
Command massive armies in this epic mech auto-battler. Draft your troops, customize your units, master your formations, and crush enemies in spectacular 3D battles. All strategy, no clickfest. Outsmart opponents in 1v1, 2v2, free-for-all, or Survival Mode.
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.
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): 6.71/day in the week to Jul 30 → 5.43/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

You are the General. Assemble an unstoppable army from light mech swarms to colossal titans. Customize your units, set your formation, and deploy your troops. Then unleash your forces and crush the enemy in spectacular 3D battles!

Every decision counts. Analyze the ever-changing battlefield, predict enemy moves, place perfect counters, and dominate opponents with your war plan! Victory is determined by the speed of your wit, not your hand.

Create a strategy that is uniquely yours. Customize your unit tech trees in the hangar, then unlock specific upgrades mid-battle to counter the enemy. Turn snipers into rapid-fire swarm clearers, or equip heavy tanks with self-destruct charges. Win the war on your own terms.

From competitive ranked ladders to pure casual fun. Fight for glory in 1v1 and weekly in-game tournaments! Battle waves of AI-controlled enemies in Solo or Co-op Survival, team up for 2v2, or unleash chaos in the free-for-all brawl! With the ever-changing rules of Rift Mode, there is always a new way to play.
Genres
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; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 19.4Kreviews | 84% | — | $9.8M |
| $14.99 | — | — | — | 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 976 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这真的是一个非常好的游戏,但是太可惜了,因为高难度,现在玩的人已经越来越少了,这是最不想看的事情。我谈谈自己的看法和建议,希望能够帮到制作者们,让这个游戏有更多的人入坑游玩。1.游戏的博弈性很好,但是对于新手而言,难度太高,原本有magaone可以让大家观看高手之间的对决,增强游戏理解,学习高手增强技术水平,但是随着magaone的停办,学习的途径变得有限,或者说变得不再吸引人了,如果可以,还是希望多搞搞官方比赛,哪怕只有201玩家参赛的比赛也可以,重要的是保持游戏的热度。2.单位过于繁多,各种机制过度复杂,虽然这带来了非常精彩的博弈,但是学习成本太高了,我玩了100多个小时,才算是入门,排位最高打到过1500多,可事实上,如果算上我看视频学习的时间,远超100多个小时,大概要有150个小时左右吧,这对新人实在太不友好了,我认为制作组与其思考如何更新单位,如何平衡,不如想想怎么降低新人的入门门槛,把游戏变得简单,这是目前最重要的事情,随着游玩的人数越来越少,作为pvp游戏,很快就将迎来终结,希望制作组能认真考虑,现在要做的不是什么更新,平衡,变玩法,增加单位,科技,现在是要把人留住,把新人吸引进来。那接下来就是我对于吸引新人的思考和建议,1.单位太多,作为新人根本不知道改购买那些单位,该怎么选科技最好。我觉得,目前单位其实存在过剩问题,不是太少,而是太多了。制作组应该考虑做一套阵容,卡组系统,按照价格,分成四大类,100元的小型单位,200元的中型单位,400元的巨型单位,800元的泰坦单位,然后做出阵容卡组系统,让玩家自行组合,构建一套独有的阵容,每次对战选择使用哪一种卡组,并且对战的时候,只能使用卡组内的兵种。然后每个卡组最多只有一个泰坦单位,然后按照巨型单位中型单位小型单位等分类,都按照总共的单位种类数量,玩家只能选取种类数量一半左右的单位,然后添加进入卡组,也就是说,从一开始就让玩家思考应该如何构建卡组,这样会有两个显而易见的好处。第一,玩家需要先主动思考,自己要构建一个怎样的阵容,阵容有什么样的优点或者缺点,为何要选择这个单位,这个单位能为我带来什么,在我的阵容中,这个单位的定位是什么,为了更好的完成它的定位,它应该选择怎样的科技……等等,这样一来,就让玩家在进入比赛之前,对兵种,阵容,科技,会有更深的理解,这样也就引入了阵容兵种熟练度,和阵容克制的博弈。原本一大坨单位,新人光看就要看半天,怎么知道该出那个,这样可以帮助新人更好的理解游戏的基础内容。并且,制作组应该与高分玩家展开合作,构建出至少一套,简单而且有一定强度的新人入门阵容,方便新人对战游玩,如果可以,甚至可以考虑在初始教学阶段,做出专门的教学,让新人明白,各种常见的情况下应该选出什么样的单位。这样也就更方便后续的强度调整,冷门热门单位的选取会更加清晰,单位和阵容的强度也会更加明了。第二,玩家之间可以看到互相之间的阵容,但是看不到科技,发牌员必须在玩家选择的阵容里面发牌,双方玩家的不同阵容,发牌也不一样,但是价值等级相同,而且也是都能互相看到。以上便是我的主要思考和看法,后面就是一些其他零碎不成熟的想法了。除此之外,我认为应该针对当下的建筑和地图做出一定的变更,1.建筑单位不应该直接免费获取,而是应该变为飞弹,护盾,防空一样的,需要花费才能有的,并且由玩家自行选择放置的位置,并对三种免费建筑作出增强,而且,除了护盾和飞弹,其他的三种免费建筑和防空,都应该是购买以后永久存在,就是购买作战单位一样,2.破塔奖励过高,惩罚太严重。玩家在地图上进行攻防,核心都是围绕着塔展开,因为只有塔,能在战斗推演的过程中稳定产生收益,而且收益奖励极高,所以一定会催生各种鼓励,甚至是无脑进攻的版本,甚至是放弃防御,一味进攻,防御也只是为了进攻,我想制作组添加建筑,进行建筑版本更新的初衷,应该也是为了增加进攻难度,尤其是偏头进攻,但是没有用,只要爆塔的奖励够高,仅仅是增加建筑是没用的,玩家之所以选择各种进攻,实质是因为进攻收益以及风险成本都远远优于防守,添加建筑意义不大。应该降低破塔的惩罚,或者说奖励,改为攻防降低一半。并且添加攻防选择,双方进入游戏后,先允许双方互相查看阵容,或者先选择专家和初始阵容,然后双方互相查看对方的专家和初始阵容之后,再选择进攻还是防守,选择进攻的玩家,可以直接获得移动速度增加,获得一个免费的移动信标,并且可以将兵种直接部署到中间地带,免费获得两个城墙,并由玩家决定摆放位置。玩家选择防守就不能将单位部署到中间地带,但是可以额外获得两个速射塔或者重火力塔,并由玩家决定摆放位置,将城墙价格设定为50,速射塔或者重火力塔火力价格为100,并且选择防守的玩家,将黏油弹剔除出科技,变为发牌员的专利,禁止进攻方的玩家往防守方的两个底角塞东西,……等等,诸如此类。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, French, German, Traditional Chinese, Spanish - Spain, Japanese, Korean, Polish, Spanish - Latin America, Russian
