
XCOM: Chimera Squad delivers an all-new story and turn-based tactical combat experience in the XCOM universe.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 2/day in the week to Aug 14 → 2.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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
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 | $9.99 | 23.5Kreviews | 71% | — | $6M |
| $9.99 | 240ratings | 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.
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 894 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Extremely repetitive
It's XCOM but with many of the decisions that made XCOM interesting already made for you. Just play XCOM instead.
Neat XCOM game, but cannot reach the heights of parts 1 & 2. If you liked the predecessors, give it a try.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 19: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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, Polish, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 895 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
El juego fue bastante corto en comparación con otros XCOM. Se notan muchos modelos de personaje y mapas reciclados desde el Xcom 2 sin el más minimo cambio. El sistema de turnos es interesante y desafiante, cambia la estrategia habitual frente a los XCOM pasados. Sin embargo, la calidad visual del juego es "aceptable" pero con bastantes inconvenientes. Las unidades jamas hicieron un entry con una cinemática correcta, entre turnos era muy común tener tiempos muertos sin poder hacer nada y no entiendo si es que el juego necesita procesar algo o simplemente está luchando para no crashearse (aclaro que mi PC es lo bastante potente para correr el juego sin problemas). La campaña es algo meh, no es del todo inmersiva y lamentablemente no tiene cinemáticas, tan solo son cuadros de diálogo con una imagen del personaje y nada más. Realmente parece que hicieron el juego como salga y a las apuradas porque no tiene el más mínimo cuidado en nada.
Quite boring, XCOM 2 is better
[h1]Disclaimer[/h1] I finished main quest once. [h1]TL;DR[/h1] Boring and badly written with typical marvel-style millenial dialogue and infected with DEI sensibilities. There are some interesting moments here and some cool characters too (I liked Verge), but overall it's a disappointing game [h1]Description[/h1] A spin-off XCOM2 game that tries to make it more story-driven. You don't get base building or manage a cast of random soldiers - instead you get a simplified research and upgrade mechanics and preset soldiers with skills and character traits. Each character has their own voice lines, commentary in different missions, banter between other members, etc. They also are locked to a specific weapon type. Your main campaign goal is keeping peace in the city which is attacked by terrorist groups. You get 9 districts and each day you will respond to some mission request, usually selectable from 2 or more. Ignored mission can rise heat in a district and if it rises too much - anarchy will start accumulating. Too much anarchy fails the campaign. Missions are different than in XCOM2. You don't get open maps. Instead you get a series of encounters separated by breach mechanic. Breach lets you choose an entrance point for your squadmates, different entrances may provide different effects. For example a ventilation shaft may be used by specialized members of your team to take a position that will give them guaranteed crit on first shot. There are entrances that require skills/special items like breaching charges to enter and make use of their bonuses and there are also ones that provide negative effects like being marked. Breaching always ends with a turn of you getting to fire once with each of your guys during entry. Once you clear the objective in one encounter - you automatically move on to the next one which starts breach again. There's no map exploration and each encounter has preset enemies and placement. There are some new skills and effects, but nothing too unique after XCOM2. The turn order is completelyu changed too: instead of taking your turn with all members of your squad then handing it over to enemies - you get some sort of initiative mechanic. Each member and enemy gets put in a timeline and given a turn order number. Some skills can delay or hasten the turn order of enemies or your troops. [h1]Pros:[/h1] [b]+ Ok as a spinoff[/b] I like the theme of special-ops/swat team. [h1]Cons:[/h1] [b]- Nonsense time mechanic[/b] Changing how the game worked from full turns to this initiative-based system would be interesting if not for its complete lack of sense when coupled with other mechanics. For example, you still have missions where you need to evacuate your units because there are endless enemy reinforcements coming. In XCOM2 you can gather your people near the evac point and cover those who still can't reach it from afar until all your units are gathered and you can evac in a single turn. Makes sense. Here? Every operative you evacuate makes enemies target the remaining ones. The guy who is at the tail-end of the turn will get shredded by every fking enemy unit. It gets worse - incapacitated units don't need to be carried out, but they still appear as evacuated anyway. EVEN WORSE - if there is mind control or other disabling enemies on the field and they capture your last guy - the mission ends, but your guy is fine as if he evacuated. None of this makes thematic sense and it all originates from this switch from a simple your-turn > enemy-turn to this more elaborate system that doesn't fit the rest of the mechanics and expectations. It's also worth noting that it seems that your units never move one after another if there's enough enemies - it's like the game spaces out your people's turn order so it's spread out with enemies turns