
Phantom Brigade 2.0 is a cinematic, tactical mech strategy game with a revolutionary timeline-based command system. See the future, predict enemy actions, and plot your counterattack on the timeline! Recruit and level up your squad of rebels to retake war-torn Fyrland from the Kaskad occupation.
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.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
The 2.0 update is extensive, transforming nearly every aspect of the game, but the highlights include:
Fully realized pilots – Recruit pilots with over 100 unique pilot traits and abilities which allow for in-depth buildcrafting and synergies with your mechs. With a new recruitment and class specialization system, expansive leveling with varied progression trees, combined with new visual customisation options, you can build your own flavor of deadly (and stylish) ace pilots.
A reworked campaign – New maps, new quests, and new combat scenarios along with fully rebalanced factions ensure you face varied squads with different equipment, armour and unit configurations. You have even more reason to collect new equipment and experiment with different loadouts to take on these new threats.
Completely reimagined overworld – Explore new provinces, varied landscapes and overhauled campaign systems. New liberation and overworld mechanics, new points of interest and events, new province modifiers and improved mission generation provide a varied, constantly evolving environment to encourage players to adapt and overcome.
A HUGE amount of community driven quality of life updates – New salvage and debriefing menus, new mission previews and reward generation, reworked workshop and crafting, improved damage logic and prediction, new options and difficulty settings, comprehensive weapon balancing, subsystem reworks and much more!
Phantom Brigade is a cinematic, tactical mech strategy game with an innovative timeline-based command system. See the future, predict enemy actions, and plot your counterattack on the timeline! Recruit and level up your squad of rebels to retake war-torn Fyrland from the Kaskad occupation.
Cinematic spin on the turn-based genre – Predict enemy movements, orchestrate precisely timed countermeasures, and hit “execute” to watch the physics-based action unfold in real time.
Extensive customization – Featuring a rich customization system, Phantom Brigade enables you to fine-tune the performance of your mechs, install a wide selection of equipment, and access a wealth of cosmetic options. Prepare your squad for any challenge - in style.
An expansive arsenal – Railguns, beam weapons, missiles, energy swords, and more! Rain destruction down upon your homeland’s invaders with weaponry salvaged from each enemy mech you defeat.
Strategic tactical combat – Make high-level tactical decisions on the world map, manage your mobile base, and decide how to apply your limited resources. Take command of your squad in varied missions ranging from sabotage of enemy equipment and convoy ambushes to liberation battles and challenging outpost onslaughts.
Destructible environments – It's not a proper game about giant mechs without destructible buildings! Phantom Brigade allows every square meter of each battle map to be destroyed. Shatter your enemy’s cover and collapse buildings on top of them!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99−60% | 4.5Kreviews | 81% | — | $1.5M |
| $14.99−50% | — | — | — | 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.
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 853 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A turn based tactics game in which turns take 5 seconds, you have near-perfect knowledge of the enemy's intentions for the current turn, and you can plan your mech squad's actions down to the millisecond. This is a recipe for a BRILLIANT entry into the TBT genre, and the core of the tactical gameplay is indeed very good; combat is very tactical, mechs are highly customizable and there is an interesting multi-faceted heat mechanic that is great to experiment with. HOWEVER, every other aspect of the game ranges from mediocre to really bad. - The overworld is bland, with every region essentially being a big empty circular map with missions randomly scattered about. There is no grand strategy to plan or major milestones to work towards. - The overworld's 'pressure' mechanic that is supposed to hurry you along from mission to mission has virtually no impact on the game. You seem to be able to run out the clock as often as you like without permanent repercussions. - Missions are repetitive. - Combat maps are repetitive. - The enemy AI is thick as a brick, frequently planning moves that makes its units collide with one another and firing short range weapons at targets that cannot possibly enter its effective range within 5 seconds. - The enemy AI will frequently not plan any actions for some of its units. This is especially noticeable when fighting 8 or more units. - The crafting mechanic isn't unlocked until about a quarter into the game and you won't be using it much at all until about three quarters into the game. It requires blueprints, a lot of resources and several base upgrades to be worth using and it's certainly possible to complete the campaign without even using it once. - The crafting menus have no way to sort items. The mech assembly menus do, so why don't the crafting menus? - Most resources do not have a listed maximum capacity. You have to find out the hard way what these capacities are by paying close attention to when you first waste resources by hitting said capacity. This is not documented anywhere. - Pilots in Heavy mechs take reduced Pilot damage. This is not documented anywhere. - Weapons are varied but weapon balance is terrible. Some of the most commonly found weapons greatly outclass every other weapon in its range class in every aspect. - Drop rates are terribly unbalanced. This also negatively