
The forces of the Forseti and the evil Muspell are in a fight to the death. You are Hawk Winter, plucked from obscurity to pilot Battle Engine Aquila. Airborne or on land, your tactics and Aquila's firepower must combine to blaze a trail to lift the Forseti from oblivion.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 14 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Genres
Sums Steam only; PlayStation, GOG publish 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 | 147reviews | 93% | — | $29.3K |
| $9.99 | 213ratings | 79% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It is an interesting game. You are a dual land / air super unit into something like an RTS world. That is a wild idea with a descent implementation. With current tech I really hope someone tries something similar. The game has no bugs and runs out of the box. Graphics hold pretty well given how old the game is. Story is very weak, AI not very good and especially at the end there are huge difficulty spikes. Descent cheap game for seekers of old good games.
[h1]Самый эпичный Меха-дуэт из начала 2000х[/h1] Сразу говорю, что это будет обзор 2 в 1, но не просто так. Моё знакомство с жанром Меха в видеоиграх началось с двух эпичных шедевров, что вышли в начале 2000х годов: [url=store.steampowered.com/app/267920]Gun Metal[/url] и [url=store.steampowered.com/app/1346400]Battle Engine Aquila[/url]. Как сейчас помню те внезапно принесённые старшим братом две тоненькие коробочки с дисками, на которых красовались эти игры, кои нам обоим заходили, и со временем, честно признаюсь, лично мне до сих пор кайфово в них играть. Так как концептуально геймплей обеих игр довольно схож, описывать я их буду как одно, но, забегая вперёд, должен отметить, что во время игры в каждую из них ощущения будут заметно отличаться, так как реализация у всех своя. На сюжетах задерживаться смысла не вижу, так как если совсем кратко, в каждой из игр есть две воюющие фракции: синие и красные. Так как по соображениям олдовых стереотипов красные всегда плохие, играем мы, конечно же, за синих, принося победы за счёт подконтрольных боевых мехов. В [url=store.steampowered.com/app/267920]Gun Metal[/url] у нас боевой мех-трансформер, альтернативная форма которого – реактивный истребитель. Физика поведения меха потребует привыкания, а истребитель – тем более. Вооружение дополняется по мере прохождения для обеих форм, и должен признать, отличается оно знатно не только по эффективности, но и реализации. В [url=store.steampowered.com/app/1346400]Battle Engine Aquila[/url] мы управляем шагоходом, умеющим летать. Типов шагоходов в игре несколько и каждый отличается доступным оружием как в стандартном режиме, так и в полёте. Особенно сильно выделяются уровни на воде, где приходится выискивать места для приземления, чтобы перезарядить энергию, которая в виде одной полоски расходуется и на силовой щит, и на режим полёта. В обеих играх миссии представляют собой недолгие боевые баталии с разными целями, кои динамично меняются по мере их выполнения или при преодолении определённого времени. По сути, все задачи состоят из штурма вражеских баз и уничтожении вражеской техники, которая либо активно производится этими же базами, либо внезапно налетает с самой неподходящей стороны. В [url=store.steampowered.com/app/267920]Gun Metal[/url] упор больше строится на необходимости резко реагировать на новые задачи и, порой, умело маневрировать средь недружелюбного ландшафта, а в [url=store.steampowered.com/app/1346400]Battle Engine Aquila[/url] чуть больше тактической особенности, так как тут практически все миссии строятся на битвах двух лагерей со сносами баз и заводов. Звуковое сопровождение на уровне. У [url=store.steampowered.com/app/267920]Gun Metal[/url] динамичные треки, что прям идеально ложатся на не менее динамичный геймплей. А в [url=store.steampowered.com/app/1346400]Battle Engine Aquila[/url] более сдержанные композиции под стать более сосредоточенному подходу к миссиям. Пожурить обе игры можно разве что за небольшую продолжительность, что компенсируется возможностью переиграть любой уровень, как ради веселья, так и ради желания установить рекорд по скоростному забегу. Итого, у нас две шикарные классики с мехами, кои хоть концептуально и похожи, но обладают своими особенностями. Более резкий и динамичный [url=store.steampowered.com/app/267920]Gun Metal[/url] и более вдумчивый и тактичный [url=store.steampowered.com/app/1346400]Battle Engine Aquila[/url], и оба дарят море положительных эмоций даже сегодня.
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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**languages with full audio support
| $2.99−70% |
| 40ratings |
| 80% |
| — |
| 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.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Шикарная игра детства)
Шедевр натурально
One of my favourite childhood games
Refuses to acknowledge any controller connection, and the steam input profile provided the developer does nothing to alleviate this. Tried multiple controllers with and without steam input, and the game will acknowledge none of them. Extremely frustrating.
peak mecha
Fine game, finished it back somewhere in 2008-2011.
