
Lead a strike force against an alien threat in this turn-based tactical RPG from the developers of Battle Brothers. Answer distress calls across different worlds, train and equip infantry, deploy tanks and mechs, and plan and execute missions in detailed turn-based battles.
Modeled estimate, not a reported figure. How we estimate →
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): 16.86/day in the week to Aug 21 → 30.29/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
Command a strike force of marines, mercenaries, and criminals in a distant system, cut off from the Core Worlds. At the lawless frontier, the Wayback system is controlled by pirate warlords, questionable corporations, and fractured planetary governments who struggle for a new order. Though you initially lead your strike force of marines from aboard the strike cruiser TCRN Impetus, you'll quickly need to unite the disparate locals under your leadership to defeat an unknown threat. Fielding tanks, walkers, and infantry squads with a massive selection of equipment to choose from, you’ll train your troops, plan out operations, and engage in deadly tactical battles.
The developers of Battle Brothers take us to the far future in MENACE – a turn-based tactical RPG set in an isolated system where a strange new threat has begun to emerge.

Your Republic Marine Corps strike force has made its way over to bring the frontier back into the fold, but what was supposed to be a simple pacification mission revealed a threat that puts the entire system at risk…
Your approach is entirely yours to determine – as distress calls roll in, calling you from planet to planet, you can decide which to respond to, what resources to employ, and when to engage based on your readiness levels. Your choices will determine how the local factions feel about your presence, with a direct impact on your relations with them and what favors they may be willing to do for you. Will you prioritize relations with criminal elements that specialize in gathering intel, hacking enemy equipment, and securing the best deals from local dealers? Or will you ignore them and focus on the recovery and repair teams that keep your vehicles operational while supplying you with powerful advanced tech?
With all communications cut off, you're at the top of the chain of command, and your team of marines, mercenaries, and criminals turn to you for answers. Any single operation is not limited to one battlefield, instead taking you on branching paths of multiple missions each, asking you to engage in a series of battles across entire worlds. Make strategic decisions as you progress through an operation, choosing between the missions available to you – will you first take out the enemy air defenses that keep you from landing tanks? Or will you press directly into the enemy to rescue a group of hostages and gain the trust of the locals? Proceed mission by mission to complete the operation, and ultimately, further your grand campaign, but beware – every decision has serious consequences, not just for the operation at hand, but the entire system itself.
The strike cruiser TCRN Impetus acts as your base of operations, not only ferrying you between missions, but providing both orbital support and a place for much needed R&R. Invest in upgrading and customizing your mobile HQ to best synergize with your approach on the battlefield, seeking out opportunities among local allies to gain the upper hand for the task ahead of you.
Without access to your standard issue naval arsenal, you'll have to rely on local black market dealers and the spoils of war to equip your squads. From the jury-rigged war machines of the pirate factions to the refined, high-end arms of the local mercenaries, each engagement isn't just an opportunity to bring the fractured system under control, but to acquire new equipment to help accomplish your mission.

The threat of death is real as you find yourself pit against numerically, and at times technologically, superior enemy forces. Large engagements across diverse battlefields are subject to the effects of weather conditions across a multitude of biomes, and human foes are the least of your concern. In the recesses of the system, something alien has taken hold, and its methods are unpredictable and unrelenting.
Battles in MENACE are deadly affairs – under the hail of bullets, plasma bolts, and missile fire, you will face off against enemies that are well prepared, and ruthless. Expect to permanently lose squad leaders and their squads, and prepare to adapt to constantly evolving situations on the battlefield. Pacifying an entire system doesn’t come without a few risks, and superior tactical prowess will determine the victor.
Use flanking maneuvers to make your way around cover, or use heavy ordnance to flush enemies out from their firing positions. Rush from cover to cover as you plot pincer attacks, opening fire to suppress enemy squads and pin them in place while working to destroy cover they might run to. A tactical approach is essential to coming out on top but remember to stay on your toes – though you can plan around intel gathered for mission briefings, plans never survive first contact with the enemy.