impacts the crafting system, since you can't craft what you don't first salvage several copies of. - Melee attacks frequently miss the target that the turn projection claimed should have been a hit. - The Normal difficulty is way too easy. I ended the campaign on Normal with 0 dead pilots, 0 traumatized pilots and 0 lost (mech) frames. Part of the issue is that aforementioned lack of a pressure mechanic and the very easily abused 'double XP for deploying one fewer pilot' mechanic. - There are only four pilot classes and very little thought seems to have gone into their semi-random talent trees. The names of talents are also frequently memes and pop culture references, which is a very jarring tonal clash with the rest of the game. - There is a level cap for Pilots but this level cap is not communicated to the player in any way, even upon reaching said cap. - The Sharpshooter class has multiple ability descriptions that boost 'long range damage' or 'long range [i]ballistic[/i] damage' but then adds the totals together, making it unclear what is actually being boosted: 'long range' or 'long range ballistic.' - The game explicitly states that elite enemies may randomly join the fight, but only one such enemy was ever added to the game. Once you defeat them that game mechanic just disappears completely. Phantom Brigade is the very definition of a diamond in the rough. There's truly tremendous potential here, but its brilliant core gameplay is held back by so, so many poorly developed mechanics, jarring inconsistencies and just plain bad AI. It is my hope, but not my expectation, that the studio continues to polish this diamond. I could see it one day being hailed as one of the best TBT games ever made, but it still has a long road ahead if it wants to claim that title.
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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, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Hours played at review time, across 854 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] Big Combat Improvements, everything else is worse. [/h1] To sum this update up, it took one of my favourite tactics games which I have a lot of hours in, took everything about the overmap that people liked and wanted to be refined/changed, and didn't make it worse... they removed it. Completely. Are you a new player to the game after 2.0? Notice how the game just seemingly ends and you can barely make any mechs, you barely have any blue weapons? Notice how resting to build/recover and then the entire map resets, and you seem to be doing the same 4 lame missions (Breach, Break In, Eliminate, Demolition) over and over and over? Well, you would have no idea that there were pilot events where pilots had their own individual storylines where you have to make decisions whether they will stay with you, they could get in fights with one another and injure themselves... you could let them leave to HomeGuard (renamed 3F for some reason, just another example of things being watered down and made worse) etc. Players used to complain about these not having enough effect on the narrative, not enough story, not enough world building. Brace Yourself's solution? Instead of improving and making modifiers, debuffs, convoys that actually supply Kaskad, Home Guard garissons holding out cities, unique maps to different regions even if they were remixed... instead of doing this they gutted the game and made it into a linear map where you do the same 4 missions over and over. Usually on 3 different maps not inc[luding the new behemoth changes. Every gameplay change does nothing but show how this game took its potential, and drove it into the ground and made the experience worse. I am legit so annoyed I am gonna make my usual review style short and sweet. [h1] Post 2.0 Pros [/h1] [list] [*]Pilot ability trees are a marked improvement [*]The combat is still great, and better balanced [*]The graphics are great [/list] [h1] Post 2.0 Cons [/h1] [list] [*]The overworld has been so simplified it should be removed [*]Crafting forces you to lose all progress in a region [*]The narrative has been removed from the game, completely [*]Pilot stories and events have been completely removed [*]Side stories and events have been completely removed [*]What events exist will take so long to get to it resets all progress in a region [*]Despite codex additions, the invasion and resistance feel more hollow than ever [*]Brace Yourself took complaints about poor narrative, and removed all narrative [/list] [h1] Conclusion [/h1] This game is now a pass... the combat is not worth it. The old complaints we longterm players had was that the map took too long to traverse, the narrative was too thin and weak, and that our actions didn't seem to affect the overall war effort. People wanted a fast travel transit system that you had to unlock/build by some unique mission type, like unlocking a high speed rail between claimed provinces! People wanted Home Guard to be able to take and garrison cities and hold Kaskad off while you fought specific high-risk high importance missions. People wanted pilot stories to be more involved and develop the pilot... people wanted MORE narrative and BETTER storytelling, instead of literally, removing it!? All that potential of the overmap, all the potential to become a more involved and engaged overmap that could take what BattleTech did with their Flashpoints and make it an ENTIRE game, and just... it's ruined now. You will end the game being able to only make 3-4 blue weapons and maybe a few armour sets, unless you farm patrols, over, and over, and over. Gone are options for smoke screens, EMP, jamming with the crawler etc.... Everything about the combat is improved. Everything that made the overworld great, was removed. Literally, removed. This game would now be better served with a graphical "Pick your next fight" flow chart. It would be a lot less janky and waste less time.
