
A sandbox tactical RPG of steel, fire, friendship, and shonen anime. Assemble your crew, customize your Mech, and lead them in cinematic turn-based battles through a world ruled by rogue AI. The bonds you forge will decide who survives!
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About

Humanity has lost the war. The wastelands are now crawling with rogue AI and scavenging war machines. You and your mercenary crew fight to survive, taking on contracts from the last remaining cities built high above the wasteland.

Fly across a massive open world filled with settlements, machine lairs, quests, and unexpected events.
Take on contracts, recruit new pilots, and shape your crew’s legend one battle at a time.

Plan your moves during the Planning Phase, then watch your strategy unfold in fully animated, anime-inspired combat sequences.
Injuries, panic, and breakdowns can strike at any moment—but so can heroism.

Create and recruit your crew. Command a four-pilot squad, each controlling a different Mech subsystem.
Dodge, fire, deploy coolant, or unleash special tactics using the game’s unique Timeline System, where every second counts and every action shapes the flow of battle.

Between missions, your airship becomes home.
Cook, train, or relax as your pilots bond, form rivalries, and grow through their experiences.
Each relationship influences how they fight—and how they survive.

Collect and assemble Mech parts to build your perfect war machine.
Balance protection, heat, and ammo to match your playstyle, and unlock new Mech frames with unique strengths and loadouts.

