
Lead your Space Commandos in a revival of turn-based squad tactics inspired by UFO/XCOM and Aliens. Utilize in-depth skill & combat systems in multiple game modes, including a full campaign. Discover the truth behind the demise of colony MC83-A and join the USC in defending humanity!
Modeled estimate, not a reported figure. How we estimate →
About

USC: Counterforce is a retro-inspired turn-based squad tactics game set in a tense sci-fi world. You control a strike team of commandos sent out to planetary body M-8322 to investigate and neutralize the remainders of a still mostly-unidentified alien threat. But what you find there may very well change the course of history...

!NEW CAMPAIGN MODE! - Take charge as your own personalised commander and lead your fleet in a story-driven, procedurally generated, multi-ended Campaign mode. With all the tactical depth of the previous game modes, you will also have: a detailed management system for your bases on the planet surface; requests from various factions to manage your reputation as a commander and defending fleet relay stations, your only connection to Earth.

Prepare your team to face every situation! An in-depth squad management system with complex character attributes and skills, detailed combat mechanics, and elaborate inventory system. Hundreds of weapons & gadget combinations are available to suit your playstyle.
Class-free skill system with many passive abilities
Melee and ranged weapons with various types of ammunition
Hacking tools, mines, turrets and other deployable solutions, armor and weapon upgrades

Explore and fight in interactable and fully destructible environments. Rearrange the battlefield, build barricades, avoid and exploit environmental hazards, lay traps, trigger chain reactions, seal airlocks, or break through walls—but be warned, your enemies have the same capabilities.

Push your skills to their limits in a variety of game modes. Discover a multi-layered difficulty system that guarantees challenging and engaging gameplay tailored to your taste.
Fully customizable Single missions
Challenging multi-mission operations with unique goals
Building, maintaining and defending your outpost in Defend the Base mode
and more!
Don’t want to defy the horde on your own? Venture into multiplayer and face the threat in classic local co-op or use Steam's "Remote Play Together" feature to bring a fellow soldier online.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, German, Hungarian, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Important Note: I went into this looking for a game play experience something akin to XCOM or Xenonauts (a long form game type with long term squad, resource, and base management) and so my twenty six hours were spent exclusively on the campaign mode (and to be clear, that was about twenty-odd sub-missions total on the medium difficulty). There is a raft of individual missions with set objectives that rate player performance as an alternative way to play, and a somewhat more focused, structured, tightened style of mission *might* smooth some of the criticisms I have of the games systems overall, but as you can see I wasn't willing to gamble more of my time on finding out one way or another. I'm convinced USC: Counterforce (USCC) has some good bones and as a player that prefers and seeks more complicated games, I appreciate the devs taking on the serious challenge of building in that manner. Unfortunately USCC is a clear case study of the possible effects of pushing your game design far down one direction along the streamlined/granular axis. If the original XCOMs (UFO, Terror, Apocalypse etc) set the balance, then the Firaxis XCOMs show the effects of general streamlining (two actions per solider, fewer max soldiers, simplified loadouts, enemy 'pod' system and so on); you can debate the merits but the effects are stark - its a snappier game, vital decisions fly quite thick and fast, the situation can evolve dramatically from turn to turn, the tension is high, and the workload of resource management and general play is lowered. USCC went in the other direction with dozens of Time Units and hundreds of hit points per soldier with no initiative constraints, stances, jumping, status effects, resistances, object pushing, strict sight line constraints, firing patterns, massive damage variance and weapon effectiveness vs armor layered differently on front and back, anywhere from six to twelve+ in a squad, dozens upon dozens of enemies on every (quite small, often wide open) map and more spawning all unconstrained by any encounter system and all of them driven to bee-line directly for your squad, through the destructible terrain if needs be...and I could go on. Now I saw all of this while I was sizing up the game for purchase (reviews, lets plays, you know the drill) and it looked good to me - mechanically rich systems can often promise player freedom, tactical nuance, heightened difficulty - worthy stuff! But in practice this extreme numerical granularity starts to work against the game-feel, dissolving "situations" into "static". In all its diversity and with carefully