
Defend America from an alternate-universe America using state-of-the-art 1980s military hardware in this intricate and tactical turn-based strategy game.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 515reviews | 69% | — | $254.5K |
| $19.99 | 33ratings | 70% | — | 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.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
As the inspo behind firelock 198x, its pretty good. Simply put if the damage WASNT ♥♥♥♥♥♥♥ RANDOM and D company missions weren't ♥♥♥♥ AND BALL TORTURE, it would be very fun. its still pretty fun. Its really like alot like Advance wars but with no quirky non-airport knowing kids, and cooler units, and missions that vary from cool to ♥♥♥♥♥♥♥ ass
Möbius Front '83 is a bit different from most other Zachtronics games; it's not a puzzle game. That said, it almost feels like one. You're given a great deal of agency: You get to choose which units to deploy and where to place them. By careful positioning and efficient use of terrain you can whittle down the enemy units over time even in a disadvantaged position. Individual attacks often come down to dice rolls that can be quite swingy depending on luck, but the game is balanced in a way that you can make a few mistakes and still come ahead. Most of the time. There's a fun puzzle minigame where you intercept enemy communications as well as Cribbage solitaire, which you have to beat 100 times to get the achievement. Oh joy.
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Languages: English**languages with full audio support
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A respectable tactics game (hexgrid!), despite being one of the weaker Zachtronic games. On standard difficulty the AI would have generally more resources, so most of the time playing defensively is the best bet. This is exacerbated by the fog of war, doing less damage after movement (not all units can even attack after moving) and random(!) damage numbers. Ultimately, it boils down to deliberate movement and good positioning for a counterattack. I think you can still find enjoyment in this type of "accretionary" gameplay but one particular late game level [spoiler]3-10[/spoiler] really pushes the effeciency you need to wring out of every unit. It definitely can be frustrating at times, especially when the numbers don't roll in your favour, even when you try to play as cautionary as possible.
this game didn't click for me, until I realized that it *is* in fact a zachtronics puzzle game, just with a different language, and switched my expectations accordingly. each level is carefully designed to give you a puzzle, and the tools to solve it. how are you going to hold out with almost nothing until reinforcements arrive? how are you going to blitz through this recon mission before *their* reinforcements arrive? how can I get rid of their artillery so my infantry can survive long enough to ambush their armor? there's a bit of wiggle room to fit your own style, but you *will* need to adapt to each scenario. you need to use all the tools the game gives you, not just what worked last time. the only reason these levels don't have a score tracker like classic zachtronics puzzles do is because maximizing score would involve rng manipulation. the rng is here to shift your focus away from micromanagement, and into strategies that mitigate bad luck. the enemy ai does the same, and you *should* be leveraging that behavior for area denial, baiting, etc. it's a really well designed game, and I wish more people could appreciate it. I don't know if I'm just the perfect target audience for this, or if a lot of people expected the usual zachtronics game language and felt too disoriented by the shift.
그래픽과 음악, 게임성이 감각적입니다. 미니멀리즘이 돋보이며, 고정된 맵 안에서(일단 초반 미션만 해 봤습니다) 미지의 적과 싸우는데, 생각보다 쉽지 않습니다(저는 이런 장르에 있어 초보입니다). 만만해보이는 그래픽의 첫인상과 달리 생각보다 머리를 쓰지 않으면 첫 스테이지부터 난관에 부딪칠 것입니다. 영어는 비교적 쉬운데, 구글 번역앱을 통해 카메라 실시간 번역을 사용해도 됩니다. 개인적으로 이런 세심한 픽셀그래픽을 좋아하고, 밀리터리, 헥사 맵을 좋아해서 여러모로 호감이 가고, 앞으로의 플레이도 기대됩니다. 구입을 망설였는데 제법 만족스럽습니다. 이런 감성을 이어 후속작이나, 메카물, 공중전, 해상전이 포함된 2차 세계대전 또는 현대전 등의 전략게임이 나온다면 기쁠 것 같습니다. 구입하길 잘했다고 생각합니다.
My only negative zachtronics review I'll ever give - and actually, it doesn't even look like a bad game! BUT, it's seemingly unplayable entirely on modern macbooks, and because zachtronics is defunct, looks like I wont be able to play
divertido
The presentation, art, aesthetics = WOO. The tutorial was tedious and makes me not want to play the game again. You dully click through a set of instructions and the dummy enemies don't shoot back. Clearly the tutorial could have involved fun "real" mission action, but it doesn't. It was also tedious to move foot-soldiers through a forest one move at a time... Just give us a transport helicopter, there! The gameplay on the surface feels like Advance Wars on GBA in the movement and attacking, but a different style. I wish it had gamepad support so I didn't have to hold my arm up for my mouse. I give a RECOMMEND because it's OK and the developers know what they're doing which is not the case in most games. I encourage the effort, which I do not do after playing most games.
It's a neat tactics game, a fun mini puzzle game, and also (yawn) cribbage. The puzzle component is okay as an optional diversion if you like those other zacktronics puzzlers. The tactics game starts off pretty easy, but then gradually gets harder. Some of the later levels constrain your options a bit too much at the start of the level which is not that much fun and i think this is done to increase the difficulty artificially because instead of playing on a large map you spend most of it playing on a small area without a lot of large manoeuvring. The story is told vaguely and with allusions to what's going on the way most horror stories are. There are elements in the level which are interesting, but i think they could have gone further with the map design and doodads in the level. The soundtrack really helps sell the whole story. Overall the game was alright. Maybe when i retire i'll try to get the 100 cribbage wins achievement.
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Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.8K | 13 | 92% | $19.99 | |
| — | 0 | — | — | |
| $181.8K | 226 | 79% | $29.99 | |
| $128K | 161 | 88% | $29.99 | |
| $81.9K | 82 | 84% | $29.99 | |
| $64.1K | 127 | 88% | $12.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $254.6K | 715 | 91% | $19.99 | |
| $254.6K | 715 | 93% | $19.99 | |
| $254.3K | 1.7K | 83% | $4.79 | |
| $254.3K | 298 | 85% | $20.99 | |
| $254.2K | 714 | 93% | $14.99 | |
| $254.9K | 368 | 88% | $24.99 |