Was enjoying the game, but then hit difficulty rank 4 and suddenly the game hits me with a brick wall of difficulty. Enemies are inflicting status effects, my pilots are getting taken out despite their mechs not taking that much damage, etc. It was easy before, and now it's unclear what I'm doing wrong. It feels like I can no longer shoot the enemy without being disproportionately punished. Am I supposed to play it extra slow and cautiously? It didn't feel like the game was teaching me to do that before, or is really designed around that, but here we are. I don't mind difficulty, but I do mind huge difficulty spikes out of nowhere, especially in a game where attrition is hard to recover from and there's a lot of harsh resource management. If a mech or pilot go down, you suffer permanent setbacks. Also I'm now seeing in the other reviews that a lot of systems were gutted out of the game before I got it. So that's... unfortunate. I would hope they'll put those back in at some point, because comparing what is being said to what I've experienced, I am now starting to see the lack of depth in some areas. The game starts off strong and has a very interesting premise, but it feels... incomplete and poorly balanced in some areas. I'd be willing to push through the difficulty, start over with what I've learned, etc. but now I don't know that there's even enough game to enjoy to bother seeing if I can overcome it.
It's not a bad game but not enjoyable, either. The difficulty swings between snooze fest to getting your entire team destroyed in a few turns. The first 3 territories will be a breeze and then suddenly you're facing 3x the number of units with better gear than yours. Missions will be stacked against you so hard (like a base defense against multiple missile units on flat terrain). Their entire pilot/unit/structure damage system is so pointless and easy to break completely. The mobile base not repairing or restoring morale while driving is the dumbest thing they could have done. It's a MOBILE BASE. WHY ARE WE CAMPING?
I really don't want to, but i think im going to need to give this a harsher review than i would otherwise like, because there are some things that simply need to be said. The actual gameplay loop in missions? Its amazing, a lot of fun. The overall theme and mechanics? Also very good. I see myself playing this to completion, but i know that all that time, there are going to be a lot of nagging things at the back of my head. Let me elaborate. So first and foremost, it does seem like some of my issues would have been solved if i had played the game earlier, but it seems in V2.0 of the game, a lot of things were redesigned that simply didn't need to be, or were otherwise redesigned in a VERY wrong direction, from what little i've been able to piece together. In past versions, you worked to liberate the whole country, in one single overworld map. Now you don't. Now you liberate province by province, FTL style. It is very much on rails. This isn't bad per se, but it does make me yearn for some of what was there before - The provinces get stale very quickly due to the time crunch. You go in to a province, do some missions on a VERY harsh time crunch to the point that it feels that you're being rushed, and then in between EACH singluar mission, you have the option of doing 3 contract missions for set rewards. The time crunch is what makes it exhausting to play, the contract missions is what makes it frustrating to play. This is honestly one of my biggest problems, and is the reason why playing this game is starting to become more and more of a chore for me. As everything is in a province, you're not connected to the country in a way that you presumably were before the 2.0 update. Its just some generic green terrain and then more generic green terrain. You do technically have a way of viewing the whole country at once, but its just a flat 2D image from a top down perspective, not even a 3D map that you can look around and see the topographical features. One of the earliest provinces you do is described as a pass of some sort, but ♥♥♥♥ if i don't see it! I mentioned a time crunch. I was not kidding. In between and around mission sites are random POIs you can go to if you want...but due to said time crunch you can only ever go to maybe one, maaaaybe two per province to the point that they might as well not exist. In one province, i didnt even have any time to go to any of them. And then when you're finally NOT on a time crunch, they all disappear! So you cant even save them until after you're done all the time sensitive missions - You HAVE to ignore them, pretty much. What is the point of this? ♥♥♥♥ if i know. Now, the actual missions where you take your own squad in? They're great. There is a lot of customisation you can do to your mechs, so much so that i'd argue that there might actually be TOO MUCH. Many items have identical names, but different stats, and it makes customisation a bit of a pain sometimes. Still, i