Hours played at review time, across 982 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Basically wanted to love the game, just dont care for how the game manages to feel like a super sweaty RTS with no unit controls and a camera that restricts the ability to see what's happening in a battle because of the limited field of view. The number of things you are constantly required to be tracking during and between battles is higher than any autobattler I've played. Also the community in general as well as the small size of said community are potentially reasons for concern for anyone wanting to dive in fresh. It's a PvP only game that now basically has around 1-2k players on at any given time and that number has basically been steady for a couple years now after peaking at about 6k, although that number is declining slowly. There very much is a small group of players that love the game and a fair number of them also love being intentionally awful in chat, which is sadly typical anymore but chat is easy enough to block. I'd love for there to be a bigger audience to play against to help newer and lesser skilled players ease into the game a little better, but at this point I simply don't see that happening. The devs have sort of gotten into a pattern of adding or updating things and then either ignoring the community or basically telling the community to deal with it when things aren't received well. If they would have listened to players when they added reinforcement cards, maybe a bunch of people wouldn't have left and the game might have grown into something larger. Instead, we got buildings that people usually advise to sell on round 2 or 3 and complain about even more. They've been able to maintain their player count for a while but the game isnt growing despite the updates they have been putting out. The fact they have been so devoted to the game is very commendable and makes it even harder for me to hit that thumbs down, but honestly, a PvP game having around 1-2k players on at prime time after being out for a couple years almost feels like a kiss of death in itself. Luckily, matches have not been too hard to find, usually within a minute or less. The quality of those matches depends on who you ask, as is typical of PvP games. I found that I either got stomped completely with basically no chance, or I somehow stomped someone else completely. How I won, I have no clue. It feels totally random as to what unit will end up hard countering another and just melting the other sides units, even though I know it's not. There are a few single player training modes as well, but they are basically useless and dont help you learn anything other than basic UI usage and the most simple mechanics at best. This is actually a deep game with lots going on and lots of different decisions you could make at any given time that you need to be paying attention too, which should be a good thing, but I found it to be totally overwhelming during the flow of a game. I also found there is not a lot in the game to help understand how the mechanics of a match actually play out for real, so they added a section of latest streams to the main menu to help people figure out how to actually play the game. You may enjoy watching other people play a game to try and figure out how to play it yourself, I do not. I found I don't enjoy the experience of playing the game against others and after trying again for a few more matches, I surrendered my last match mid run due to just not wanting to play it out anymore and I don't think I'll be coming back. There feels like there is a great game here, but I feel unable to play it due to my own 'skill issues', as the kids say. I think I've hit a point where I just need to play async pvp games instead if I'm going to try and play PvP games anymore. You many enjoy it, but sadly I have not. Information overload and the general match structure being fast paced but still feeling long is just draining and frustrating. Basically, was hoping for something more like Backpack Battles and ended up with RTS that decided to make the click per second check happen between rounds instead of during combat.
