
In MECHWARRIOR 5: CLANS, players become new Smoke Jaguar pilots in the Clan Invasion of the Inner Sphere. Lead a five-mech "Star" squad across diverse planets, engaging in an expansive campaign with immersive gameplay and intricate combat. Customize BattleMechs and explore strategic options.
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Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 5.9Kreviews | 74% | — | $6.9M |
| $29.99 | 2.3Kratings | 56% | — | not modelled | |
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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 871 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
i am a mechwarrior fan
Worth $$$ every penny
This game is genuinely fun and challenging now, at September 2026, on Expert difficulty, enemies fall back and try to hide instead of the flat brain dead AI behavior, also they have add improvements from later DLCs back into the original game, like the jump jets mechanics, so you get those upgrades in the base game. I bought this game at release and refunded it due to inconsistencies in quality, but the those have been ironed out, leaving only small issues here and there. I'd recommend picking it up, ideally on a discount.
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Languages: English*, French, German, Japanese, Russian*languages with full audio support
| $14.99−50% |
| 965ratings |
| 82% |
| — |
| 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 872 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Added story in the campaign and characters compared to previous MechWarrior games, but no open world and difficulty does not scale properly with some missions being stupid easy then end game becomes excruciatingly hard in comparison. Fun to play through the one time, but not a game you'll want to play again. I'll go back to playing MechWarrior 5 Mercenaries.
This is not a bad game, but not a good one either. I'll try to keep it brief: The PRO's: - Interesting story - Decent voice acting - Classic Mechwarrior gameplay, not too dissimilar from MW5 - Decent Mech customization options and weapons array. The game will even let you change the size of the engine (sometimes) - a feat witch MW5 Mercs does not allow w/o mods. - Some of the missions are very fun - more so then the ones in the MW5 Mercs campaings| - Decent variety of Mechs and Weapons The CONS: - Poor performance on mid-end computers. Playable, but stutters and sometimes has graphical glitches. No issues on high end machines. - Poor graphics quality for an UE5 game. - Horrible HUD. UI elements are too large and cannot be resized. Weapon PIPs are noware in your field of view. Adds a very annoying fighter-jet like opaque rectangle that outlines ~1/4 of the center of the screen that follows the targeting reticle witch I find incredibly distracting. Reticle is too large. Zoom levels are, like in MW5, not sufficient. - Wonky gameplay. Enemy mechs are damage sponges. Clan weapons, despite supposibly being clearly superior to IS counterparts feel very very weak in this game, particularly ballistics. The UAC20 and LBX20 are supposed to be devastating up close. In MW5 clans, both of these weapons feel more like an UAC10 and LBX10 from MW5 Mercs. The UAC10 and LBX10 fill like the AC5 and UAC5 from mercs, and so on. Weak, no punch, no power. Missiles, particularly SRMs are also quite gutless. In MW5 Mercs SRM's are devastating up close. In Clans, they're more of an annoyence. Enemy mechs are damage sponges, while yours feel like they're made of paper. Lasers and Pulse Lasers are OK, but generate a lot more heat then they do in Mercs. PPCs are mediocre - Clan ERPPCs are supposed to be much better then IS versions, but the ones in Clans just feel weak. - Despite having a lot of customization options, more so than in Mercs, most options are permanently locked down. For example, the only mech I could find where I could change the size of the engine is the Kodiak... The armor management system is also quite rudimentary. You can't remove armor, you can only add it. I really wish i could recommend this game, but I really can't. It's OK, grab it if it's on sale, but otherwise, from both a graphics and gameplay perspective, MW5 Mercs is a clearly superior game.
no real explanations of anything specially for how complicated it is, as a result was 100% unejoyable for me
Balance in the game is terrible. My medium/light star of rock throwers v. uncounted heavy and assault class....this linebacker sure is squishy.....Damn you ComStar.....