constructed loadouts your many-many-man-and-woman squad becomes a blob - a resource-bucket - on the flat board vs the enemy resource-bucket. And using the toothpicks of tweaking your various buttons and positions and dividing up your time units you will nudge your bucket into a position that can wear down the enemy bucket. This will generally consist of hugging a corner, kneeling a front line, over-watching a back line, and you the player watching-over as each member of your team splits their reserved time units into upwards of ten rat-a-tat shots each against of the various enemies that each, one by one, charge your group. Then, once the enemy bucket is empty and you're convinced the stragglers are stuck somewhere you will hand-run you many-man bucket, one by one, to the objective, pausing quite often to execute a series of jumps over a puddle of sh*te, which you will watch each and every step of, because crucially there are no simultaneous movements for either you or the enemy, and the camera is locked to the unit presently moving. The mission will have taken approx forty mins to one hour. The following two (more or less identical) sub-missions will then each take approx forty mins to one hour. Sometimes the map will split your bucket. Sometimes there is a (fairly forgiving) time-limit. Using my intuition, I have to imagine a single full campaign could take anywhere from 100 - 150 hours to complete. Possibly more. If there are things that can occur during a campaign to shake this up in some significant manner, I welcome veterans comments and will happily amend this review if needed, because as I mentioned I pulled my parachute at 26 hours which, hands up, I know isn't *that* deep a dive. But its not just the basic shape and motions of the game that's at fault. The UI is generally *very* fiddly, the music lacks variety, there are only three (I think, please correct if wrong) environmental tilesets, and a host of subtle annoyances in the way animations play out whether you've sped them up via the options or not - tiny delays, twitches, everything is just so deliberate and plodding, it can be hard to describe but I felt it adding up and sandbagging every minute. To close then, I repeat: this game has good bones - it seems to me to be an earnest attempt to make a mechanically rich squad-based tactics game with a faithful "Aliens" vibe - but its an Icarian flight, a swing and a miss. If this lot tried again with something similar, I'd be interested. To the devs good luck in the future, to prospective buyers - beware.
(Note: I only bought this for and play the campaign) This is probably the sort of game I most agonize over reviewing. The quality of life in this game is absolutely atrocious. It takes like 5 minutes at the end of a mission just to shuffle 18 people into the evac zone. No timer, no enemies left, no threat. Just the amount of clicking and waiting it takes to do something with no challenge involved. (And yes, that's with turning animation speed up, which you might wanna then turn back down in the next level so you can actually tell what's going on during enemy turns. Which is more clicking.) There's parts of it I love. Actions are highly granular - units might do a dozen attacks in a turn, each wearing enemies down with lightning quick animations, and individual enemy attacks are also quite low-lethality, so this game is genuinely much more about attrition, with sudden "enemy survived to attack you, your medic is instantly dead" being basically non-existent. The look and flavor is fun, and once you grasp the complexity it really provides some of the peak experiences of the space hulk type of game. It's agonizing how terrible this game's UI, tooltips, messaging and such are(literally you can't find in-game how DAMAGE AND ARMOR work, in a game that otherwise drowns you in numbers and data). The only place to find this info is on the online wiki... for the dev's PREVIOUS game. So it's a game I definitely wouldn't recommend to any of my friends. Anybody who has a job and a backlog will definitely have things htey'd enjoy more than spending 45 mins in equipment menues manually repleneshing every chump's ammo stockpile from a mix of stockpiles, requisition and crafting, then shuffling everything they looted on their last mission around, double checking everyone's HP and Armor wear to decide who skips this mission cycle, scrolling up and down to decide how you wanna group people into squads to set up the next mission this day of the campaign... And then you've got loads of really scummy mechanics. On base defense missions, you have half-broken mechanics to use base building materials to plant ammo stashes, which are PROFOUNDLY more resource-efficient ways to get weapons, ammo and gear than actually buying/crafting it normally. So the best way to resupply is to intentionally let enemies attack your base so you can turn your minerals into building materials, plant a dozen ammo/weapon caches, then send in people with spare inventory space to loot them all and then redistribute them when the mission ends, since base defenses don't lock your units in for the day. And