Your Mech can be rebuilt—your pilots cannot.
Manage morale and fatigue, face the consequences of your choices, and discover who you and your crew truly are in a world on the brink.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
하다 보면 아쉽거나 나사 빠진 부분이 계속 보이는데 게임 자체는 재밌고, 메카끼리 투닥 투닥 하는게 볼만함 다만 난이도가 1 > 2 >>>> 3 >>>>>>>>>>>>>>> 4 >>>>>>>>>>>>>>>>>>>>>>>>>>>> 5 기하급수적으로 상승하는데, 들어가는 시간에 비해서 기체의 성능은 그다지 강하지 않았어 힘이 빠져버리는 그런 부분이 있음 ( 3 이랑 4 , 4 랑 5 사이에 난이도가 하나 씩 더 있으면 흐름이 자연스럽지 않았을까..) 캐쥬얼하게 갈거면 확실하게 편의성을 챙기던가! (동료 행동 max를 6으로 설정해 놓은 주제에, [ 6 이면 전투 승리로 1 미션 완료로 2~3 이 채워짐 ] 비행선 들어갈 때마다 메카 > 1층 > 2층 > 놀이방 꼭 거쳐가게 끔 쓸데없이 불편한 부분이 있음)
Adoro il sistema di gioco, complesso ma non impossibile, bisogna fare attenzione altrimenti si perdono turni interi a non fare niente
Edit: I left my original review a week after release, and I stand by it. BUT - I still find myself humming the theme song. I still get that crazy feeling to launch with the crew down in the valley. It's a $30 game about strategic mech fights using an amazing battle system that is as satisfying as it is unique. It's worth playing; and returning to. ======================================================================= Any fan of mecha and shonen anime will instantly find cause to purchase this game. However, after griding, bonding, and 'Fooling' around I can tell you this: this does not feel like a complete game at the week after release. Is it worth $30? Probably. I had a TON of fun making giant robots go boom. Is it polished and story-driven? Not at all. If you want to find out why just buy the game, Fool.
So , I played this during early access and liked it to a point where the balanced gets bad , its better with the full release. I really like this game and I'm gonna adress one issue people have thats more of a pacing issue than a combat one : The lack of option. Building your mech gets really fun and give a lot of things to do in combats ONCE YOU GET TO GET PARTS. The beggining mech parts are boring gameplay wise and might turn off people , but once you get to tinkering and character skills and access to momentum shift , the skill expression gets real cool. For exemple: My current version of the first mech plays around a cooling that does damage, doing damage while moving and shooting at close range and buffed damage, its hit and run blitzkrief. The beggining mech has to choose to move or to hit melee , you can't do a lot. There is fun in the limitation but not enough enemy variety early on. That's gone by hours 2 Enemy move appearing as you choose yours is really cool , it asks you to be super strategic and sometimes take risks in a way that's rewarding, and endgame mechs are stupid fun. I really recommend to dig deep into this game to get the most out of it , otherwise you're gonna bounce hard. Agree with the price criticism tho
总评:有创意但很枯燥的游戏,刚开始有些乐趣,后边只有数值提升没有机制改变,中期开始体验崩溃。 一、可瞬间修复的小问题 1.技能缺少详细描述,我到现在也不知道追踪啥意思。 2.普通任务应该掉落一些食材,或者大地图上应该出现一些食材可供采集。 3.希望设置离增加修改快捷键的功能。 4.希望设置离增加文字放大功能,剧情对话框文字太小了。 二、希望开发的方向 1.数值膨胀太大了,希望缩小高级配件和高级敌人的数值,方便计算 2.地图应该有梯度的解锁,并且每个区域应该有新的系统解锁,而不只是敌人数值和颜色变化 3.敌人的动态等级应该小于玩家而不是等于玩家,否则中后期战斗太花时间了 4.受伤系统改成:擦伤不需治疗,再受伤变成轻伤,轻伤可治疗,不治疗的话在战斗中可能变成重伤无法行动,重伤后再受到攻击才死亡,玩家辛苦培养的驾驶员死了只会取档,纯浪费时间 5.人物技能应该设计成树状选择式解锁,参考XCOM。现在的随机只会消耗大量时间或者让角色拿到一堆不喜欢的技能。纯浪费时间 6.机甲调教制作的模组,要增加种类,并增加同时可装备数量,这个是玩家弥补弱点的地方,可以根据主线剧情逐渐解锁槽位,三个就可以。 三、主要机师 机师目前技能只有数值提升,没有机制改变,导致游戏中期无聊。 做一些机制类技能(每一级都是二选一) 驾驶员: 1.近战伤害增加、受到的近战伤害降低 2.近战攻击命中后,下次近战伤害增加、下次受到近战攻击自动防御 3.移动技能优先级提高、移动技能增加的热量降低 4.受伤时士气降低更少、击杀时士气上涨更多 5.近战伤害+25%、近战伤害会终止敌人的当前意图 工程师: 1.机甲生命加15%、机甲受到的任何伤害减1 2.导弹和炸弹数量+1、治疗凝胶效果+5 3.散热+3、所有工程师行动所花费的热量不会超过1 4.所有角色受伤概率降低、机甲受爆炸物伤害降低 5.重伤角色绝不会死亡、治疗凝胶也会治疗所有角色的伤势 枪炮手: 1.远程伤害增加、受到远程伤害降低 2.弹匣内最后一发伤害增加、弹夹+1 3.弹匣内第一发伤害增加、弹夹+1 4.概率自动上弹、备弹无限 5.手动上弹时有概率对随机目标开一枪且不消耗子弹、子弹伤害随弹夹数量增加 电子操作员: 1.机甲爆炸伤害+1、烟雾弹和干扰弹持续时间+1 2.受到敌人的爆炸伤害降低、受到的异常状态伤害降低 3.机甲所有伤害+1、自己部署的爆炸物对自己伤害减半 4.感应雷不被自己触发、烟雾弹也有概率让敌人的近战攻击失准 5.自动看穿前2格内所有敌人的意图、自动看穿随机1个敌人的全部意图 四、其他机师 现在只要开局4个人就足够了,商店角色没机会上场。 应该让母舰里多一些工作岗位可以指派角色获得一些方便功能,让游戏更热闹,也让角色系统更有用。 所有角色的具体技能在母舰上不产生实际作用,但SABC的评级影响工作效率。 1.母舰驾驶员:根据技能等级提升母舰移动和转弯的速度。 2.母舰工程师:随时间缓慢修理机甲,根据技能等级花费的碎片更少。 3.母舰枪炮手:为母舰增加武器系统,在战斗时可以让母舰进行火炮支援,根据技能等级决定延迟时间。 4.母舰电子员:根据技能等级随机显示几个敌人意图。 制作配件、种田等工作都应该交给母舰上的角色进行。 五、剧情 剧情现在问题比较大,没记忆点,翻译的也不好,演出也不多,希望重做。 尤其是主线剧情,无论是文字还是演出都该精细的重做。 Overall Assessment: A creatively designed but deeply tedious game. Initial enjoyment fades quickly as progression becomes purely numerical, with no meaningful mechanical evolution—experience collapses by mid-game. I. Quick-Fix Issues Skills lack detailed descriptions—I still don’t understand what “Tracking” means. Standard missions should drop ingredients, or edible resources should be harvestable across the open world. Add a customizable shortcut key system. Implement a text zoom function—dialogue boxes are far too small to read comfortably. II. Recommended Development Directions Numerical inflation is severe—reduce the stats of high-tier parts and enemies to make calculations manageable. Map progression should be tiered, with each new region unlocking a new system—not just higher enemy numbers or color changes. Enemy dynamic leveling should be below player level, not equal—current parity makes mid-to-late game battles painfully time-consuming. Revise the injury system: Scratches require no treatment. A second hit becomes a Light Injury (treatable). Untreated Light Injuries may escalate to Severe Injury (incapacitating). Only a second hit while Severe results in death. Losing a crew member should not force a reload—it’s pure time