
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
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.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 13.6Kreviews | 91% | — | $19.4M |
| $29.99−25% | 163ratings | 88% | — | not modelled | |
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 1424 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
平衡性很差 掩体效果太强 但是我方基本用不到 全是清剿和防守的任务 然后防守据点外面一圈掩体 给敌人修的吗?然后因为你是防守方 你还不能拆 打个毛。 装备效果差 扔手雷的效果和放个闷屁一样 投掷距离近的和贴脸没区别 那我还花资源带手雷干嘛?UI设计也是一坨 命中率低 但是为什么低 你猜?我就是不写出来 白色的地图 移动范围也是白色 还不能改颜色??? 一个战略游戏 没有小地图没有全局地图 到处都是随机出的建筑 哪哪长的都一样 全靠鬼脑记小队位置在哪 。 回合制 但是没有速度概念 严苛意义上的你动一下我动一下 协同推进就必须有人吃伤 。敌人有全图视野 你落地之后地图全黑 敌人在哪?你猜?
I've been playing the heck out of this game, since how addictive it could be (even in EA). Sadly, I have to give it 👎 although to say that is highly likely to change (provided Battle Vrothers devs will add and fix so many issues). So why such EA amazing game is getting thumbs down? (I understand that I should be more lenient to it, but even in EA I believe BB decided could of done so much more for this EA release). Just on this one, I will start with the Bad and Ugly 1. Buildings in the game for 90% are prop place holders. I was expecting X COM or at least RTS level ability to occupy and hide in so many different buildings. Those giant warehouses? Colony dwellings? Those seem like good places to hole in,.especially on their roofs and windows to set up ambushes akin to Sudden Strike or X COM2 (on Sudden Strike if you press hold fire and hide your units, they will not be detected by the enemy, unless they would attempt to occupy building themselves or have specialized scout units search them from the outside such as Cavalry Scouts on the jeeps or officers with binos, searching for lookouts). 2. Terrain elevation is meaningless. This is Dawn of War I Cardinal Sin level, for the game made in 2026. Enemies on the other side of the miniscule hill, not profiling against the sky? Not a problem! Our puny plea shooters will just shoot through the ground at the as if doesn't exist! Giant 2 story houses (about 3 of them) in front of those pirates? Not a problem! Our rifles will shoot through those metal houses as well as if they're made out of air! 3. No real Friendly Fire, making fire team maneuvers less meaningful and more of stacking them on the top of each other like sardines (while Zerging with rifle teams). Any friendly units in front of the firing unit (between them and the enemy) should have chance of being hit by the stray rounds (this is why the standard in the open for the fire teams in the modern warfare for infantry is Wedge formation, so the wings can come around the point man, who is the likeliest to be shot (at)). The only Friendly Fire in this game happens at the receiving point end, when anything in that straight line from the shooter, to the Enemy (target) should have the chance of being hit, unless they go prone or in cover. 4. O.C.S needs more slots LIKE YESTERDAY! The whole issue comes down to how imbalanced and useful some of the upgrades are. For example auto logistics at the quarters (that reduce the cost of infantry deployment) is 100% go to, to almost every single players and I am confident to say, that the vast majority of players would turn half of their FRIGGIN SPACESHIP into the giant warehouses for automated supply worker, since the whole premise of the game is to get as many units onto the Battlefield, which gives more chances to success. Why would.I want some stupid gym or useless casino built, when I need more boots on the ground? This bad design creates about 80% of upgrades just being Mothballed and forgotten (such as amasing ATGM and Laser Turrets). I would suggest -rather than make O.C.S. stack, massively buff the upgrades individually and allow to build only one of each at every slot. Here is example how it is so bad: You wonder how stupid it is? I comically replaced of my battleship cannons with Local Regulars Dropships, since I would rather have an army of NPC infantrymen on the ground, than useless Space Cannons that look like they could level down cities from space, but are so slow and so inaccurate (they are manned by the crosseyed ballheads from Spaceballs), that even their turn reduction upgrades don't make them useful. The icing on the cake, a lot of missions require to avoid the destruction, making them silent.
