puts Factorio levels of care into the game; it could exceed titans like XCOM 2 if they did. This one is special. Today, having played roughly 3 'operations' (chains of associated missions), I'd frame the game's current problems like this: [b]The usual EA suspects[/b] * New player onboarding is rocky. I think they're tackling this problem well, and it's about what I'd expect for an EA title in this stage. Better than old school Dwarf Fortress, worse than a typical release title. * Interface UI/UX still needs help. It's pretty, but not communicating what I need at the time I need it. Some examples: It took me about 2 operations to realize that vehicle frames take effectively permanent damage over the course of an operation, then are healed back up to full health at the end. [b]Tactical-specific speedbumps[/b] * Tactical layer unit readability is troublesome. Silhouettes are unique when zoomed in, but at the engagement ranges typical to squad combat I have to zoom out and can't tell the difference between my guys and their guys, much less the actual weapons they are fielding. Is that a rocket team or a chaingun team? Do these crawly bugs have a ranged attack or a suicide attack? Is that other squad my Rifle team or my SMG team? I can't tell without clicking or hovering. * tactical terrain generation is a bit boring. Most of my play so far has been on Dice of the Gods, with an excursion to The Backbone. Basically there's either walls or open space on Dice that I can see. No trees for concealment play, no towers. I feel like some bridges over glacial ravines, abandoned emplacements, underground transit pipe shortcuts, good old red exploding barrels, etc would really liven the place up. [b]Progression needs the most work[/b] * Lack of / confusing overarching narrative progression There's this epic narrative cutscene, then you get dropped into leadership. There's no bridge from the narrative cutscene to the start of the game. The intro dialog is okay, but I don't get a sense of why I should care about Field Marshal Zama's opinion. Then I'm picking operations without an intro to my SLs, my ship, the wayback, or really why I'm bebopping around the solar system. There's a smidge of intro to the potentially friendly factions, but not the definitely enemy factions - I wanna feel the pirates in the strat layer, for instance. Later, I get the chance to influence the opinion of various factions, but I have so many options to spend my nearly bankrupt resources on that annoying one to please another barely seems like an inconvenience. Why do I care if I can't have pistachio icecream when I can't even afford anything from the available menu of chocolate, vanilla, strawberry, fruity pebbles, or vanilla with bits of concrete? * Lack of tactical layer narrative integration leading to sterile-feeling tactical missions There's also no narrative exposition / worldbuilding in the operations chains and no story exposition in the tactical layer. I'd love to see a tighter narrative cycle inside the tactical and operations layers where primary and optional objectives are revealed, changed, cancelled, etc by way of local civilians, Frankie, my SLs, or the enemy factions introducing them, rather than everything visible right away. Company of Heroes 1 and Shadow Tactics did great work with this in the tactical layer, and I think new XCOM and XCOM2 also did this well. What if I'm fighting aliens next to a big casino and Frankie asks me to baby-sit a high-roller to the evac? What if the backbone civvies want me to send a message by converting a landing zone mission to a elimination mission? Maybe our stealth team is having a oneupsmanship contest and needs to go undetected the rest of the mission? (I do love the SL bark interactions though, that's fun!) One interesting narrative dissonance: Once I pick an operation I get a slay-the-spire progression mesh of missions, but I don't get a narrative sense that things are unfolding as a result of my tactical choices. It doesn't really make sense when we put such a high focus on intelligence/imperfect information in the mission planning layer that we have perfect information in the operations layer. * Strategic information is overwhelming. So much of what I can see when I start in the early game I literally can't do anything about. I don't have any ability to influence the OCIs, I don't have any ability to unlock stuff with the factions, I don't have the ability to buy anything or promote anyone. I think I would have more fun if I didn't see these things from first glance, instead getting the chance to discover these things and savor them as they become relevant. I'm sure certain things are still hidden in the later progression, but I'm advocating for even less perfect information than I have today. * Blackmarket is overwhelming. Again, I can't afford anything here. This might be related to a focus on killin' bugs, helldivers-style, but I'm so broke, why taunt me with things I won't be able to afford until 4-12 missions from now? I have a lot more fun choosing the imperfect choice now than trying to theorycraft the best distant future path through the perfect information available.. * Tension between economy / artistic vision at strategic level I think I get the game's vision - it's a scifi game where you make hard choices and they have hard consequences, making victory feel satisfying. Unfortunately, I feel like some of the game's vision is overriding some of the fun. In my first couple operations I made some rookie mistakes, even with consulting multiple beginner guides. In one example I lost ~14 squaddies in one mission, then didn't take the one upgrade in the OCI that puts a tiny bandaid on the problem. At my recovery rate 1 bad mission costs me 8-14 to undo. This is so cripplingly devastating that I feel like I might aught to have restarted the whole game. As a player with only limited time, I absolutely don't want to play a campaign where I'm slowly death-spiraling over the course of many real-life hours because I made imperfect choices as a newb. I think there's room to improve here where the game keeps that sense of tension without a sense of time wasted on a failed run. The current situation makes me want to pick up a different game, and 'buying squaddies' in the black market doesn't help. I'd much rather see this tension at the operation level, where I have fewer overall squaddies, but I get notable quantities of squaddies back at the end of an operation, so I can feel like specific missions in an operation were disasters without it compromising my whole playthrough. * tension between economy / artistic vision at tactical level (running out of space) I love the combined arms aspect! I think: vehicles should move faster than squads, let me loot vehicle frames, let me shoot out of carriers, let my non-pilots drive badly :D * aliens vs pirates non-decision It seems like aliens don't drop actionable loot vs pirates giving all the loot. I care so little about the faction favorability (because the rewards are meaningless in the onslaught of things I can't afford) that I'm going to pick based exclusively on immediate-use rewards - which leans pirates today in the early game.. good game!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
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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