
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.
Same day: best RU #42, worst DE #98 · 5 markets collected
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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 1463 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Really enjoying my time with EA so far. Reminds me of Terminator Dark Fate - Defiance and I mean that as a huge positive. Below are my suggestions to improve the game, best of luck Devs. I think you may have a genre classic on your hands here :) 1. Better camera navigation during enemy turns — Let me click the currently acting/shooting enemy, perhaps via the turn-order icons at the top, to centre the camera on them whenever they're visible. 2. Improve line-of-sight consistency — Sometimes units can shoot through cover or terrain when visually there doesn't appear to be a valid line of sight. What the player sees should correspond more closely to what can actually be shot. 3. Make off-map artillery more impactful — Artillery often feels underwhelming. It should have greater battlefield impact through some combination of damage, suppression, blast radius or reliability. 4. Let infantry garrison more buildings — Too many buildings that look occupiable can't actually be entered. More garrisonable structures would make urban combat and defensive positioning more interesting. 5. Improve AI self-preservation and defensive behaviour — Enemies too often abandon strong cover and spend their AP moving into exposed positions. Units in a good defensive position should be willing to stay there and force the player to suppress them, outflank them, bombard them, or pay heavily for a frontal assault. This would improve difficulty through better tactics rather than inflated enemy stats.
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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
얼리엑세스임에도 완성도가 높은 턴제 전략시뮬게임 엑스컴 리부트, 제기드 얼라이언스3 같은 턴제게임을 좋아하는 사람들은 이 게임 또한 쉽게 적응할 수 있을듯 그렇다고 그저 다른게임 배낀 양산형 턴제겜이냐 하면 그건 아님 메너스만의 독자적인 시스템과 분위기, 세계관이 게임의 높은 완성도를 뒷받침함 엑스컴 리부트 시리즈가 턴마다 분대원 1명 1명을 조작해서 플레이한다면 메너스는 분대 자체를 조작한다는 특징이 있음 또한 기갑차량 운용이 가능해서 중후반엔 전차랑 장갑차만 배치해서 게임을 진행할 수 있음 구축함(기지)를 업그레이드 해서 버프효과를 받거나 전장에서 화력지원을 요청할 수 있는데 마치 헬다이버즈2처럼 뽕이 지림 ㄹㅇ 그리고 수상한곳에서 디테일한게 건쉽 게틀링사격시 착탄음이 먼저 들리고 발포음이 들린다던지 기갑차량들의 매우 부드러운 이동 모션이랑 현실적인 재장전 모션이라던지 유닛의 행동이 끝나도 적에게 계속 사격을 하는 모션이 있다던지 제작진이 소소한곳에서에서 디테일을 잘 잡아줌 사운드 또한 기갑차량들 엔진소리라던지 총성이라던지 적 테마별 브금 등등 좋은편임 플레이어의 부대가 외딴 항성계에 고립된 세계관이라 게임이 의도적으로 어렵게 설계되었으나 화력이 충분하면 맵 내 적을 전부 제거하는게 가능함 예를 들어 구축함 포격으로 표적 일대를 밀어버릴 수도 있고 건쉽으로 중장갑 적을 제거할 수 있음 얼엑임에도 지금까지 플레이하는동한 버그는 없었고 UI도 나름 볼만했으나 약간 아쉬운 부분이 있음 완전 못볼만한 수준정도는 아니고 약간 편의성이 부족한 부분이 있다 정도 그리고 일부 캐릭터 대사중에서 한글 번역이 약간 어색하거나 오타가 있는데 스토리 진행에 큰 영향은 없음 게임 엔진이 유니티라 불안했는데 의외로 최적화는 괜찮은 편이라 프레임 드랍 없이 안정적으로 플레이가 가능함 제작사 말로는 게임이 지금 60퍼정도 완성된 상태라는데 플레이하면 이게 60퍼? 라는 말이 나올정도로 완성도가 높음 얼리엑세스임에도 캠페인 분량이 꽤 있는편임 빨리 정식 출시했으면
I've been really enjoying my time so far. I think my favorite part is the SL personalities. I hope they keep fleshing them out and developing on their fun chatter.