this takes a LOT of clicking and management for something that is unbalanced and annoying... So imagine how much I enjoy some parts of the combat that I've still put a few dozen hours (and a lot of afk time) into it anyway. Everything about the progression, speed of play, UI clarity, BASIC MECHANIC clarity is basically abyssmal, but when you've got 2 or 3 squads with loads of different weapons and gear, using bioscanners, planting turrets, firing clusters of homing flame bolts, spraying clouds of biotoxin, planting force fields, lining up piercing sniper shots, using miniguns on overwatch to repeatedly knock back huge melee enemies, running up with shotguns to delete guys in point blank, having lots of guns modded to lean into strengths or compensate for weaknesses - want a sniper rifle to have no minimum range, an assault rifle to have enough ammo to overwatch like 15 times in a round, whatever else? Go for it with a simple "pick 3 stat boosts" modding system with decent balance. So with all this I've been spending weeks unsure of if I'd say I love this game despite everything, or am tortured by everything wrong with it surrounding a surprisingly core gem of decent tactical alien slaying... But then you run into crashes, and that's the straw that broke my back. And it doesn't just randomly crash, oh no. It mainly crashes when you try to save. In a game where the most noteworthy element is being incredibly slow and a single turn easily taking 10-20 minutes. And on some missions, for no apparent reason, it'll be crashing REPEATEDLY, forcing you to repeat the same click-intensive turns, trying (and often failing) to save every few steps... you get the idea. Damn I love some core of this game. There's some design decisions that I think had amazingly compelling implications that the game leaned into well. The granular AP, gradual armor wear mechanics and such make a game of attrition in a way I haven't seen in a single tactical game ever, which all lean on "sometimes RNG instakills your units" as the main threat to keep you cautious. This is a game that ACTUALLY wears you down. If a team with more experience and budget so they could actually keep developing and polishing it instead of dropping it in a fairly rough state with certain info being totally unavailable and a bunch of balance obviously half-thought-through mishmashes of different game modes intersecting... man, the fantasy version of "this game but good" might've legit been one of my all-time favorites. But as it is, it's just at a perfect place to torture me with how promising it is yet pretty much faltering on every other front. And yet I'll still probably try to drag myself through more repeated crash-on-save-attempt because man it's satisfying sometimes.
I was initially put off by all the negative reviews and had to buy this on Christmas sale for 2$, just to try this out. What I got was a decent game, with many dynamics from XCom and Phoenix point merged together. What this game is - an insanely detailed micro management heavy alien slaughter. You wont be fighting XCom pods of 3-4 aliens at a time, but a whole map worth of 50-100 aliens that will be converging on you. To counter that, you would typically be fielding 12+ marines. This means A LOT of turns, a lot of actions and a huge amout of time spent on missions. This is BAD if you have a job or other commitments, as you won't be able to finish a 3 part (insert/do stuff/extract) mission in one sitting. This game is HARD on Hard setting, and the learning curve is medium. There are quite a lot of things to discover in terms of strategy. What I got from other reviewers - yes, equipping 18 soldiers for a "nest" clearing mission is rather tedious, but it's worth it, as they WILL run out of ammo, medicine and be overwhelmed with poison and other environmental DOTs. Managing inventory is just a part of the game. Just as in Phoenix Point, you can loot ammo in missions and extract it using limited inventory space. This is rather cool, as finding a stash of like 40+ grenades changes subsequent missions dramatically. In the same way, running out of ammo is very bad, and learning tricks like - assault rifles and shotguns deal 2.5x damage up close is very beneficial to your ammo conservation efforts. The destructible environments are the pinnacle of this game, especially the human - built derelict facilities where you can push/pull or jump across objects, to shape the battlefield and wear down the enemy with DOT damage, while they can not hit you back. I don't know if level design is truly random, or some mix, but some maps are really cool, like exfiltrating a mission on a tall vertical map with 3 narrow "lanes" that lead to the exit, and require all 3 squads to work together. I encountered very few bugs - sometimes the post mission details screen is empty, so I'm not sure if any soldiers gained any XP or leveled up, or that got scrapped. I'm also a bit skeptical that the "Campaign" on Hard mode gave me a full roster of 24 (?) soldiers, some of which are at max level - they already have most stats maxxed out, and the meaningful progression for them is kinda slow.