I went through the Base game, Ghost Bears and Wolves of Tukayyid, 57hrs total to do so. *Warning possible spoilers ahead* - Played at Expert level. Considerations about the game.. the UE5 is garbage. I discovered hot water I know. My PC is a 7800x3D, 64Gb 600, RX 9070XT at 1440p 180Hz, but I also went through a 7900XT and a 5800x3D/32Gb 3600 at 2560x1080 144hz. I played on High, ultra is not enough to achieve any meaningful high FPS for any decent fluidity and even went with FSR4 on the 9070XT, playing native on the 7900xt. The traversal stutter is a thing; still there since UE4; 1% lows can be brutal especially in the Ghost Bear DLC. Whoever greenlit such an horrid stutterfest in that DLC should be fired, besides the few "space" missions, the rest on the ground is choppy as hell, with 1% and 0,1% lows even in the single digits, the AVG FPS on both system was well beyond 100. My bet is the terrain with basalt colums caused memory leaks or something like that. In short, don't the Ghost Bears DLC if it stays in this state. Bear (lol) in mind that I game on BF6 often maxing out my monitor's refresh rate (180hz), and have 0 issues in the likes of Space Marine 2 or other AAA I played recently. The base game and Wolves played far more decently. Luckily. But dips here and there were a thing even there, albeit more tolerable. Your friendly IA is.. useful as a forward meat to distract the enemy IA from shooting at you. You'll order them to focus fire a medium mech; you have mowed down heavies and assaults all by yourself and then turn at the team mates that are still there dealing with that pesky, single, limbless but not yet cored Griffin. All the IAs had their proper loadouts, proper weapon groups set, this isn't different from MW5:Mercs. You are the target of the enemy IA, that can erase you in your cockpit in a blink, but your expert pilots are crap. The whole campaigns suffer from huge balance issues that we can assume like so: -Base game (CSJ): endless waves, no darn ammo, you bring extra, you still have endless waves of stuff (and still no sufficient ammo) and when you are there, barely holding together, you have to drop down an union dropship with like 5 further enemy dropships. This always with NO DARN EXTRA AMMO found anywhere else. Repair bays are scarce or non existent. You are forced to laser vomit builds. You rarely manage to have the typical clan range advantage because you are always thrown in narrow CQB brawls where your cERLLs are useless and, guess what, you can't make DPS. The top is the end of the campaign; PGI in their wisdom decided to use the same level, you play it on one side or you go through it in the opposite way, depending on what you decided in the "pivotal" point that splits the main campaign in two different stories. If you play on one side, you get a turret hacking scan point that is useful played in the "campaign A". It's still there even if you play the "campaign B", just you get there where all the turrets are already long gone because you had to destroy them to reach the hacking terminal to turn them friendly. Not even the decency to remove it or place it in a more convenient location... -Ghost Bears: probably weary of the feedback of the CSJ campaign, PGI overdelivered in ammunition and repair bays. I mean, cool, I could finally employ ammunition based builds at least.. but the game ran like ♥♥♥♥, hitting stuff was a mess, whatever weapon you could use. -Wolves of Tukayyid: this is probably the more balanced approach, ok ammunition, okayish repair bays and overall, this could be the most wrapped up campaign. I'd say skip GB DLC and get straight to this tbh if you want more after the Clan Smoke Jaguar side of things. I was always short on money in this campaign tho.. Odd choices regards omnimechs and the mechbay in general: PGI in their infinite wisdom, doesn't allow you to edit the armor values on your mechs. I can't shift armor forward or add it or remove it. It's fixed. But hey! You can add an armor pod! 1 ton of armor pod that consumes a precious slot in already fixed and slot limited mechs! WONDERFUL! I mean I'm fine I can't change an omnimech engine or fixed slots/equipment, these are the omnimech rules. But at least the armor values? Really? Why?! Mechs such as the HBK IIC or Jenner IIC are completely useless because they have so little armor (yeah I know, HBKIICs were used as last coffins for Solahma.. but still); most Clan designs relied on mobility and range with relative little armor; the game escalates tonnages quickly so light mechs are a meteoric