В игру невозможно зайти, бесконечная загрузка файлов.
没活烂整,一有问题就是不听不听王八念经,多长时间了,到现在早就改都改不了。黑萝卜俩视频日活几乎翻倍,就这泼天的富贵都把握不住,愣是搞成了现在这样。想让游戏死可以直接关服卷钱跑路,没必要这么扭扭捏捏的还假装更新。钱就砸了反正被骗也不差这一回。
Innovative in a sea of identical mech games. Each battle is multiwave, this is essentially autochess with mechs Only negative is no real single player campaign and you have to learn the units by experimentation
Not a real videogame. Chinese minimal effort 100% "AI" "generated" ripoff of Starcraft II, it's Arcade mode's map and Carbot Animations to name a few. Typical zero strategy, zero tactics, zero planning, zero thought. All it takes to "counter the opponent" is pick whatever unit that the "developers" have pre-determined as "being a counter", which is always just two mouse clicks away, and voila. Yes, there are not even tech requirements, research time, decision trees present... Nothing. You just pay the small flat constant price to unlock any unit you want and you can place it instantly. You can do it once before every battle (plus every second battle you are basically given one random unlock for free) and can have every single unit in the game unlocked and on the battlefield at the same time. Every ♥♥♥♥♥♥♥ unit has "an EMP" upgrade which literally disables ALL upgrades on a unit they attack and because that's not enough it also slows it by 40%. That's not to mention idiotic "Battlefield Powers" which can be "click a single time with your mouse over opponent's army before the battle starts and their entire army gets destroyed, and they can't do anything about it (unless you count spending all of your resources to shield your entire army which might work somewhat or not work at all and while having no idea when and where the opponent will use said "Battlefield Power")" or spawning a swarm of small units literally deep inside opponent's base which will make all of the slow shooting sniper units target them, while the frontlines are clashing, basically eliminating sniper units from the battle. Every single battle you can spend the cost of half the cheapest unit in the game to place up to 8 (!) rockets (each costs 50 resources while the cheapest unit in the game costs 100) that one shot most swarm type units in a large area and whatever they don't kill they, again, slow. There are 2 towers for each player that, when destroyed, basically disable their entire army for 9 seconds (-80% movement speed, -90% damage dealt by it and +50% damage taken or dealt to it) which might (I don't know why) sound cool to you, except the opponent can place their units not just on their side but also on 2 side flanks and sometimes even closer with "the Battlefield Powers", and sometimes the distance between the 2 towers is huge as the map can be huge, also sometimes units literally just ignore other units and go for the tower, which also by default has so little HP that blowing a kiss knocks it down and upgrading it costs resources which is a huge percentage of your power early on and is meaningful always (for example, you might end up short just that small amount for something expensive). All of the above in the "game" where one battle can easily finish the match. Funnily, given what I said about "the countering", some units are clearly stronger than the others (not intentionally) and you will see them every match pretty much guaranteed as the playerbase is terrible and toxic. Also some combinations of units are unbeatable so you might as well never install this piece of ♥♥♥♥. This existed since the very beginning and none of it got fixed. Of course, look at "the developer". Fake Chinese AI generated developers that