
Commander, customize and build your Mechanical Assault Skeleton Suit (M.A.S.S.) and lead the fight against an alien invasion bent on exterminating the human race. The fate of humanity is in your hands.
Modeled estimate, not a reported figure. How we estimate →
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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.
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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 17 → 0.43/day in the week after.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 803 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
awful combat, genuinely only get if you really, REALLY, want the mech customization and nothing else, but be warned, you will be grinding those awful combat segments for mech parts
im remaking my review because i was expressing some frustrations and i dont want to just say my negative opinions but also my positives and what i would do to fix it. i still would not recommend this game sadly because as a game it has too many issues, but ill go into those later. for now im going to just work my way down from customization and then gameplay. also the story is fine, its simple enough to follow, its not complex and it doesnt need to be. customization of your mech is the games selling point and if you can go through the gameplay for the parts you wont be disappointed. it is VERY customizable from the unit itself to the weapon you can use but it lacks a little in a few small spots. you cannot dual wield pistols or onehanded guns or mix and match melee weapons. you can dual wield your melee but they have to be 2 copies of one weapon, even if you want to use 2 different swords with the same weapon type, there is a cap on sizing up accessories that is a little bit to limiting and you cannot change opacity on accessories (accessories are things you can place on your mech or sword that do not effect it in any way, they are purely visual so thats why im mentioning it). dual weapons arnt a big deal because that is alot of animation work for each combination of weapon types, might be able to make a universal system where the combo goes weapon 1 > weapon 2 > repeat. the accessories i would just want the features you cant do currently but it makes sense as to why not in these cases or its a small thing that isnt too big of a issue so i would say its a 9/10 in customizing. gameplay is a much lower rating and for a game that is meant to be played its why its weighing down on my review so much. the positives first though, just like visually, there is alot of customization for how you play your mech with 3 main systems that you can build around to shape your play style, but sadly playing just isnt that intuitive and has some frustrating issues with it. (to note i play on a steamdeck so that means controller inputs) as the mech itself there is a big problem. the camera, the sensitivity is really low even at its highest, taking 4 seconds to do a full 360, if a enemy is behind you thats 2 seconds to face them and trigger lock on. lock on is very difficult to use as when you kill a enemy your lock on toggles off entirely. so when your dealing with multiple targets you have to manually readjust your camera and press R3 after every single kill and if your in the time sensitive quantum break mode where you can deal out massive amounts of damage for a very short timeframe alot of it can be wasted by trying to face and lock onto the enemy. in terms of combat i have been focusing on melee but i have had no issues using guns. the melee is difficult only due to the lock on being so annoying however, melee uses a light heavy combat system but where most use light light heavy heavy, this game uses light light heavy light where heavy transitions into a different combo string. it would be fine on its own but having to manage the camera constantly makes it difficult to keep up with. if the camera was better i feel like it wouldnt be a issue. the only other issue with piloting is the fact you can fly and a very few amount of enemies (including bosses) can somewhat deal with it, but most enemies are built to fight a grounded target. even flying enemies all aim downward and cant shoot at you when you are in the sky. later on there is a enemy that shoots a tracking volley upwards and you do eventually fight other mechs that can fly like you, but so far 90% of enemy types just attack below you mindlessly. not to mention even the most flying energy consuming builds can use there melee attacks in the air to regen it without falling. using your melee in the air is annoying as well because you just swing forward, if your not at almost equal elevation you will miss most your attacks and it just makes transitioning from grounded to air extra annoying. blocking is only accessable if your mechs left hand is open. (so no dual wielding or 2 handed weapons). blocking is fine on its own but it uses the manual aim button and triggers it while you block, manual aiming toggles off your lock on. going right back to the camera issue once again. bosses have a unique issue because they are fine by themselves but they constantly spawn in additional enemies that will attack you when the boss is stunned. meaning that when you knock the boss down you have to deal with a never ending swarm hitting you or dealing with the swarm causing you to miss out on damaging the boss and thats never a good feeling. with the balancing around flying is a fleeting thought and the extreme difficulty just to use your camera it really drag down the gameplay score. increasing the sensitivity slider (by a LOT) and letting lock on auto transition to other enemies in view would fix most my issues but i do think the flying balance needs some attention, a bit of a vertical snap for melee would be nice and, i believe the extra enemies in the boss area is to replenish ammo, so maybe instead your allies will periodically drop down ammo refills?
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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 2,404 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, Japanese, Simplified Chinese, Thai, Traditional Chinese
Hours played at review time, across 805 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
VERY CRAPPY COMBAT The combat is pure spam, The PVP sucks. The whole game is just a dress up robot game and the photobooth system isnt even good.