appreciate the option. Different stats for weapons is a gigantic pain though - One time, an gun might do NO damage to pilots, but then another one of the same name does 3 million pilot damage, able to one-shot enemy, or your own pilots. It makes preparing for an incoming enemy a gigantic chore. Thats a small issue compared to my issue with the missions however. Again, the ones where you use your own squad are great. Here is the problem though, and honestly, my BIGGEST problem - After each mission you take your own squad in to, each time you make camp, using up some of that very, very valuable time to repair and rest, or each time you travel to a new province after liberating one, you get the option to do 3 optional missions where you take control of resistance forces to order them around, with no risk to your own pilots or mechs. You dont get salvage, but you do get set rewards. Due to said time crunch, i feel like doing all these missions are NECESSARY to even stay affloat. However, because you're doing THREE of these missions for every ONE that your own squads go on, that is what most of your time will likely be spent doing. This is, a very, very big problem for many reasons. Firstly, it gives the impression that the faction we're a part of isn't a resistance force, its a damn invading army. They have so many seemingly disposable forces, as you dont get punished for losing any of the mechs in those missions, so long as you complete said mission. It also makes me scratch my head why we went through the effort of getting a mobile base, if 90% of the fighting is done without it. Secondly, and this is the real kicker - MOST OF THESE MISSIONS MECHS HAVE TERRIBLE LOADOUTS. Mission to blow up some buildings? Here, have three mechs with swords, that cant do building damage. A contract to kill 10+ enemies? Here, have TWO mechs and nothing else. A mech with a shotgun? Lets make it move at a snails pace. A mission underground? Lets give you nothing but missile weapons that will hit nothing but the ceiling rather than the enemy. And dont get my started on the liberation missions - You're supposed to avoid destroying any houses and you get your own reinforcements coming in. Great, right? Thing is, they ALWAYS have indirect fire missile launchers. The dialogue even mentions that it can shoot over buildings. Great! ....No. Not really. Missile launchers are some of the highest building damage weapons in the game, and due to different weapons even of the same name, having different arcs of fire, it becomes a gigantic chore to avoid destroying buildings. I would much rather have a sniper mech or something. Of the 23 hours or so that i've played of this game so far, i'd say easily 15 hours of that has been these contract missions. Why are there so many? Why do i spend most of my time doing these missions? Why are they so unfun? Here is my suggestion to the devs on some design changes that might solve these issues. 1. Use the old map for the world map, or otherwise make a 3D map of the world map so that players can see the whole country if they want, see where the terrain starts and ends, and see where provinces are in relation to eachother, their size etc. Right now, provinces feel like a non-space in the void, with that fog of war around it. I did actually briefly look up the old map and it looks SO MUCH BETTER than the current world map. I would honestly be happy with that. 3D map be damned. You can even just make it function like the CURRENT world map, but at least you can actually SEE where the provinces are, how big they are, what shape they are etc. 2. Make POIs spawn much closer to missions in provinces, so you can actually realistically do them. Alternatively, significantly increase the mobile bases's, speed, reduce the penalties for using overdrive, or increase the time it takes for the enemy to "regroup" from 24 to 36 hours. In addition, when you click on a mission, display how long it would take to drive there. 3. Make it so you can only do contract missions DURING camp/rest time. One single mission. Increase the rewards SUBTANTIALLY to compensate. This will give the impression that the resistance is distracting the enemy to give you time, using up what little resources they have to keep the heat off of you while you rest and refit. 4. Give the resistance forces in contract missions mechs and tanks that are suitable for the task, and enough of them. Some contract missions feel too easy, where as most feel downright impossible considering what mechs and loadouts you are given. 5. Rebalance a lot of weapons so that they have predictable capabilities. I dont want to see one vulcan cannon that does zero pilot damage, and another that can oneshot a pilot instantly, like we currently do. One of the mechs i got in a contract mission had a vulcan cannon that killed 8 pilots in a single attack as it was shooting down a chokepoint. The next mission, i tried it again only to realise that that vulcan did ZERO pilot damage. It makes no sense.