[h1][b] TLDR: While it has decent foundational mechanics, USC struggles in “Death by thousand cuts” micromanagement. The brutal three part missions and boring campaign left me unwilling to continue. [/b] [/h1] [h1]PROS: [/h1] ➕Decent mechanical foundations ➕Terraforming with explosives [h1]NEUTRALS: [/h1] 🔹Great tutorial on combat basics, but doesn’t cover building bases at all 🔹Lag spike on each unit death? 🔹Multiple stage missions take a big toll on units + can take hours [h1]CONS: [/h1] ➖UI doesn’t show important things - like action remaining (have to click on each unit) ➖No easy way to restock ammo/medkits ➖Weapon imbalance ➖Way too many units which greatly draws out battles (12 friendlies, 40+! enemies) ➖Overwhelming mechanics right at the start [h1] [b] Content (Game world/Narrative) – [4/10] [/b] [/h1] Game world comprised of 2D overhead maps with many base structures making no architectural sense, meaning that maps are just randomly generated and nothing really special. Narrative is also a bit boring. Mostly just “Go here, kill stuff, retrieve item”. [h1][b] Gameplay (Mechanics/Difficulty) – [5/10] [/b] [/h1] Some good mechanics if you enjoy XCOM-style strategy, as most of the combat is ripped directly from that. There seems to be a much greater emphasis on gearing your squad and item management between missions. With no apparently easy way to restock ammo/health kits, it's tedious doing it 12x for each squad member. This is also a difficult game. I played through multiple missions on normal, but was quickly overwhelmed with the three part missions. Fighting 40+ enemies, three times, with no healing or restocking between fights is really rough. [h1] [b] Graphics (Quality/Technical) – [5/10] [/b] [/h1] Average here. Did notice some odd performance hits every time I killed an NPC. Could be a game engine/programming issue with NPCs. Otherwise, no technical issues/bugs encountered. i9-13900KF | RTX 4090 | 64GB RAM | 1440p @ 240hz | Windows 11 installed on SSD [h1] [b] Audio – [5/10] [/b] [/h1] I didn’t even really notice the music, whether that’s good or bad, idk. [h1] [b] Replay Factor (Longevity) – [4/10] [/b] [/h1] With random maps, there could be some good replay value, as well as achievements. Game does seem dead/abandoned though. [h1] [b] Final Verdict – [4/10] [/b] [/h1] USC: Counterforce (USC) is a top-down turn-based strategy game that is heavily influenced by XCOM. I would say that it is a less streamlined version of the newer XCOM games though, USC has a ton of deep mechanics, and not all of them are good. To start with the negatives, my biggest con is overly-congested gameplay. Right from the very first minute in the campaign, you are immediately given a squad roster of ~25 characters to customize. Each of those NPCs then have their own skills, weapons, gear, ammo, and consumables to keep track of. By the time I add in 12 squad members into my squad and painfully equip them all, I have already spent 30 minutes fine-tuning every aspect of them. Great, so then I finally leave on a mission with my 12 squadies, then have to proceed to fight around 40 aliens…THREE TIMES. I’ve only played a handful of missions in USC so far, but every mission pits me against at least 40 enemies that all beeline directly for me AND/OR a three-part mission where I have to move between zones and complete an objective while fighting off dozens of aliens. All while using my ammo/heath kits/grenades that I then have to spend so much time painfully restocking. To me, this just isn’t a very fun gameplay loop. I honestly wouldn’t mind all of this micromanagement if it was gradually built up to it, but right out the door you’re given a thousand things to manage and zero indication of what is important or any sort of guides to follow because USC is kind of a dead game. Let's talk about the pros. The best thing I found about USC is the foundation of tactical gameplay. I know that I listed something similar as my main con, but I did have fun with some of the systems - namely the excellent XCOM-like combat. I believe that if you would just take out much of the pointless micromanagement, like restocking, cut squads/enemies down in half, and make each squad member more important - quality vs quantity, then this could be a really fun game. Overall, I don’t recommend USC because every issue I had with it, XCOM does it better. Therefore, I would recommend checking out XCOM instead of USC. [h1] [b] Recommend? [Y/N] [/b] [/h1] [h1]No[/h1] You can find my curator page here: https://steamcommunity.com/groups/Synik_GR