Keep an eye on your weapons' efficient ranges, their damage over distance, and whether they're best used against heavily or lightly armored enemies. Even beyond accurate ranges, every round fired causes some degree of suppression to the squad it lands next to – whether they were the intended target or not, and whether friend or foe. With heavy fire more likely to pin an enemy down than small arms, you’ll be able to adapt based on the tools at your disposal, but make sure to adjust your approach as needed. Study the enemy to assess if you should be sniping from a distance or aggressively closing the gap under the cover of suppressing fire.
Arrive on the battlefield with a variety of vehicles - from troop carriers to MLRS to jury-rigged pickup trucks and more, each with their own strengths and weaknesses, and a variety of weapons systems to choose from. The firepower of a lumbering tank is immense, but the nimble walker is able to respond to fast-moving threats in an instant, rotating freely and quickly. Designated pilots are able to bring these vehicles to the battlefield, albeit at a high cost. Will you opt to bring in self-propelled artillery you’ve commandeered from the mercenaries at the cost of better equipment for your infantry? You might lose an entire squad, but the extra firepower might just be what secures your victory.
Use limited supplies to kit your squads out before each mission and ensure you're equipped for the task ahead. Infantry squads can swap their armor to strike a balance between protection and utility with additional accessory slots, where accessories range from drones to grenades to target designators. Each squad can be equipped from a wide selection of weapons with different advantages and disadvantages, as well as particularly powerful specialist weapons – everything from flamethrowers to sniper rifles to EMP cannons.

Pike is the model marine – loyal to the Republic, and a professional soldier, unwavering in the face of adversity. Rewa suffers from the trauma of past scars, a violent rage constantly boiling beneath the surface. Lim owes Pike for saving his home colony, and distrusts non-Marines – but he'll have to learn to meet them in the middle as the going gets rough. Every squad leader in MENACE has a history and personality, and as their commander, it's up to you to navigate the trouble that can bring.
From the marines you flew in with to the locals you need to recruit, each squad leader carries their own expectations and aspirations. Their accomplishments and failures on the battlefield will influence their leadership – a mission with multiple confirmed kills might help bolster morale for the following engagements, but a squad leader that sees their entire team eliminated might perform worse for some time as they regain composure. Will you take on the liability of an underperforming squad just because you need the numbers, or will you put them on leave until they recover, potentially jeopardizing the current operation entirely?
Squad leaders earn promotions and improve over time, giving you the option to customize them to your liking and improve their squad’s performance. Keep your squad leaders alive and choose perks from varied promotion trees, acquiring additional active and passive abilities to use against the enemy.
Each playthrough features a selection of characters from a massive pool – learn how individual backstories are tied together and prepare to navigate the unique combinations of each run. Stories unfold in unexpected ways as your squad leaders push from engagement to engagement. Watch them crumble under pressure from a cataclysmic threat, and do your best to train them for the fight against the MENACE.

With procedurally generated multi-mission operations and battle maps, alongside a big selection of characters and countless equipment options, every run of MENACE plays different from the last. Find yourself face to face with a seemingly insurmountable challenge that takes on multiple forms across playthroughs, and put your strategic and tactical prowess to the test in new ways each time.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
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 1469 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tactical Strategy games are a dime a dozen and Menace really separates itself from the pack by making a punishing no nonsense game of that stands above its peers for its originality. I would love to see this game grow and improve and while there are some cons to the game they are easily overlooked for the pros and extremely solid foundation this game is built upon. Pros: 1. The Suppression System: I have never seen a game that rewards you for engaging with your enemies outright. Even if you can't kill them the mere act of you hosing units down with bullets can lock them down allowing you breathing room or to swoop in and flank to route them. This system is great, simple and innovative other games like XCOM have things like this but they do not go nearly as far as Menace to making it a central mechanic. 