
Control powerful mechs from the future to defeat an alien threat. Each attempt to save the world presents a new randomly generated challenge in this turn-based strategy game.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 2.71/day in the week to Sep 4 → 8.14/day in the week after.
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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; GOG, Xbox, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
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 1040 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ROGUELIKE, XADRES DE CIRCULO DE FOGO MT FODA!
솔직히 재밌음. 인정.
it's good
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 480.71/day in the week to Jul 18 → 4.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
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*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Arabic*, Korean* +5 more
| $14.99 |
| 188ratings |
| 92% |
| — |
| not modelled |
| $14.99 | — | — | — | not modelled |
| $14.99 | — | 96% | — | 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Takes turn-based strategy like Advance Wars and condenses it into an 8x8 grid with three units. This takes a larger and more epic experience and creates miniature versions that feel like what would be a skirmish or an early level in a game like Advance Wars. I like it a lot, with an asterisk. Rather than a more symmetrical format where you and your opponent have access to the same units and have the same goals, here you are given access to three mechs with lots of abilities, and the opponents have lower-powered units that do one thing each. This moves it more towards fire emblem territory. Another comparison with fire emblem, you upgrade your units between fights, although unlike fire emblem the upgrades you can get are randomized. This works well and adds a lot of variety to a playthrough. However, unlike either of those games, you can see enemy intents a-la slay the spire. In this way it becomes more of a puzzle than a strategy game, although you still need to strategize several turns ahead of course. And even in advance wars and fire emblem the AI enemies always have the same reaction to your moves, so really this just gives visibility to that dynamic. Still, I wasn't sure how I felt about that whole thing in the beginning. That isn't the INTENDED experience in advance wars, it's supposed to be like chess. You're supposed to bait and predict, if they could make the enemy react less predictably they would have. The point is not to save scum to see how the AI will play and then play perfectly against it. That is optimal of course, Into the Breach just facilitates that playstyle. It isn't "cheap" or anything, because the games are still fun if you play that way. And since this is built around that playstyle, no fights are invalidated or made easy by the player having that information. That was always kind of a problem in AW and FE for singleplayer so deciding to balance around that was a good decision I think. Now for the asterisk. Something I actually don't particularly like in Into the Breach is the rougelike format. I had the same problem with Hades. We have this move in gaming right now towards short procedurally generated experiences in lieu of longer epic stories. You can finish a run of Into the Breach in one sitting. You build your three mechs and get them all powerful and fun for the last island, and then the game ends and you have to start over. This is of course the Rouge format, and it isn't a BAD format, I love traditional rougelikes. But I can't help but wonder how much more fun I might have with Into the Breach if a campaign was four times as long and I got to recruit two or three more mechs along the way and keep playing with my powerful builds for the majority of my playtime instead of being underpowered for 80% of it. I LIKE being able to play for two hours on one day and then come back the next day and continue the same campaign for another two. That break keeps me thinking about it in between. With Into the Breach, I play for one session and then I win or I don't and tomorrow I forget about it for another six months. If my 50 hours had been five ten hour campaigns instead of fifty-ish campaigns with ten wins, I think I would have connected with it more emotionally. I might have played for a hundred hours by now, and I'd have been very happy about it. And I DO NOT BELIEVE that it is "harder" to make games like that. Skill issue. This is a choice of format and structure, not of adding a bunch of additional content. There is still a GIANT amount of content in this game, WAY more units and abilities than in advance wars. And the combat is more complex than advance wars. But an advance wars campaign is much longer. I'd almost say advance wars has more gameplay variety, because although all the generals use the same units, their abilities change the basic units' strengths and weaknesses, and all they all have totally unique supers that recontextualize entire battles. Any two generals can fight on any map. There are even four-player maps. Plus, since it's much more symmetrical, you