Classic game that is still fun to this day
Battle Engine Aquila is an ambitious science-fiction combat game that blends first-person shooting, mechanized warfare, aerial engagements, and large-scale battlefield action into one surprisingly cohesive package. Developed by Lost Toys Ltd and published by Ziggurat, it puts players in control of the Aquila, an advanced transforming war machine designed to dominate both land and air. Despite originating from an earlier generation of action games, its central concept still feels distinctive because the player is not simply fighting through isolated encounters. Instead, missions unfold across active battlefields where infantry, armored vehicles, aircraft, defensive positions, and other forces wage war alongside and against you. The story takes place on a world devastated by rising oceans, leaving habitable land increasingly scarce and valuable. This environmental catastrophe provides the foundation for a conflict between the Forseti and Muspell factions. Players take the role of Hawk Winter, who becomes the pilot of the experimental Battle Engine Aquila and is gradually drawn into increasingly important military operations. The narrative mainly exists to connect the missions and establish the stakes of the conflict rather than dominate the experience. Battlefield communications and mission briefings provide enough context to make objectives meaningful while allowing combat to remain the primary attraction. The defining feature is the Aquila's ability to transform between a powerful ground-based combat machine and a highly mobile flying configuration. Ground mode is useful when holding positions, confronting armored forces, or concentrating fire on heavily defended targets. Flight mode dramatically increases mobility, allowing players to cross the battlefield, intercept hostile aircraft, escape dangerous situations, or quickly respond when allied forces are being overwhelmed elsewhere. Flying cannot be maintained without consideration because it consumes energy, encouraging frequent transitions between the two forms. This limitation gives transformation genuine tactical importance instead of reducing it to a visual novelty. Battlefield scale is another major strength. Missions can contain numerous friendly and hostile units simultaneously, including infantry, tanks, aircraft, ships, turrets, and specialized military vehicles. The game features close to 50 different unit types, helping its conflicts feel like genuine combined-arms operations. The Aquila may be vastly stronger than ordinary units, but the player still needs to prioritize threats intelligently. Destroying an enemy formation attacking an important position can sometimes matter more than pursuing an individual target, while an unexpected aerial assault may require immediately abandoning a ground engagement and taking flight. The campaign offers a substantial selection of missions, including variations and branching scenarios that can be influenced by performance. Rather than presenting every operation as an entirely fixed sequence, the game provides opportunities for battlefield results to affect progression. Primary objectives remain essential, while secondary goals and the survival of allied forces can provide additional motivation to perform efficiently. This structure improves replay value because revisiting missions can reveal different outcomes and encourage alternative approaches. Objectives still occasionally become repetitive, particularly when defending locations or eliminating waves of enemies, but the freedom provided by the Aquila helps prevent the campaign from feeling excessively restrictive. Combat is supported by a varied collection of weapons designed for different battlefield situations. The arsenal includes ten weapon types, giving players options for handling infantry, armored targets, aircraft, structures, and concentrated enemy formations. Shooting generally favors accessibility over hardcore simulation, making it relatively easy to understand while still requiring awareness of positioning and incoming threats. The challenge often comes from managing several problems simultaneously rather than defeating a single exceptionally intelligent opponent. When multiple enemy formations attack from different directions, deciding where the Aquila's firepower is needed most becomes an important part of the experience. The environments consist of large island battlefields appropriate for the game's flooded-world setting. Visually, Battle Engine Aquila clearly shows its age through simple geometry, lower-resolution textures, basic character models, limited animation, and older visual effects. However, the straightforward presentation also maintains battlefield readability. Enemy vehicles, aircraft, explosions, objectives, and allied formations generally remain easy to identify even when the screen becomes crowded. The spectacle comes less from graphical detail and more from seeing numerous military units exchanging fire while the player rapidly moves between different parts of the conflict. Local multiplayer provides additional value beyond the campaign. Split-screen options include competitive and cooperative modes, allowing two players to participate in battles on the same system. Remote Play Together can also make these local multiplayer features more convenient on modern PCs. It is naturally less sophisticated than contemporary online multiplayer with dedicated matchmaking and progression systems, but having cooperative and competitive options complements the game's battlefield-focused design nicely. Steam Deck compatibility is officially categorized as Playable rather than fully Verified. Performance with the default graphics configuration is considered suitable, and the game can run successfully on SteamOS. However, handheld players should expect compromises. Some functionality is not fully accessible through the default controller configuration, touchscreen interaction or a community controller layout may occasionally be useful, and text entry can require manually opening the virtual keyboard. Some interface text may also appear small, while certain prompts can display keyboard, mouse, or non-Steam Deck controller icons. It is therefore functional on the Deck, but the experience is less seamless than a fully optimized handheld release. The biggest drawbacks are largely consequences of the game's age. Enemy AI can behave predictably, mission structures sometimes repeat familiar objectives, and the presentation lacks the refinement expected from newer action titles. Controls and interface conventions can also require adjustment. Nevertheless, these weaknesses do not erase the creativity of the core design. Few games combine transforming mech combat, flight, ground warfare, large battlefields, branching campaign elements, and combined-arms engagements in quite the same manner. Battle Engine Aquila remains an engaging example of an older action game built around an excellent central mechanic. The constant ability to transform according to battlefield needs creates satisfying tactical flexibility, while the presence of numerous independently fighting units makes missions feel larger than ordinary arena-based encounters. Players comfortable with dated visuals and older design conventions can discover a surprisingly inventive combat experience whose scale and transformation system still provide plenty of entertainment. Rating: 8/10
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Players by region
Where this game's players are, estimated from review languages.
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