[h1]WTH Were They Thinking?[/h1] Imagine that you launch a game for the very first time, and when you start the Campaign it automatically loads someone else's end-game save. Yep -- in USC: Counterforce, that's where you start off from. You begin the campaign with a squad of 24 dudes, all with something between 15 and 32 skill points (with 32 representing a character at maximum level) right off the bat, with nearly all weapons and items unlocked, and with all [scant few] base structures available. What's the F'ing point in playing? But that's not the end of it, because assigning those skill points to all of your 24 guys one by one, and equipping them all (which requires a bunch of left-clicking, right-clicking, stashing, reloading, unloading, crafting, dismantling, and more), is a nightmare. And I had to do that, plus build my first base, [i]thrice[/i], because many things in the game are not clear and dumb-S Copilot kept feeding me guessed answers, which led me to doing things non-optimally the first two times around. (And I'd still have to restart [i]yet one more time[/i], because I ultimately found out that certain weapons suck [i]hard[/i].) Thanks to the above, in the 8 hours I "played," I did the tutorial and fought one battle. [i][b]One[/b][/i]! And it was rather disappointing, because then I learned each weapon can fire only in certain "direction patterns" -- e.g., straight to the sides or diagonally -- meaning that even if an enemy is standing 2 tiles away from a guy armed with a weapon with 10 range, you still can't hit them unless you are positioned exactly where you need to be. And this sucks [i]extremely[/i] hard. You also can't tell which of your character are standing up and which are crouching just by looking at them, so you have no idea who you can fire "through" and who you can't. Oh! and controlling your guys is rather confusing as well, because you need to left- or right-click on items on their skill-bar to either give an item to someone else or use them, respectively. But it's the left-click that actually [i]executes[/i] a command. And the right-click turns your dudes toward a given direction, which you have to do manually. And you need to press "space" to activate your weapon before firing it. And there are several different kinds of medkits and healing items, as well as "electrothronics" gadgets. And... ugh, you get the point -- it's a mess. But I won that first battle I mentioned anyway. And then, to my utmost surprise, I found out that you gain [i]nothing[/i] for defeating the enemy -- no currency, no materials, no loot, nothing. Only some experience points (I assume, because I don't remember the game actually telling me how much EXP was gained). The [i]only[/i] good thing I can say about USC Counterforce is that building a base is easy and fairly intuitive (though it's hard to understand what half of the very few structures available in the game actually do). [b]In short[/b], even with a [i]90% discount[/i] this game is not worth it. It's just a shallow mess of many bad ideas put together that begins at the end. And since it does so, combined with the fact that the combat is a rather boring and confusing chore, there's simply [i]no point[/i] whatsoever in playing this, which is something I had never seen before in nearly 40 years playing videogames. I have no idea what the guys behind USC Counterforce were thinking. (BTW, only 11% of players have the achievement "Complete a Single Mission on any difficulty." And that excludes me, because after winning one battle for some reason I didn't get the achievement.)
