
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 2,402 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 | 17.9Kreviews | 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 990 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Отличный автобатлер который, к сожалению, перестал работать из РФ. Могли бы и раскошелится на свой региональный сервер. Мне кажется вселенная Mecha у нас популярна и игроков из РФ тут достаточно.
После очередного обновления игра просто перестала работать, возможно, ваш регион будет следующим. Выкинутые деньги. Разработчика в ЧС.
Media

Related
Related
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 996 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩!爱玩!没有操作,全看理解和手气。我虽然是菜鸡,但是菜鸡互啄也可以体会到充足的策略。此外,游戏内置的赛博斗蛐蛐竞猜也非常有意思,看两个高手对打,然后观众们在旁边下注对赌,无聊的时候挺好玩的。
big robots. nice music. good strategy game. just don't look at the public chat ever. would be nice if there was some sort of stats tracker.
[h1]Wasted Potential[/h1] [hr][/hr][i]It's one of those games which should be fire, but somehow it fails to click completely. Developer's weird decisions had squandered whatever potential game had. It's competitive, deterministic, builder which introduced random commanders with significant bonuses and has randomness in every turn. Game for some reason was made into a casual roulete spin while having bones of deeply competitive game.[/i][hr][/hr] [h1]☠️The most baffling decision☠️[/h1] Initially game had gradual build up of your forces from turn to turn. It was great, you set them and they stay there. Then your opponent tries to counter them, etc. They had working formula when game launched, but for some reason they decided to put RNG into the game. While RNG is not inherently bad, this one really is. First RNG are your commanders. You have to pick one which pre-defines your playing style. You didn't started to play yet and game is rolling a dice on how you are going to play. That is not fun at all! Worse, playstyles can directly counter each other. So, you can start a match and lose immediately. https://steamcommunity.com/sharedfiles/filedetails/?id=3739113104 Then game puts random cards which you must pick for an advantage. You can not pick them, but you are getting trivial amount of money to spend on units that way and advantages from those cards are often massive. They can involve up to half of your army's strength, give you late game upgrades, entire change how certain units are balanced (by making them OP). This constant layer of randomness kills player agency and competitiveness completely. I want to follow MY battle plans. I want to make MY build. I want to think and do what I WANT. Developers have no clue what they were doing with this formula and introduced superficial changes to keep game fresh each match at a massive cost. Instead of trying to balance units, make each turn meaningful. You know, by actually making this game good. [h1]📉Poor Balance📉[/h1] Even with just few hours, I cna see that this game just sucks. Card system gives you random, massive units. Game emphasizesd stacking massive units as they are more survivable and hit your opponent for their entire worth. Some units like Marksman seem to be good agaisnt everything and never properly balanced. Entire gameplay gets swarmed by way too many troops which are given for free to you by the way. As a result, you can't read battlefield anymore and early rounds are rather meaningless, only here to be rushed to the top of the tier tech. Even 2 unit deploy limit is bad. While it was ought to prevent spam, it greatly limits your options with cheap units. You can't build swarms. Not only they are way too easily removed with overpowered AoE (in every damn game developers screw this up). You just can't deploy enough of them due to that limit, but for higher tier units said limit is irrelevant. https://steamcommunity.com/sharedfiles/filedetails/?id=3739113620 Then you are facing with problem. You can launch a missile which destroys everything. Except on your part of a map? Like what? The only depth this causes are players pulling back their entire armies. Enemy gets destroyed or he pulls back too and it becomes irrelevant. Then you can put shields for some reason to counter your counters. Why introduce gameplay mechanics which directly undermine your own game systems? It's like developers cause their own problems with giving players free units to spawn, over emphasize heavy, tanky high tier units which are better all around than lower tiers. Now suddenly you need map clearing abilities. How about just making an unit which is an artillery piece? Like a proper artillery which destroys concentration of units? That's it! Do not give silly counters cancelling shields to everyone. This is reality of this game. Circular problems which developers had introduced for no apparent reason to make game for the worse. Then there are strange buildings. Enemy can get to them which slows units and kinda stuns them, but not really? They couldn't do 'protect the base' right as having those buildings destroyed affects you only in specific circumstances. It assumes that your units are actively fighting an even battle. What often happens in game is that at the point one side gets annihilated and your building gets destroyed, you already won or lost at another flank. So, any temporary debuff for you is meaningless. It just delays your units getting to the enemy. Also, aircraft in this game is just annoying. They are not powerful. They