2.0になってからクリアまでようやく行け、2週目はじめたので記念にレビュー 昔のバージョンであった「単調」という問題が解決され、緩急のついたゲームになった。 おかげで中盤から苦行でクリアまで気力が持たないなんて事もなくなった。 他の方も触れているが、ガンパレードマーチの戦闘部分だけを取り出したような感じであながち間違いではない。 向こうがコマンドコードであったのに対して、今作はマップで行先や目標を決めて戦うというのが違うところ。 そしてハクスラ要素だが、武器の種類が非常に多い。補正値が違うのではなく、仕様ごと違う。1週程度では全部発見できないくらいある。もしかしたら難易度設定で出るアイテムが変わるのかもしれない。 このゲームを始める初心者に向けて伝えるなら、このゲームは熱管理ゲーであるということだ。 5秒先の未来がなんて言っているが、その実は5秒単位のターン制である。 次のターンの相手の行動は見れないので、ターン終了のタイミングでダッシュができる程度に冷却すると生存率が大きく変わるぞ。 特に(ミサイルの誘導方式にカーソル合わせると読めるが、)多くのミサイルはダッシュすると誘導が切れるので、ミサイル自体を避けるより誘導中にダッシュすると安全だ。 後はサーチライトとかの防御システムは弾速がショボい攻撃を完封できたり、エクリプスなどの背負い式分裂ミサイルは砲兵ゲーになるくらい強いから使ってみるといいぞ。(ミサイルやキャノンを撃つときは、発射方向の壁から十分離れて行うように) そして熱管理ゲーと書いたが、放熱能力が低いヘビーも殴り合いの乱戦では強いぞ。このゲーム接触時にクラスが相手より大きい場合はユニットクラッシュしないので、体当たりで黙らせる選択が取れるのは心強いぞ。(盾を構えればクラスが1つ上扱いになるって説明に書いてあるので活用してあげよう) 最後に問題点を幾つか。 ヒートベントの仕様が解らない、排気時間ってなんなんだ? 熱許バッファーの増加ってなんのためにあるんだ?オーバーヒートの閾値は変わっていないように見えるぞ? レールガン系統が強すぎる、パイロットダメージ値が大体入っている上に、建物はともかく丘や崖も貫いて打撃を与えてくるせいで油断したらすぐコンカッションされる。味方にしても強いとはいえ、集中砲火を捌くのは面倒ってレベルじゃない。 前ターンで発射されたミサイルの着弾予想が映らなくなるの回避で困るから何とかしてほしい、目視で確認して避けるくらいしか現状ない。
This game has a unique, or at least extremely rare, core loop that combines real time and turn based in a very entertaining way. The initial complexity pays off with letting you meticulously choreograph nimble but realistic giant robots in ballets of violence that are rendered well enough that you actually use the replay option to enjoy how ♥♥♥♥♥♥♥ sweet that last round was. Build options are satisfyingly rich, and the RNG for salvage and missions can give rise to the kind of emergent gameplay that made OG XCOM so much fun to replay. You can stumble into the right weapon or component and have a whole campaign accrete around it, complete with building a whole squad to support the BFG you lucked out on early game. For 1.0 players: I enjoyed playing it from EA, but if you were on the fence about it at launch, the 2.0 update adds a whole lot of content that isn't always apparent from the start. There's a lot more enemy types and mech components, and you start running into new objectives and biomes a little ways in.
One of the best games I've played in a good while and certainly the best strategy game that has a fun gimmick that doesn't overstay its welcome And now, with the 2.0 version out, it finally addressed all the issues and holdbacks I had with the game during the initial release Great stuff overall! For a full review, check out my video https://youtu.be/VCg-OPq6F24?si=uKezF8KQL0LhhLto
真的开放mod吧,我想玩高达版的,08ms小队那样
I am not a fan of any of the V2 changes they took a nice open world and destroyed it. The Pilot bonus seem too gimmicky and the bonus are mostly minor. Your pilots also get weary and tired so quickly. The whole exhaustion system is just bad. Resting you can only rest 3 pilots or repair 3 mechs. Like the pilots are not allowed to rest at the pitstop unless you tell them.. on the campaign now you also can not go backwards so if you pick the path wrong you can just have enemy force you can not get to. So your "territory" is just a weird snake surrounded by enemies. It feel like the design just shot themselves
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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