can play as the opponents after you beat the game with orange star. The hardest battles in advance wars can take up to an hour, so each campaign could take you like six to ten hours to clear, meaning to totally clear with every general you could be playing for hundreds of hours. But you don't HAVE to do that, the game doesn't expect you to. You could just play through one time and have fun. Plus, this also facilitates multiplayer. And since it's turn-based, you can play advance wars PvP on one gameboy. Each army has three generals. So you have twelve different generals with different playstyles, literally thousands of possible matchups on a couple dozen maps. I'm not gonna do the math, but it is just asymmetrical enough that there are probably millions or billions of starting positions that create totally unique PvP matches. It's a legendary strategy title. Why am I talking so much about advance wars in this review? I LIKE this type of longer-term gameplay. This is what I want out of into the breach that I don't get. These short bite-sized experiences are fun, but they often leave me hanging at the end. I long for the days when I could really really connect deeply with a game. There is no reason you couldn't take the exact gameplay of Into the Breach, just let me clear ALL of the battles on each island instead of ending it after three, add one more island, split one or two of the mech factions and add their mechs to the other factions, and build up from two to five mechs over the course of a campaign. Have a mode where you fight the OTHER mech faction at the end or something. This would take the same exact mechanics and content and re-contextualize it into a longer and more engrossing experience. When I play Into the Breach, that is what I feel like I want. But I don't get it. It annoys me when I see people talking about how they like short stuff they can finish in two hours because they don't have time to play videogames. And then there's the reviewers who play videogames for their job instead of to enjoy them, so they want to be able to finish and get on to the next one on the stack. Okay so we're catering to people who don't like videogames enough to play for more than two hours? I play videogames nearly every day. Why does that guy's opinion mean everything has to be watered down at the expense of my experience? Can't you focus your attention on something for three days instead of one? And when I say "everything is watered down" I'm only being a LITTLE hyperbolic. There are so many things these days that could be longer but have to be short now to put the marketable steam tag on them. It's either rougelike packed with content or empty open world and barely anything in between. I know this sounds strange coming from someone who played for fifty hours anyway, and I fully intend to keep playing in the future. But Into the Breach CLEARLY took HEAVILY from Advance Wars. Advance wars came out for GBA in 2001 and I still play it sometimes. All I'm saying is I like ItB but if it wasn't so dedicated to being a rougelike version of AW and cutting you off from playing all the content in one run, I would like it more. It might even go from the ol' IGN standard "Good, 7.5/10" to "Legendary off-the-scales I can't even give it a rating" game for me. Still, buy it now, full price, great game. Please play Advance Wars too though.
Honestly took a long time to try this game because of how great FTL is. But this game took me by surprise! I decided to check it out and support the devs, and now I can't stop playing it. There's a lot more customization, strategy, and options in the game than I was giving it credit for by first glancing at it over the years.
Jogo muito divertido. Ótimo para quem quer jogar um jogo tático. O jogo pode terminar rápido se o jogador quiser, mas eu acho que a diversão maior é desbloquear os esquadrões e jogar com cada um. Recomendação fortíssima.
At some point you will change mech squads and realize your whole idea of how the game can be played for an easy win really was just about your previous squad. Every different squad requires you to get out of the learned strategy you've developed to win and experiment hard.
Great game. Rigorous.
had this on switch originally but saw it was on sale here so it was an obvious get. its not as good as FTL but its still really good. hard as ♥♥♥♥ too.
SLG戰棋解盤+RougeLike 四大島嶼(自由選擇路線)+最終關 玩法基本就是達成任務賺資源 避免血條(電力)歸零, 敵人破壞建築會扣電力 撐過五回合, 並且達成任務的獨特支線來賺錢和HP 錢可以每次島嶼過關後再商店購買(必須花完, 不能存到下個島嶼) 核心則是增強機甲和價值員的關鍵資源 12+各種不同小隊, 每種玩法都完全不同 透過解成就(一般成就+各小隊獨自成就)賺得代幣來購買新戰隊伍 駕駛員透過遊戲中解鎖 每輪遊戲結束可以帶一位駕駛員作為下次任務初始隊員(等級保留) 唯一的繼承場外小幫助 系統單純好懂, 難度曲線好上手 更像下棋解謎解題, 而非傳統SLG練等升級相剋 元素拆解: FTL公司的完美續作 SLG戰棋解盤+RougeLike 下棋解盤 多戰隊+駕駛員的隱藏要素 主要學習點: 理解遊戲關鍵核心的目的與小tip -位移是此遊戲的重點, 殺敵只是附帶, 避免損失和達成任務才是重點 -因為我方只有三支機甲(三個動作), 難度越高敵人越多越難控制 -控制敵人數量尤為關鍵, 堵洞口避免敵人過多無法控制是重點 -理解自身機甲能做到的位移能力(某些小隊較差), 永遠控制在敵人不超過此範圍+1的情況 -觀察敵方攻擊順序很重要 -一開始的戰隊部屬+後續都要盡量靠近敵人, 讓敵人瞄準自己而非建築或任務物件 遊戲目的與取捨 -個人以完成每次支線任務為主, 拚每個島嶼完美達成支線(過關可以拿三選一獎勵) -所以優先順序必要時可以犧牲HP, 也要完成支線(但過關分數可能就無法漂亮) 缺點: 幾乎無缺點, 美術玩法變化深度都做到完美, 除非你不愛此類遊戲
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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