waste. Skill trees should be branching, choice-based (like XCOM)—current randomization wastes time and yields undesirable skill combinations. Expand mecha customization mod slots: Increase variety of available mods. Increase maximum equipped slots from 1 to 3. Unlock slots progressively via main story progression. III. Main Crew Skills (Mechanism-Driven, Binary Choice per Level) Driver Increase melee damage / Reduce incoming melee damage On melee hit: next melee damage +X / Auto-block next incoming melee attack Prioritize movement skill / Reduce heat generated by movement Reduced morale loss when injured / Increased morale gain on kill +25% melee damage / Melee attacks interrupt enemy current intent Engineer +15% mecha HP / All damage taken reduced by 1 +1 missile/bomb / +5 Healing Gel effect +3 heat dissipation / Engineer actions never exceed 1 heat Reduce injury probability for all crew / Reduce explosion damage to mecha Severely injured crew never die / Healing Gel also heals all crew Gunner Increase ranged damage / Reduce incoming ranged damage Last bullet in magazine deals +damage / +1 magazine capacity First bullet in magazine deals +damage / +1 magazine capacity Probability to auto-reload / Infinite reserve ammo On manual reload: chance to fire randomly at target without consuming ammo / Damage scales with magazine count Electronic Operator +1 mecha explosion damage / Smoke/interference grenades last +1 turn Reduce explosion damage taken / Reduce damage from status effects +1 to all mecha damage / Self-deployed explosives deal half damage to self Proximity mines not triggered by self / Smoke grenades have chance to cause enemy melee misses Automatically perceive enemy intent in first 2 tiles / Automatically perceive full intent of one random enemy IV. Other Crew (Ship Roles) Currently, only the starting 4 crew are used—shop characters never see action. Expand ship roles to unlock functional crew assignments: Ship Pilot: Increases ship movement and turning speed by skill level. Ship Engineer: Slowly repairs mecha over time; reduces fragment cost by skill level. Ship Gunner: Adds ship-mounted weaponry—provides artillery support in battle; delay scales with skill. Ship Electronic Operator: Randomly reveals enemy intents based on skill level. Assign crafting, farming, and resource production tasks to ship crew—this makes the entire crew system meaningful. V. Story Current narrative lacks memorability, suffers from poor translation, and has minimal cinematic presentation. The main storyline must be completely reworked—both writing and cutscenes require high-fidelity refinement to match the game’s visual and mechanical ambition.
I'm really quite fond of this game.
I really wanna like this game, it looks cool as hell stylistically and while the combat is a bit strange i can see myself getting used to it but my god the tutorial is god awful. like, there isn't a section to ever check the tooltips you go through, just glad the first combats are easy to learn that once you lock in something you cant cancel it but that scanning overworld thing...it doesnt seem intuitive. Im scanning all over, nothing is sounding or looking different, and unable to really look back previous tips i just lost interest its a damn shame, cause the game looks awesome, but i dont wanna start all over just to read tutorial tool tips i skimmed assuming i would see them again if i was confused
very good.
É o que promete. Por ser recém lançado, apresenta alguns bugs in game, e erros no geral, como em inicializar. O que não afeta negativamente, pois os bugs não são comprometedores e os "erros" quase não existem. Bastante customização de personagem. Nos mechas não é algo como, mas dá pro gasto. A história nem fede e nem cheira. Mas tá lá e pode ser aproveitada. Em questão de batalhas (o coração do jogo), é algo bem divertido (quando acontece reações especiais dos tripulantes). Mas acho que algumas coisas podiam ser mudadas para dar mais animação durante os confrontos, como: Mais chances de reações especiais dos tripulantes, animações em conjunto seria uma boa implementação e o equilíbrio entre os presentes mechas que há no jogo, pois o mecha inicial faz tudo com maestria, onde os outros, mesmo tendo gameplays diferentes e até divertidas dependendo do gosto dos jogadores, acabam por ficarem abaixo do primeiro robô que se é adquirido. Onde tais opções extras de mechas que o jogador acaba por desbloquear no futuro, são muito situacionais, ambos quase como glass cannon que funcionam a base de sorte quando é gerado os inimigos, como no exemplo do ocelot, onde *precisa* ficar se *estabilizando* para atacar, escolhendo se defender ou manter a estabilidade para poder atacar, nisso perdendo para o primeiro mecha, onde ele apenas faz o que quer e vapo. As animações em geral são muito boas e faz ser o que o jogo é. Vi algo como "Solo mode", então acho que a possível implementação de PvP/PvE (Mutliplayer no geral), é algo que provavelmente seria o que faria um "Boom" no game, mesmo que eu não tenha ideia de como isso poderia ser botado no jogo. Tendo em base que NÃO terminei o jogo, essa já é a minha review. Vale a pena ao menos testar o jogo, já que, em minha opinião, é um jogo bem diferente do comum e bem divertido para passar o tempo.
스토리 및 성장등의 단점도 명확하지만 독특한 아트 스타일의 재미있는 턴제 메카 게임이다. 초기 맴버들을 모두 잃는 상실감도 있었지만 결국은 소년만화같은 카타르시스도 있었다.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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