offer nothing than just another unit which needs specific counter to fight and then gets hard countered and becomes irrelevant. In the end, if you have no units with any AA attacks left, you auto lose a turn. Like here, super tanky tank is getting pestered by fighters who do very little damage (and is generally irrelevant in the game due to their cost and lack of impact). https://steamcommunity.com/sharedfiles/filedetails/?id=3739114002 [h1]🍔Lack of Meat🍔[/h1] This game is paid multiplayer only game. You have some minimal, boring training which fails to teach you much of anything, but takes a lot of time. Game lacks any PvE, co-op modes. Nor it has any single player. Legion TD2 had pretty good campaign which helped players to get in the groove and warm them up towards multiplayer. This game or developers rather remain perpetually clueless at what is important in a game which they are making. It was told million times that only minute minority of players are interested in competitive, multiplayer 1 vs 1 gameplay and yet, every single developer is laser focused on something nobody wants to play. Sure, having amazing 1 vs 1 is a dream and keys to long term success, but first get the basics right before dreaming about the stars. How about making sure that new player actually enjoys your game? Just a crazy suggestion, I know. [h1]Rejected by its target audince[/h1] [hr][/hr][i]This is the type of game which I would had absolutely loved to play. However, once I heard about card system, I lost all interest completely. Developers just have no clue what they are doing nor they understand their target audience. Game moved away from predictable, easy to read and understand counter model into asymmetric game created by extreme randomness. It became game for most toxic try hards who play inherently uncompetitive games who look hard, but ultimatelly are broken to the core and are just about knowing which things are the most broken in a game.[/i][hr][/hr] [url=https://steamcommunity.com/groups/Calicifer/discussions/0/562532756309113317/][i]Calicifer's Reviews[/i][/url] [quote]If you are interested reading full review or want to discuss something with me, please follow the provided link. I don't allow endless discussions under my reviews. You will be warned and then your comment will be deleted with my final say on the matter.[/quote]
Mechabellum is like a PDE – A Belated Review from a Veteran Player Who Started Posting Gameplay Videos in 2021 I would call Mechabellum the most brilliant canvas in PVP strategy games. Both its success and its failure should be attributed to its creator, Bearlike. This part is my personal gaming history. If you're only interested in the game review, please skip to the next section. My in-game ID is GTBOB. I first learned about Mechabellum (back when it was still called Steel Battle Zone) by watching Bearlike's livestreams on Bilibili. Later, when I had both the time and a device capable of running it, I quickly became a hardcore player. At the time, I was an undergraduate student, single, naturally blessed with plenty of time and energy to pour into gaming. I often played Mechabellum late into the night until there were no other players left to match with. That was right around when the Community Challenge mode first came out. So, I would spend my nights alone playing those challenges—repeating the tough ones dozens of times, searching for different tactics and strategies. Back then, the level cap was still three, the supply limit was around 1200, and there were no unlockable active skills—only range and speed upgrades. It was during that period that I honed many of my tactical details, like combining airdropped shields with flanking maneuvers to gain small but meaningful advantages. More importantly, I came to deeply understand that the true win condition of the game is: Empty the opponent's points before your own reach zero. Not winning a single round. Not achieving some perfect formation or maxing out a unit's tech. At that time, unit recycling appeared only as a random option between rounds, and there was no tactical beacon. So I understood deeply that every unit placement should be deliberate—a position reserved in round one might end up playing a critical role in round seven. As the player base grew, so did my skills. Eventually, I started winning some weekend tournaments, and even took a few tournament championships (some of those matches are still on my Bilibili channel—I revisit them from time to time, and the joy I felt then is unforgettable). Later, the economy system changed. The supply cap increased significantly, and since the map size stayed the same, high-damage units like the Stormcaller gradually became more viable. I shifted from using Stormcallers occasionally to making them a core part of my game plan. Then I realized something: the BO1 format of the tournaments introduced randomness that sometimes exceeded my ability to predict. For example, in a match where a mid-sized unit tempo strategy faced off against a giant-unit health-sacrifice strategy, Parasitic Ammo Vulcan could single-handedly dismantle the entire game plan of the tempo player. As a result, I started playing less and less. By the time ranked matchmaking was introduced, I had already stopped participating in regular tournaments. Out of curiosity, I played two placement matches, losing one. Later, while watching someone else's stream, I had a sudden flash of insight about the current