Great customization is ruined by mediocre gameplay and bad boss battles. Some of the reasons I couldn't get into the combat are: 1. Strong enemies show their hitboxes while winding up big moves so you can avoid them kinda bullet-hell style. But some of your animations take longer than their startup, so you can start up a big attack, see you need to move out of the area of attack, and still not have enough time to avoid it. Making some attacks just not viable for any situation. 2. Every boss fight is full of non-stop spawning of small enemies. Even these small enemies are spongy, but they also don't have the telegraphed attacks, and hitboxes are weird. You can be at low health, try to dash away to recharge shields, and are suddenly getting hit by multiple non-boss attacks. The idea of rechargeable shields kind of falls apart when you can't avoid being near enemies in a boss arena. 3. Boss designs are cool looking, but they're all just bullet sponges with no real interesting combat mechanics. Every boss battle so far has been: Unload everything on them to break their shield so you can do damage. Dash around the map avoiding the small enemies because there's no point in fighting them, they respawn. Avoid the AOE attack, wait for your big damaging arms to reload. Unload again. Rinse and repeat for 5+ minutes. Bosses have weaknesses, but not weak points from what I can tell. Which leads into the next issue. 4. Auto-aim isn't great. Lock-on seems to shift on it's own or unlock when you move away instead of moving the camera. This is a nightmare in boss battles because of the small enemies. The game doesn't prioritize the boss, and won't stay locked on to them. There's a manual aiming mode but there's no point in ever really using it because the camera is super sensitive even at low DPI settings, and enemies don't have weak points or anything to aim for. 5. Assume this is a bug, but I tried playing on controller and I can't dash/boost while wielding a melee weapon. Meaning I have to change weapon mid combat to dodge those big AOE attacks. Leading to just not wanting to ever use melee against strong enemies. 6. The progression system seems extremely un-impactful early game. I don't know if it gets better, and probably never will. But I got to level 3 gear, focused everything in speed and fuel efficiency hoping I could dart around the arena avoiding damage. But there's no difference in feel. I can boost for maybe an additional second. And you can't dodge enemies because of the number of them in the arena. You can boost until out of energy, and then you're already getting hit by the weak enemies even if the boss is on the other side of the map. Ultimately, this bleeds into the "I just want to customize my mech" aspect of the game, because so many parts are locked behind the grind. If they combat was polished up, this would be an easy recommend to anyone who enjoys mech building games. But for the few hours I put in, I enjoyed tinkering and painting my mech immensely, while staring at the "missions" button, just not wanting to play the next mission.
Copyright free gundam is pretty fun
The building itself is fantastic issue is: its surface level at best. theres a million parts that all and all do very little to actually change anything with your mech. The combat is boring, repetitive, uninspired, and horribly balanced to the point that many builds are entirely pushed out by certain bosses. In its current state the games at best a mech fashion show at worst a janky tech demo
A barely competent action game wrapped up in a virtual Gunpla customizer. That was acceptable 5 years ago when it launched, not now with no end in sight.