Amazing turn based game. F for all the fallen squaddies blown up by the Construct Carriers and their bomb children
Writing this right after finishing the early access portion, which took me roughly 24 hours on Normal. I rarely post recommendations but this one deserves a special recognition. Such a labour of love of an experience that I forgot I was playing early access from start to finish. Game is very engaging and runs smoothly even on a bit of a dated system. The cover system took me out a bit at first, coming from XCOM, but I ended up really appreciating it very quickly. It does seem a bit silly that bullets kind of go through solid steel buildings etc. but I hope that this is somehow addressed in the future visually and not a big deal all things considered, as cover is still a main factor. On the surface I was kind of thinking of this as a solid, basic experience but the game has interesting, realism-like guns with characters that banter with eachother which feels fluid. I did really end up having favourites and the archtypes of the characters helped both strategic level upping, while keeping it with the theme. All the best to the MENACE team. Cannot physically wait for the next updates!
This game was very frustrating at first because I'm used to a wall on the map being cover. But no. You have to actually spend points to command your troops into cover. A group under the 'cover' command out in the open seems to fare FAR better than a group behind a low wall, which was infuriating until I just accepted it and moved on. Some buildings everyone can even shoot through, which also had me rage-restarting often until I just accepted that as well. However, once I accepted these strange tropes, I was rewarded with a fun little squad game where I got to load out each one EXACTLY how I wanted, which I adore. Choices matter and I like how it mixes everything up each mission. Once I got into it, I really enjoyed it. In the end, this game was much like my herpes medication, ALL about the suppression. Highly recommend it and look forward to the updates.
I really like how they combined infantry and vehicles. The best solution in all turn based games I saw.
Cool game for sure. It scratches that XCOM itch very well while being something pretty unique and different in its own way. I wont say i was never frustrated or confused with it because i was but that doesn't make the game bad. Its has a somewhat slow start but when soldiers develop a little they start to stand out more. The presentation is good... visuals, sound.. just the art over all is very decent and i like the different kind of soldiers you may get on your journey. It shows that some cool visuals and good voiceacting can go a long way in making something feel engaging. If you like the XCOM niche of games you will like this most likely altho it could use some tweaks for sure. Its also not finished yet as im writing this but there is enough to enjoy already.. it lacks a proper ending tho for sure. If you wanna see me Yap a little about the game keep reading otherwhise what i can say is that the game is pretty bussin over all. Loot is very very important but it feels more like there are a few key weapons and items you want/need and not like everything has its place.. some stuff feels useless or just kinda meh. Thats also a complaint i have. Give a unit a jetpack suit and a full squad with shotguns and suddenly they shred warrior bugs without issue and they can feel trivial. I had to use that tactic so much because you arent really given that many good alternatives at least early game so you often just stick with what works which can be kinda boring at times. I ended up rellying a lot on armor shred cause there is no reason not to. That means Anti material Rifle (just one with extra ammo because it has very little) Shotguns (earlygame) and some turret you have to set up first (not all of them are good but the spesific one i had was) as well as launchers for the really big boys here and there. Theres just a lot of stuff that you cant or dont need to use because it takes up space and is kinda useless or unnecessary anyway (explosive grenates for example have no reason to exist) Doesn't mean there is no variety tho there is.. it could be better balanced tho. The shotgun + Jetpack suit combo is waaaay to good for example through early and midgame is untochable and is never really replaced by a more powerful version of a shotgun. You'd start using Mps which is a similar playstyle. i found myself rellying on my tanks a lot as well because its just that powerful compared to some other playstyles. I tryed a lot but found myself just using the few things that work best. I guess a tip i would give the developers is to just re-evaluate some of the weapons/tools and if they are even useful or have a niche they can fill which some weapons dont have while others become unreplaceable. Also if you make a rifle cost twice as much as the previous one make it more obvious what it is your actually gaining and what seperates it from other weapons because buying a tank is 10 times better than an overpriced rifles you only really buy if you have a lot of money to burn (or stuff to trade in this game) and that just doesnt feel quite right. Small Update: Even just looking at the most recent Update the devs made i already see some improvements in areas i had an issue with so this game seems to be in good hands. Its been a while since i played this game but i always try to write a review that reminds me of what the games i played where like and what got stuck in my head the most about them. Its gonna be very interesting to come back to this and see if they already fixed all the potential painpoints or not but seeing what they are doing gives me hope that this game will just get better and better.
nice mechanics, concepts
Gran bel gioco, spero che continuino i progressi per dargli più profondità, e che incrementino equipaggiamenti e armi magari potendole potenziare! Ottimo e soddisfacente!
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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