meta—then went on to win my next eight placement matches in a row. Thanks to the high-scoring design of placements, I achieved the highest MMR of my life: around 2400+. After that, I barely played seriously again. By the end of the Pioneer Season, my MMR had settled at 2327. But because almost all of my matches were from the very early days, my Pioneer Season match count was essentially zero. Later, in Season 1, I tried to return. Thanks to friends who still remembered me, I even participated in a tournament using a 0-game, 2100-MMR account. I played four matches, winning some and losing some. Out of curiosity, I joined a QQ group called "Mechabellum Balance Group." I only applied because my MMR happened to meet the requirement—I was just there to hang out. Since the group had a minimum MMR cutoff, there weren't many members. What shocked me was this: even though the group was far from full, I was kicked out simply because my account lacked enough games played (after those four tournament matches, I hadn't queued again). It made sense by their logic, but it still felt unnecessary. From Seasons 2 through 6, I played a total of 12 ranked 1v1 matches. My MMR had dropped all the way down to 1100. Now, about the game itself. Bearlike has said more than once during his livestreams that his goal with Mechabellum was to make a real-time strategy game that required thinking but didn't require hand speed. That idea is genius. The dual-tower design, and the turn-based deduction of HP based on units, gives the game its foundational mechanics. Brilliant gameplay! Back then, almost every ability (except the starting ones) had to be chosen from the same reinforcement pool available to both players. There were no permanent recycling options, no permanent repositioning beacons. The entire game was filled with the beauty of pure, raw mind games. I would use PDEs to describe the game during that stage. Just making players understand that units follow a targeting logic combining both distance and direction, and fight by standing still and firing—that alone is extremely difficult. It's like trying to get started with PDEs. An entire multi-round match feels like a complete PDE system. The battlefield state is extremely sensitive to initial conditions—just like the nonlinear behavior of PDEs, where a tiny change in initial values can completely alter the solution. The feedback in Mechabellum is indirect. You can be winning, and then suddenly you're losing, without a clear trigger. That indirectness also reminds me of PDEs. In most strategy games, replays are clear: you did X in round Y, and it led to result Z. But in Mechabellum: The impact of decisions accumulates across rounds. A unit you picked in round one might slowly gain experience and become the deciding factor in round seven—but at the time you picked it, you might not have thought that far ahead. Chains of causality are non-intuitive. The effect of a certain technology choice might only become visible three rounds later, mixed in with dozens of your opponent's decisions, making it hard to isolate. The "no takebacks" mechanism: once a unit is deployed, it cannot be moved. So each round's decisions are like placing stones in Go—everything that follows is determined by the resulting global state, not any single move. This is extremely similar to the difficulty structure of PDEs: A small, localized change, after multiple rounds of iteration and non-linear interactions (unit counters), eventually produces a global, hard-to-trace macroscopic outcome. There's a mode called Community Challenge—it lets you take over a match in its final round and see if you can turn the tide. That mode is essentially taking a complex PDE problem and turning it into a simplified version with known initial conditions and fixed boundaries. You don't need to reconstruct the entire causal chain—you just need to find the optimal solution given the current battlefield state. But a real match has no such simplification. You have to build causality from the chaos. You have to make decisions under uncertainty. Later, the economy changed. Higher-value units naturally became stronger. More and more abilities became permanent, drastically reducing randomness within matches. I would call this stage of the game an ODE game. The same underlying mechanics remain, but every match now shares a large set of fixed conditions. These conditions simplify the game so much that it's gone from a PDE to an ODE. A game that's like an ODE can still be good. The real problem with Mechabellum lies in its creator's arrogance. Bearlike is equally arrogant toward every single player.
Weird balancing choices for units and power cards, but its a solid game and worth the money. The unit targeting system needs a rework because for some reason you can have an anti-air focused unit, and it autofires into a super heavy unit... while the enemy air is killing them... Basically, add a way to change aim priorities within range of each unit (ex The marksman can have an option to shoot the closest enemy, the healthiest enemy, the farthest enemy etc).
优化稀碎,平衡烂透,策划脑瘫,运营依托,平衡烂透。
Увидел как Папизи играет в эту игру и заинтересовался. Купил. Вечная загрузка файлов. Подрубаю обход - вечная загрузка файлов. Включаю впн - вечная загрузка файлов. В общем получается экран заставки за 550р))))0)
Chinese Gacha game with snowball mechanics.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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