in between. [b]- Scuffed scenarios[/b] I had a mission where the last encounter I had to kill a captain before he launches a ship from a console. The goal is to prevent him from reaching the console because he will launch the ship and fail the mission in 1 turn if he manages to get to it. Here are the problems: 1. His turn was early in the turn order and he IMMEDIATELY booked it to the console, starting 1 turn timer instantly at the start of the mission 2. He is a tough elite with armor and couldn't be killed easily 3. He was too far away to reach him in melee 4. He was apparently too big to be grabbed by the snake girl from distance 5. Aside from him - the room was FILLED with tough and disabling troops like mind controllers and snakes, who disabled 2 of my people before they could even act because of the turn-order system This has led me to instantly fail the mission and I had 0 chance of beating it. If I could have all my guys move on my turn, then I could probably figure out a way to get rid of him fast and then deal with the rest, even if I had to suffer some casualties. But with turn order in the way? No chance. Had to reload and tailor my entire team to tackle that specific room. Really, often times I feel overwhelmed by sheer numbers of enemies. With just 4 guys - every time one of them gets mind-controlled or choked by a snake - it's a huge loss of time and opportunity even if you have means to take them back before next turn. [b]- General writing[/b] In an elite crimefighting unit I would expect a certain amount of professionalism. Since these guys are facing death and terrorist threats every day - I would expect them to act with some decorum, seriousness and gravitas. Instead - they all treat missions like they are in a Call of Duty lobby. Not a single one of these idiots would pass the rigorous training and expectations presented by heavy response teams and if they would actually act like they do - they would immediately get fired and put on parking ticket duty. There's no place for a person who insults and berates others all the time - it's a clear indication of lack of self-control and discipline that would provide to be more of a danger to the squad than the terrorists. The main villains are also a treat. Two of the women villains are basically misunderstood and feel forced onto their path. The other two male villains are nutjobs. Millenial writing at its finest. [b]- Boring and repetitive[/b] While at first you think that breaching is an interesting mechanic - it never really goes anywhere. Keeping encounters to small-scale engagements with all forces always known and with little strategic aspect as well as reducing max number of squadmates to 4 (and not even being able to unlock all squad in campaign) AND pretty much no consequences for taking damage during mission - created a game where you will feel more like mowing the lawn in most missions rather than being actually challenged. You could make it interesting if you give players enough tools to have fun with, but this game doesn't. [b]- DEI[/b] Holy fk did wokeoid writers had their way with this game sideways. Every character is a they/them mental-illness trans or alien. Women tend to be massive a-holes with exception of 1 - they belittle or conflict with other members constantly. [b]- Too much simplification[/b] Unfortunately they changed way too much about the game. Just 4 squad members at a time is too low, breaching mechanic is fun to plan but results in very small engagements with little tactical approach because often times enemies will simply take cover in tight spaces that don't offer opportunities to flank. [b]- Item information[/b] Game doesn't tell you properly which items go into which slot and which items can't be used together, leading you to waste money on items you won't be able to use. [b]- Movement visual bug[/b] Many times, especially in evac missions - the animation will teleport character models around. It doesn't affect the actual state of the game, it's just a visual bug. [h1]Lowdown[/h1] I'd give Chimera Squad a: [h1]5/10[/h1] Not awful, not good. Not really worth it. Better replay XCOM2.
If you've played XCOM2, Imagine the urban area (inside the buildings) battles at 1/4 the scale. There are some obscurities that are hard to understand, and a difficulty wall part of the way through that can't be overcome - There's a 12 enemy squad with more health and damage potential on each character than your max 4 character squad; and with nowhere to hide (it's in one room), there is not a way to win the scenario. Having an non-playtested area that can't be beaten partway through the game is a weird mistake to have in a full release.
so dumb game like show 70% chance on 3 ch and neither hit then like the other on 1 % hit but do 1 dmg like this game dmg is soooo worng on so many levles
Lo bueno: estilo cartoon y escuadrón diverso en habilidades y poderes. Lo malo: ni la historia ni la jugabilidad -una versión simplificada de los XCOM- me termina de ganar. Estoy en la recta final y sigo pensando igual. Es entretenido, aunque muy repetitivo, tiene pocos enemigos, menos mapas aún y los personajes no tienen nada de carisma.
Why the hell does the sectoid sound like a human. For Flunk's Sake, you had a *template* of how they should sound with XCOM 2 WOTC. Good thing I didn't buy this piece of chryssalid dung, it was a shared library game.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $46.6K | 58 | 59% | $24.99 | |
| $351.4K | 424 | 75% | $14.99 | |
| $73.4K | 984 | 93% | $2.99 | |
| $7.7K | 36 | 64% | $13.99 | |
| $21.7M | 58.7K | 93% | $14.99 | |
| $6.2M | 7.8K | 75% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6M | 10K | 80% | $14.99 | |
| $6M | 12.5K | 85% | $11.99 | |
| $6M | 16.9K | 93% | $15.99 | |
| $6M | 7.5K | 95% | $24.99 | |
| $6.1M | 11.3K | 94% | $29.99 | |
| $6.1M | 3.8K | 62% | $49.99 |