appearance at the beginning of the campaign. In the end the usable, good mechs are ("*" only if you own the DLCs): -ADR -Nova -Stormcrow -MDD -Timber Wolf -Night Gyr* -Warhawk -Kodiak* -Dire Wolf (when you get one just use this, otherwise the Kodiak or the WHK for the AI mates). The "meh" ones are -Shadow Cat -SHD IIC* -Hellbringer -Naga* You can pretty much can't do anything decent with the Linebacker, Gargoyle, Executioner, Summoner, EBJ; these have far big too engines or weird slots (mostly the EBJ) to actually make any use of them in the way the game puts you through. They lack the DPS and firepower, due to the small payload they can bring and the mobility isn't a plus here. The armor is insufficient, so pods or not, they are just mostly horrid to use. Just skip them. Don't and I mean, it, DON'T waste precious merits or points to unlock these! Ah the Bane.. a giant barn with severe convergence issues. The few Battlemechs, share the same fate with PGI's limited mechlab, as there are very few engine ratings available, that make obtaining correct builds harder. And again, you still can't edit armor values not even on battlemechs.. so this unexplicable oddity continues. The positive thing, which I guess took most of the effort from the developer, was to finally add cutscenes with 3D actors and the relative acting. And admittedly this game delivers on that. Briefings aren't just text or few lines of dialog as in MW5:Mercs, we finally get a full Clan side of the story of the IS invasion. This is nice and appreciated and probably is the most interesting part. Again, probably the Ghost Bear campaign is the one lacking under this POV, if it wasn't for the few space levels that are at least original. All in all I've played the game and I say that if you like Mechwarrior, you could give it a try. At least we get a Clan side of the story of the Invasion, with proper cutscenes, albeit unfortunately with very little fight cutscenes, that still can't rival MW:4 Vengeance opening scenes. We mostly get dialogs, the mech action is limited. To an extent I'm ok that someone is still making games with this license. But after having been an avid MW:Online gamer that didn't appreciate what PGI made of that game with convoluted overcomplications, I still wonder what would have happened if another, better developer could have picked up this branding/license. All in all if you are more of a mechlab geek like me, you'd probably should just pick up MW5: Mercs (or the good old BATTLETECH turn game especially with BTA3062 Mod) and play with the gazillions of Mods that are available there on both of these games and do the craziest builds. After all the scripted/generated stuff is repetitive in that game, but you get more Clan machinery in these games than what you get here. But you won't have ok-acted cutscenes and campaigns. I'd say grab the base game. Then unless they fix the Ghost Bears (which at this point they won't since the release of Wolves of Tukayyid), just gloss over it and go straight for the Clan Wolf DLC. It's also the only one with a properly laid out tactical map that makes you see also what happens to other units and how the frontline shiftes during the campaign. Reccommended? It's ok. But even this game could have been better if it wasn't in PGI hands..
6/10 tacos Story line Great but feel very restricted as in story line here is the arena fight story heres the arena fight choices dont exist in this mec game unforchanlly but MechWarrior 5: Mercenaries love it choises on jobs feel more free your in charge. i rather MechWarrior 5: Mercenaries all round salvage feels better get from mecs others stuff refund only becouse dont have that free feeling like MechWarrior 5: Mercenaries :) felt limited
Ein muss für alle Fans des Battletech-Universums! Die Story wird in sehr gutgemachten Cutscenes so packend erzählt, dass ich glatt noch einmal Lust bekommen habe alle meine Bücher zu lesen. Einziges Manko ist das Waffenbalancing, welches extrem Laserlastig ist. Ich wünschte, da würde man vorallem die Projektilwaffen pushen um sie konkurenzfähiger zu machen. Allerdings gestattet es der Schwierigkeitsgrad Normal nahezu jedes Layout erfolgeich ins Feld zu führen und mit seinen Eigenkreationen Spaß zu haben. Gespielt habe ich die Hauptkampagne und die Erweiterung Ghost Bears Legacy, die sich qualitativ nicht zu verstecken braucht. Ich freue mich jetzt noch auf Wolves of Tukayyid und gehe davon aus, dass die Qualität im Storytelling mich nicht enttäuschen wird.
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