[h1] This game is not bad, [/h1] [h2] but... [/h2] [h3] Let´s talk what is good first [/h3] - This game offers some interesting features I have never seen in any X-com type games. Base management looks realy nice, you got your own character who must survive and the best part: NUKES. I played PHOENIX POINT and I loved it, but it was always stupid to me that although the NEW JERICHO got rockets and satelite control over guided missiles, we never had a chance to use them on geoscape level. I think only Xenonauts allows "air strikes" in form of "do the mission, or bomb it and get money" Here you got some nuklear warheads and you decide when you want to use them. They got decent side effects so its not like you want to spam them all the time. - Personal camera: while graphics might not be that pretty (I don´t mind), you can see what your soldiers see with this camera of theirs. Not only it looks cool, but it can help you locate objectives in the fog of war. - More ways to victory, diplomacy, your starting faction (you can choose different one), combat mixcure of Xcom and Into the breach (guns offer you some ways to push enemies close together so they can be decimated by area effect weapons) - Different squads. Each one of them having 6 people max and they are controled independedly (player 1, 2 and 3, but you still control all of them) -Fire modes of your weapons and other things I might forgot [h2] Why is this review negative then? [/h2] Well, imagine all annoying things in other Xcom games that nobody enjoyed and devs decided to add them in this game, such as: - Insanely long missions = ever played Terror from the deep? Then you should know about those 2 part missions that were not only dangerous for your strike team, but also insanely long. I personaly hated them first, but they were not so common and with some time I started to like them more. And it was actualy cool to beat T´Leth, which is 3 part mission. Now imagine that every second mission was like T´Leth. With time element, just like in Xcom 2 but with no way to rush forward. Honestly, they were not that hard, you just need to use different types of ammunition and more squads. Howewer, they got boring realy fast, the loot was poor and since maps are randomly generated they tend to mess with you. This leads to situations where I would play only shorter missions and I tried to skip these long when possible. 1 part missions were so much fun and 2 part ones I could tolerate, but this wasn´t simply fun nor chalange. - Interface: It seems to me like devs played Xcom: apocalypse and were like "Hey, this squad management where I need to check every one of my soldiers and edid their equipment each time I finish a mission is realy awful... LeT´s AdD iT tO oUr GaMe." Also, why my storage is so limited I can´t just deposit some of my weapons or other stuff. I was able to unequip things from 2 soldiers and then I had to use some of my rookies as storage since nothing fits in there. - Bugs: you know how Firaxis Xcom has that Ironman button that can cost you your saved game since Xcom has tendency to corrupt savefiles? GUESS WHAT, they have it there as well. I accidentaly created floor in base management menu and added Squad spawn point on it. NEVER DO THAT. Not only I couldn´t sell some of my things I builded there, but once I enter the base defence mission I ended up softlocked (UI just dissapears and never returns) and since I was playing on Ironman... - Achievements: idk if I am suppose to play a single non-campaign mission, but I so far got only 1 achievement, although the next one is basicaly "finish a single mission on any difficulty", which I definitely did (multiple times, still nothing) - Exploits: buy any weapon crate in base management menu just before aliens attack (in same geoscape turn), let aliens attack that base and take from those crates anything you want, then finish your mission, enter base management again and sell those crates (empty or not, doesn´t matter). What just happened? Well, you bought yourself some weapons that could be locked behind diplomacy but you got them. Also since you sold those crates right after that mission (that has to be in the same geoscape turn when you bought them) you got 100% of your money back. Perfectly balanced, as all things should be... [h2] Conclusion [/h2] Devs either have to adress these issues with insanely long missions, bugs, exploits and interfaces OR give us workshop so comunity can fix it yourself. I want to like this game, but so far it´s rather annoying than hard [h2] EDIT [/h2] Ok so turns out, there is a way to make your storage space larger (well, sort of). I initialy though that when you stock some item, it just destroys that with no refund or dissasembly (this realy frustrated me). Howewer, to actualy get rid of the thing for good, you need to go directly in the shop and press dissasemble there, which gives you some resorces and will destroy the thing. Now you still can just say that you want the thing back (resurect that), so basicaly, there is a "hidden" storage in the game. Now this is not ideal, but its at least better that that 25storage thing... Yet the truth about extremely long preparations for a single mission and boring 3 part missions still forces me to NOT give a possitive feedback
Unfinished and abandon by the developer left with bugs and empty promises. Another Steam Early Access Failure. But of course, there isn't a tag on this game that it's abandon, even after a post in the steam forums of the game by the developer stating it's no longer being supported. This title came out of early access unfinished, and was almost instantly abandon.