pump and dump their shallow ripoff spectacle of a game like the crypto scams and never return back to them. And oh yeah forget about having any fun and building anything fun or cool in any capacity, and forget about winning with it because you are smarter etc. You are better off playing Arcade maps in Starcraft II, which is a free-to-play game, they are literally better and WAY more fun. This "game" presents only an illusion of something good so that you buy into the hope and waste your time in it while coping about it and getting more and more frustrated. There is a reason every content creator that is worth anything has dropped this "game" like the short lived fad it was that quickly showed it's true ugly head. While I wasted a lot of time in this gay fake ass "game" the only time I felt anything other than frustration and being tired, burned out and disappointed is when I faced dumb opponents or kids who didn't know that if they just clicked that one button on their unit upgrade screen ("EMP") they would instantly win.
Mechabellum is not a strategy game, and playing it with a competitive mindset is painful. RNG is everywhere, and more RNG mechanics, such as buildings or items, are being added as time goes on. Spells, starting packs, and building layouts tend to force players to play a specific strategy, and you essentially have no real agency as a player. The game is also asymmetric with RNG. Players do not have the same starting pack options, and often one player will be forced to play an undeniably inferior starting pack. Other strategy games like SC2, A0E, or Halo wars do not prevent players from participating in a mirror matchup, but Mechabellum does and it makes it frustrating to play competitively. The constant balance patches are awful. they tend to just create a new problem that they will solve with the next patch. The game is good for casual play, if you like to watch robots fight, and you don't mind losing because of RNG, then it might be a good game for you. For anyone who enjoys real strategy games where players have real agency, then this is not the game for you.
I absolutely love Mechabellum. I’ve recommended it to people around me, convinced friends to buy it, and spent countless hours playing together with them. The core gameplay loop, strategy depth, and unit interactions are genuinely some of the best I’ve seen in the auto-battler genre. But the addition of the Mountain unit has honestly pushed me to the edge of quitting the game. A gigantic tank unit suddenly having access to an absurd ~275m range through a single upgrade is probably one of the most balance-breaking things I’ve ever seen in a strategy game. One round completely changes the entire match the moment that upgrade appears. It doesn’t feel strategic, clever, or earned — it feels like pure ragebait design. Right now, every time I queue up, part of me already expects: “Okay, eventually the opponent will just drop 2 Mountains, grab the massive range upgrade next round, and completely suck the fun out of the game.” That feeling alone kills motivation to play. The issue isn’t that Mountain is strong — strong units are fine. The issue is that it invalidates too many playstyles and swings matches in an unhealthy and frustrating way with very little counterplay relative to the impact it creates. I genuinely want to keep loving Mechabellum, because underneath this problem there’s still an amazing game. But as long as Mountain remains in its current state, the experience feels more frustrating than exciting for me.
Rock-paper-scissors with 25 different options and balance patches to make most of them viable. All about the mindgames and jockeying for ELO ranking. Possibly you will love it. I hated it
Perfect game for casual players. Like taking a quick game of chess.
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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