Feels cool but needs work. Especially UI and descriptions. - menus in menus - custom styles not shared between parts (and there is a lot of them) - I would love to see a feature to save certain customisation options to move to other frames Could adapt a few things from Armored Core Armor customisation optins feel like made for proffesional 3D artists- not for general player. It gives a lot of options and possibilities.. IF U KNOW HOW TO DO IT with a very complex and bloated with many unintuitive systems. Feels like implemented 3D model developer tool - not as a feature for "normal" players. Maybe I am too dumb to use it properly ;/
I read all negative reviews and made a List: - Ai seams to be to stupid and not challenging - small masses of enemys are seen as annoying when you fight a boss, most players feel like its not a boss fight and more like a scam - that Customization is just for show and parts that represent weapons,shields,swords and so on, cant be used ingame as real tools is confusion for players - melee animation for fighting is to slow compared to the rest of the game - even if boss enemys have predictable moves and are slow, they all seem to have overpowered damage - missions feel like Crafting Components grind that takes to much time, without even different mission goals - Amored core 6 and Mechwarrior 5 seems to be the GAMEPLAY comparison the players look at. - description of parts seems to be to little for most players to understand what they do. - people put up youtube to see what they need and what things do ingame, they want a mode to test things out. - Maps feel to little - most parts seem to make the same damage or have the same stats but look total different and other parts seem to change nothing in the gameplay - Player think the team has good artist but not a good coder and only focus on looks and not the gameplay that should be fun
[h1] 小作坊下料就是猛![/h1] 很难想象,这部自定义程度如此之高的二次元日式机甲模拟游戏《M.A.S.S. Builder》居然是来自Vermillion Digital这个名不见经传的泰国制作组,不过小作坊的优点就是可以整出各种放飞自我的设计了。可以说在拼高达的自由度方面,就连FS和万代来了也不是他的对手。 言归正传,本作的主要剧情讲的是后末世时代背景下,人类与被称为“Quarks”的迷之生物战斗生存的故事,玩家扮演的指挥官需要管理自己的组织,同时也会与幸存者中的美少女副官相互结识,一起驾驶机甲出击任务。但想必这些鸡毛蒜皮的设定都不是玩家最关心的方面。本作最值得称赞的核心特色,无疑就是它的机甲定制系统。 简单来说,本作定制系统的深度与丰富程度在同类作品中处于毫无疑问的顶级水平,无论是在创意还是可操作性上,你都会不禁感叹作者才是真正吃透了日式机甲核心概念的那个人。对于本作来说,“机战游戏”甚至“机甲设计模拟器”都不足以形容它的系统,它几乎就直接在三维建模软件的基础上增加了专为机甲使用的游戏界面和资源库。在花费数十分钟学习其基础使用方法后,你一定就再也停不下来了。 本作的机甲定制系统可以让玩家随意调节机体几十处装甲部件的所有细节,从背包到喷气口,从四肢的覆盖件到每一处关节的连接装置,光是在部件类型上就近乎可以给你提供无限的组合方式。在此基础上,所有零件的大小、朝向、涂装、贴花也都是可以完全自定义的,并且这些外观的色彩、材质、光泽度等详细属性也可以在子菜单中进一步细化,满足你的一切要求。 更重要的是,这些装甲部件的每一个插槽(slot)中都可以继续装备大量的装饰套件,它们可以附着在机甲及其武器装备上的任何位置。玩家可以自由选择各种几何体进行拼装,最终把自己的机甲打造成任意想要的外形。如此一来也就不难理解为何有的玩家玩了十几小时还没打过新手教学关了。奈何我自己对机设的理解和涂装水平实在有限,搞得不好就会整出瞎眼的油漆桶配色或者积木玩具风格的塑料机甲。在想象力这一点上,社区大神的技术才是实打实的厉害。 在美滋滋地拼出自己的士官长、初号机、擎天柱、以及各类奇形怪状的经典高达后,你也许会迫不及待地跑去实战检验……然而,机甲的功能性和战斗性能和它的外形之间并没有什么关联。在丰富的自定义系统之外,机甲的其它功能就比较受限了,更何况本作的机甲骨架到目前为止也仅限人型结构,暂时还没有悬浮、四足、履带或纯飞机的模板,略显遗憾。 类似的,在本作的其它玩法方面也相对来说比较平平无奇,这就包括本作机甲的驾驶手感、武器设定、战斗时环境表现和敌人类型。这也很容易理解,如果只能专注于胶水系统的话,对于“小作坊”而言,其它系统的优先度就一定会下降了。 游戏内的大部分战斗关卡都采用了千篇一律的设计,即清小怪,打BOSS和采集资源,但相较于精致的机甲设定,本作的动作性和打击反馈都要弱上许多,甚至连冲刺、滞空按键都没有,很难让人感受到重型机甲运动时的分量感。还好敌机AI也谈不上什么策略深度,基本上莽过关就完事。 在完成任务后,玩家就可以去研发部门强化自己的技能树为机甲解锁、安装各种强化节点,提升自己的能力,继而挑战下一关的敌人,如此反复。果然,比起“努力和汗水”,本作玩起来还是更像是血条长度与数值大小的比拼。也许搭配照片模式,在机库里花半天时间折腾零件,最后拼出令自己都难绷的独特机甲,才是体验本作的正确姿势。 除此之外,本作还存在缺乏新手引导,中文翻译不完整、过场单调等问题,不少玩法机制也都要玩家自行摸索才能弄清楚,但值得一提的是本作其实从2019年发售至今,仍处于抢先体验阶段。 开发组目前依旧保持着几个月一次的稳定更新频率:联机系统上线了、零件库扩容了、BUG慢慢减少了,就连玩家喜爱的大雷副官的live2d立绘也变得越来越可爱了。本作的促销一般也会和大更新同步进行,感兴趣的玩家可以提前关注。 总之,这部《M.A.S.S. Builder》是一款以机甲定制为核心卖点,玩法相对休闲轻松的作品。它在战斗操作方面的深度肯定远不及《装甲核心》或《高达EXVS》之类的作品,如果你把它看作一款专注于机甲自定义的创意沙盒工具,那它一定是独一无二的,甚至还能帮你剩下不少拼胶的成本,毕竟玩得开心才是最重要的。
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