Гра з величезним потенціалом, яка не змогла. Гра досить не погана. І я довго вагався який відгук писати. Але остання місія мене переконала, що все таки мої відчуття мене не підводять. З хорошого. Гра чудова в тактичному плані. Потрібно подумати, потрібно поєднувати типи зброї, для кращого результату. Є непогана ідея з додаванням екрану на який транслюється вид очима воїна, дуже цікаво. Мінуси. Нудно, від слова НУДНО !!! Всі види монстрів ви побачите в перших 2-3 місіях. Зброї мало і більшістю ви будете користуватись постійно. А деякі не зрозуміло як працюють, як та біологічна рушниця(ідеальна медична гвинтівка), яка максимально невдала для боїв, або 4-х ствольний "дробовик?". Менеджмент групи. Після кожної місії ти маєш наново оновити всі витратні матеріали в 12-18 солдатів. В ручну. Кожному окремо. Обмежений склад. З 24 солдатів ти створюєш лише одного. Місії тривалістю в 1-1.5 години !!!! 1.5 години, КАРЛ !!! Місії однакові, довгі. Монстри однакові. Зброя однакова. Дослідів не має. Менеджмент затягнутий. Прогресу не видно. Нудно. Нудно. Дарма витрачений час.
USC: Counterforce is a confident, deeply strategic turn-based tactics game that wears its inspirations proudly while still carving out its own identity. Developed by Angry Cat Studios and Creatio 49 and published by Firesquid, it embraces the classic sci-fi setup—an elite response team deployed to investigate and neutralize an overwhelming alien presence—but uses that premise not to tell a cinematic story, but to build interconnected tactical systems that demand planning, adaptability, and squad synergy. Every mission becomes a slow-burn puzzle rather than a straightforward firefight, and the game consistently rewards careful positioning, equipment management, and long-term foresight. It is less concerned with fleeting spectacle and more with the satisfaction of executing a well-considered plan that survives contact with the unknown. Gameplay unfolds across procedurally generated environments filled with tight corridors, open kill zones, hidden threats, destructible structures, and objectives that escalate in difficulty as the alien infestation evolves. Players command a compact squad of specialists, each customizable through loadouts, weapon attachments, armor types, consumables, and utility gadgets. The turn-based combat feels deliberate rather than reactive—action points dictate every move, shot, reload, or ability use, forcing players to consider not just what they want to accomplish this turn, but what consequences they may be setting up several turns later. Fog of war, line-of-sight mechanics, and environmental hazards add layers of uncertainty, keeping tension high even when the squad seems properly equipped. Mistakes are rarely fatal immediately, but they compound, meaning that losing vision, neglecting cover, or mismanaging ammo can spiral into disaster. One of the game’s most defining features is its commitment to tactical preparation. Before stepping onto the battlefield, players spend significant time analyzing maps, assigning roles, distributing grenades and medkits, selecting weapon pairings, and modifying armor to fit mission expectations. Space is a constant constraint—the inventory system forces prioritization rather than hoarding, making every piece of gear a meaningful decision. This extends to reinforcements and extraction strategies, encouraging players to think like field commanders rather than action heroes. As squads survive missions, they develop into a personalized fighting unit shaped completely by player choice, giving successful runs a strong sense of ownership and narrative weight even without heavy storytelling. Enemy forces, meanwhile, are intentionally oppressive but not unfair. Alien types vary in movement patterns, resistances, attack ranges, and