2. Morale System: Nothing super new here but in addition with the suppression system destroying an enemies morale is just as important as suppressing them. It makes battles much more manageable when very few units are willing to suicide charge you. 3. Upgrade Flexibility: Squad leaders do not have to earn kills in combat in order to rank up you can upgrade them based on a pool of points you get from the end of each mission. This is excellent as you don't have to set up an elaborate kill steal system to level one squad leader in order to keep them useful. You can upgrade them at anytime provided you have the promotion points. This allows for a very flexible playstyle and allows you to experiment much more freely. Cons: 1: Little to no base Management: This is a bit of a weird complaint but managing the Impetus is boring and you will spend so little time doing it that thus far there is only about 2 to 3 OCI systems that are worth using. On top of that you will REALLY struggle to upgrade more than 1 OCI system after each operation. Certain systems have a higher tier but you get no discount for upgrading from a lower tier system. Meaning its normally worthless to install a lower tier OCI System if you are angling for the higher tier version. This puts up a lot of restriction on building out the Impetus and as such you have to be VERY min/max with how you build it out as to not be wasteful or stuck with OCI systems that are useless for your next Operation. The resource management and base building aspect needs an overhaul. 2. Repetitiveness: Again I understand the game is early access but by the time you get to the midgame the formula does not change much, I actually never once timed out on an operation on Challenging. I always managed to complete them with 1 to 2 blocks of time left. There should be one off missions between operations that break the monotony of being constantly locked in Operations that can normally span between 3 and 5 consistent missions. Something like responding to a raid, a policing mission, hostage rescue. Simple one off optional missions that you can partake in at the cost of sacrificing some time to get to bigger operations. The trade off being you get more supplies, trust and other items. 3. Weapon Balance: Certain Squad weapons need SERIOUS buffs there are many weapons you will outright not use unless you are building a very specific use case. I rarely deviate from using the Kbar "Crowbar" Since almost no weapon can beat its versatility, range and damage. Other weapons need damage and suppression buffs because they are outright not useful. This is made worse that you can get the Kbar about as soon as the first operation at least normally by the end so there is no real reason to experiment outside of that. Many short-range weapons outside of the shotgun are quite useless so there is about no reason to get up close and personal with enemies. I think the devs should really take some time and make more weapons viable. DO NOT NERF THE KBAR that would just make the game worse.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish +1 more
| $39.99 |
| — |
| 89% |
| — |
| 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 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
can't wait for the finished game, i'm already having a blast with this.
очень зашло, всем любителям пошаговых стратегий рекомендую
Very fun, loads of customization with squad and vehicle armaments.
ECANEM
Now THIS is what a goated Early Access title should be! You will absolutely not regret picking this up if you are a fan of turn based strategy games, tactics, and a healthy splash of mil sim/sci fi. It's a tough game but not bullsh*t it just demands your respect, the devs are cooking good here show em some love.
This game is really polished for an early access game and it already feels mostly feature complete. If you are kinda on the fence about purchasing this in early access, or just generally don't buy into early access games, I recommend wishlisting/following the game and giving it a chance once 1.0 drops. The game even in its unfinished state has a lot of gear and tools to help tailor your playthrough to your own liking. I feel like this will really help with replayability once the game launches, as you can build your roster out to support different doctrines. Like mechanised infantry? All in on infantry? All in on just tanks? Mechs?. And there's a lot of tweaking and adjustments for loadouts, that can be done to finetune your approach to missions as well. There are some small balance issues or mechanics that I didn't really get or understand the intended purpose from the devs. For example, scout drones seemed rather vulnerable and you have to sort of peek and retreat with them or they'll get instantly shot down. Or a vehicle crew, when inflicted with panic just driving around in a burning vehicle until it explodes. In the case of vehicles, you'd think that the first thing you do, when the vehicle catches fire is either bail out or trigger the fire extinguishers. I think it would work better to have panicked vehicle crews bail out and then you have to worry about the squishies getting shot, before they collect themselves and remount/retreat.
От разрабов Battle Brothers. Что-то свеженькое в жанре TBS.
Shut up and give them your money !!!
Мне игра понравилась. Наконец то пошаговая тактика где на поле можно вывести БОЛЬШЕ ЧЕТЫРЕХ! отрядов. (серьезно, эта цифра четыре, ничем не обоснованная, ужасно бесила) А с введением шкал лимита своего и врагов, можно вообще драться армия на армию. Конечно пока что всего маловато, нужно добавить разнообразия в миссии, карты, оружие, открыть еще несколько планет... Надеюсь над этим сейчас и трудятся, потому что база хорошая.
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