
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 →
Prices
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.
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 17 → 0.43/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.
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 804 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game first and foremost is a mecha builder, similar to Break Arts II where the core gameplay is a bit shaky but the customisation is epic. My opinion on the game will be very harsh, as I understand it can change and improve. I will review this review once features change. Firstly, this suffers from what I call "invincibility difficulty". The bosses are not hard because they have mechanics to learn, telegraphed attacks or need to counter by attacking weakpoints, but because they all have shields, invincibility phases and some cases literally moving away from the map so you can't hurt them. While it is achievable, it's not fun gameplay as it devolves to just shooting while staying far away or farming Quantum Break on mobs. There is no other interesting feature in the combat loop, which is a waste as Quantum Break feels unique and cool. I understand that devs may want to focus on expanding the customisation rather than make a deep and complex battle system, but I would just suggest removing the giant bullet shields as it does nothing when the main source of big damage is melee and bullets are extremely limited. Another gripe is that you are constantly fighting the lock-on system, the lock-on drops nearly arbitrarily or when the enemy is obscured by 1px of terrain. This makes ranged combat unnecessarily difficult, as shielded enemies will quickly recover their shields while you pray to the lock-on gods to actually keep lock. A fix is to simply tell the player that the target is obscured rather than dropping lock, especially when seeking missiles can often fly over and hit them anyways. Something nice would be able to lock onto boss weakpoint and torse and not their just their feet. For melee combat, the main problem is guarding. I understand that shielding should be stronger where you face, but this is confusing if it is not based on the camera. I more or less ignore this feature due to this and opt to spec into speed which lets me just emergency boost out rather than pray that I get 70% damage reduction. I would suggest to change this mechanic to be more engaging with a shield energy meter, draining as long as it is deployed, dropping from 100-10% effectiveness. A mod then can be "Recover 20% guard energy when blocking attacks within a short period of guarding, guard energy drains 30% faster." to allow more interesting gameplay options with Guarding rather than just "the shield class gets buffs from dropping guard." Difficulty rewards are also pretty pathetic, I would rather play easy for the grind instead of higher difficulty. Otherwise Difficulty simply being more enemies and more damage taken is fine by me. Though it would be nice if some enemies also got new features because of it (e.g. missile pod enemy doesn't just lob projectiles, when approached it can "disengage" by rolling back and dropping a timed bomb where the player must avoid. I guess to clarify, the most "rewarding" difficulty I find is after challenge modes, where Hard mode in campaign or hunt is pretty tedious.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 806 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its awesome
Great Mech game
Rather fun, but it's moreso a game with good customization than combat.
I tried this game before I bought it, and it seems the demo's version differs from what the game has from what I'm told. Odd, that. The game's got a lot of bad. A LOT of bad. The translation is terrible and the voices used for the mecha OS is abysmal, and the version I played before purchasing was actually better. That version is gone now and I'm not sure why. HOWEVER, the game has a ridiculous amount of good. The gameplay is decently satisfying and the customization is fairly good. I like the fact you can decorate almost everything to an excessive degree. The music is okay, certainly not boring, and the mission variety and progression systems are decent though there are some difficulty spikes as a result of it that usually ends up just being "Oh you approached an enemy the wrong way, try this way instead" It's still not done and I'm a bit wary of how long it'll stay in Early Access and the rate of progression, but for even what's here, it is definitely something to look at.
i love and hate this game
good mech customization simulator would be a recommend if you didn't have to go through the slog of grinding to get to the good part
My opinion on this game really changed since the game launched into 1.0. The game was great for a work in progress, which is what early access is for, but to release this as a complete product is pretty much unacceptable after years of developement. They already stopped updating us on the progress, at one point they went months without any updates. The updates are still slower than they used to be and, it feels like they are just trying to rid themselves of the project while making as much money as possible now.
Игра выглядит шикарно, крафика хорошая, динамика тоже и оптимизация не хромает, огромная куча кастомизации, от которой у тебя рот открывается, но есть недостатки. 1) Это сделать разнообразие комбо и скорости атаки у оружий, комбо почти у всех оружий ближнего боя выглядят одинаково, сделать их более разнообразными бы, как и скорость атаки тоже не отличается особо. 2) Комбо через alt дико неудобное на мой взгляд. Удобнее было бы если они были аналогично как DMC, тоесть ударяешь один раз, маленькая пауза, после вновь нажимаешь удар и по итогу получается новая комбинация. 3) Сильно раздражает стрельба когда стреляешься с прицела, камера частенько скачет с левого плеча на правое и наоборот, дайте возможность самому переключать это, аналогично можно сделать как реализовано это в warframe 4) Было бы отлично если на оружие можно было весить какие-либо модификаторы, по типу бонус урон или бонус к скорости атаки 5) Так же игре не помешала бы функция смотреть чужие вариации роботов и их копировать и так же упросить покраску, что бы к примеру не каждую часть отдельно красил, а целую часть, например сразу всю руку. Все таки не всем нравится по пару часов сидеть и кастомизировать робота
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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