behavior, requiring players to regularly adjust tactics rather than rely on repetitive strategies. Some enemies rush aggressively to break formations, others hide, flank, or apply debilitating status effects that threaten squad cohesion. The longer a mission lasts, the more the environment itself becomes dangerous, as alien infestation spreads dynamically, reshaping terrain, blocking pathways, and spawning additional threats. This push-and-pull between control and encroaching chaos becomes the emotional core of the game—victory always feels earned because conditions constantly shift against the player. Visually, USC: Counterforce embraces a retro-inspired isometric aesthetic with clean readability, distinct unit silhouettes, and detailed sci-fi machinery. Rather than competing with modern cinematic presentations, the art direction prioritizes function—players can immediately assess environmental layouts, firing angles, and enemy positions without visual clutter. The UI follows the same philosophy: information-dense, sometimes overwhelming, but highly useful once learned. Sound design reinforces tension through industrial ambience, weapon feedback, and unsettling alien vocalizations, while the music balances atmosphere and urgency without overpowering the strategic pacing. The presentation supports the mental intensity of the gameplay rather than distracting from it. Structurally, the game offers multiple modes—campaign runs, standalone missions, challenge scenarios, and cooperative play—giving it strong replayability. Randomized maps, evolving enemy behavior, and varied squad builds ensure that no strategy remains universally optimal. Failure is treated as instruction rather than punishment; every defeat teaches something about positioning, equipment choice, or resource planning. The pacing encourages experimentation, and the game’s toolset is flexible enough to support wildly different tactical philosophies. Players who enjoy iterative learning will find a great deal of longevity here. However, the game’s strengths can also be barriers. The learning curve is steep, especially for players unfamiliar with granular tactical systems, and the interface can feel intimidating during early hours. Missions move at a slower pace than more action-driven strategy titles, and those expecting fast combat resolutions may find the methodical nature demanding. The narrative framing is functional rather than dramatic, meaning story-driven players may wish for deeper character arcs or worldbuilding. Additionally, successful play requires patience—rushing rarely works, and repeated attempts are part of the experience rather than an exception. Despite these potential hurdles, USC: Counterforce succeeds because it knows exactly what it wants to be: a thoughtful, demanding, deeply replayable tactical experience built for players who enjoy analyzing situations, refining plans, and mastering interconnected systems. It respects the intelligence of its audience, offering depth without gimmicks and challenge without cruelty. For fans of turn-based strategy, squad management, and sci-fi tension—particularly those who appreciate games that reward caution and creativity—the result is satisfying, challenging, and endlessly engaging. USC: Counterforce is a testament to how well-executed systems design can generate stories of survival, ingenuity, and triumph without ever needing a scripted cutscene. Rating: 6/10
Pushed out of Early Access early, and abandoned.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| BFF or Die | $10.8K | 60 | 70% | $7.99 |
| Eredia: The Diary of Heroes | $10.8K | 60 | 85% | $7.99 |
| 无限投影2 | $10.8K | 76 | 42% | $3.99 |
| Zhulik.exe | $10.8K | 89 | 73% | $3.99 |
| Soba's Gunpaw | $10.8K | 112 | 94% | $1.49 |
| HAZAMA_QUEEN | $10.8K | 123 | 97% | $4.99 |