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Every market we collect.
Latest in each market: best RU #42, worst DE #98 · 6 markets collected
US · last 30 days
Genres
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
| $29.99−25% |
| — |
| 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 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
>Launch game >Cool cinematic intro >New game >Immediately have to deal with a woman and a black man telling me what to do >Half of the soldiers are women >UI is a mess Yeah nah i'm good, i deal with enough of this junk irl. its a shame, it looked cool but i cant stand anymore women or minorities.
臨時ニュースです。 戦犯の声明文公開 みさまる「ターン制なら何でもよかった」 どうやら、片手間にするものだったようです。 動機は不明ですが「うてーうてー」と意味不明な発言を繰り返している模様です
The game is really quite hard. Imo harder than X-COM or Xenonaunts at the "normal" difficulty. Enemies have a remarkable taste for wounded squads and engage pretty exclusively squads at the lowest health regardless of what's the most present threat to them. The fog of war will make many engagements a matter of praying for rng to give you cover that you can actually use or else rely on you armor to clear out all the enemies since your infantry cannot advance over the dead ground without joining it. Much too hard for me to have a great time personally, but I'm sure it's for some people.
XCOMみたいな傭兵シミュレーター。 虫とか宇宙海賊とか軍隊に困ってる国のお偉いさんたちを助けてご機嫌を取りながら部隊を強くしていく。 歩兵ユニットと車両ユニットがあり、車両ユニットは強力な武装が使えるのだが視界が狭く不意打ちのロケランで大ダメージを受けやすい。 初期メンバーで選べる黒人のおねーさんは視界を増やしたり、敵から見つかりにくくなれたりするので索敵役として頼りになる。
While the lore and strategic layers of this tactical TBT is really interesting, the tactical layer was apparently designed 30 years ago for the Commodore 64. Your troops can move and shoot and absolutely nothing else. There is no way to coordinate actions meaningfully, no overwatch action, and no way to carry over leftover action points to another turn. Enemy units double-moving from outside your vision and attacking yours is a common occurrence. Perhaps more features or fixes to the tactical layer will be implemented before release, but this game is not ready for prime time as of June '26. Unfortunately, it is worth noting is how hard the player base is fighting to NOT have new features added to the game, so it is unlikely that the shortcomings will be improved. 2/5 stars for interesting concept.
Огонь!!! Падающие гильзы при стрельбе, взрывы минометов и рпг, красочное видео взрывов машин и разлетающиеся обломки, сопровождение миссии переговорами между отрядами... и отдельное спасибо за озвучку командира отряда Ежика "...Еб твою мать это киборги......" ваааащее))))
Soft recommend, with the following in mind. Impressions are good from a turn-based strategy game. Lots of customization, great aesthetic, surprisingly fun writing and characterization (though some characters can be grating), and generally above average levels. However, while this game bills itself as "hard", it is not. The difficulty comes from the following. Enemies consistently knowing your weapon range and staying out of it, despite this being out character for disorganized pirates. Enemies somehow knowing they're in a bombardment zone, the timing of bombardment, and the range, and where to move to avoid it. Enemies being able to target you from BVR (beyond visual range) consistently Your forces not being able to fire at 90 degree angles down a building (like, wtf? they can't just look around the corner?) Enemies consistently targeting the objective units to cause you to fail rescue objectives (especially obvious when your guys are literally right next to them) You get the picture. It is not hard, it is artificial difficulty at it's most blatant. The designers obviously want you to take losses and make it feel like your fighting for your life, but ultimately, the game feels like an antagonistic DM who gets off on spiting you. So, if you're okay with that, go ahead. otherwise, steer clear.
very good and fun but I didnt realize it was early access lmao Kinda sorta beat it in 2 days
Active players
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