
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.
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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.
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 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
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 1424 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
TL;DR No, even on sale its not a $30 game. The longer answer is that the gameplay concept is very very good, but at the moment it lacks.. normal game mechanics. In particular there is very little smooth curve so you smash your head against the wall dozens of times as a new player. Then you finally start getting going ... only to realize that there isn't really a campaign so much as continually escalating difficulty of enemies and upgrades. Its basically a roguelite.. All that said the actually fighting, upgrading, and choosing of equipment is already very good.. if they figure out how to tune it, curve the difficult so you can learn, and give you ... something MORE to do some sort of story... it will be a very good game. So right now its like.. a $15 game? With the potential to definitely meet its $40 game goals.
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Latest in each market: best RU #42, worst DE #98 · 6 markets collected
US · last 30 days
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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 |
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| 89% |
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| 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
you would probably be happier buying Battletech. It gets so repetitive so fast that if you don't get bored with the purchase... well, you're probably not a very intelligent person.
Сломать бы пару пальцев человеку который догадался сделать точность у артиллерии жуков выше чем у 120мм-ого миномёта. ♥♥♥♥ ПОЧЕМУ Я ДОЛЖЕН ТЕРЯТЬ МИНИМУМ ОДНОГО БОЙЦА В ТЯЖЁЛОЙ БРОНЕ ПРОСТО ПОТОМУ ЧТО У ЭТИХ Х*ЕСОСОВ РАЗБРОС В 2 КЛЕТКИ(И ТО ОНИ ПОПАДАЮТ КАЖДЫЙ 1-2 ВЫСТРЕЛ ), А У 1 ИЗ ДВУХ АРТ УСТАНОВОК(120мм миномёт) РАЗБРОС 1-3 Н*♥♥♥. И это я ещё не говорю то что эти уроды(Стрелок и Бомбардир) просто нах*й сносят одного бойца за выстрел 100 из 100 случаев. Не должна артиллерия точечно выстёгивать одного бойца в тяжёлой броне который засел с отрядом в полном укрытии! НЕДОЛЖНО ЭТО ТАК РАБОТАТЬ!!!!!!! Пожалуйста забалансите эту по*бень моя 5-ая точка уже не выдерживает терять по половине отряда каждый раз когда эта тварь сидит где-то за лесом или за городскими зданиями откуда его никак не достать, особенно в начале кампании. Сделайте больше разброс, уменьшите урон(чтоб броня хотя бы имела смысл), сделать вместо одного выстрела залп(2-4 снаряда), и добавить небольшой эффект подавления и оставить кислоту, добавить лёгкий "осколочный урон", добавить урон постройкам. Прошу услыште, ребалансните это дерьмо. Так же я не понял мува с выдачей Пагубе сканеров и отметок цели. Они буквально на клеток 10~ и из-за этого стелс пехота которая идёт вперёд в лёгкой броне разведывать местность попадает под рандомный скан от терминатора на гусеницах, и в итоге если у вас не будет дымов или прикрытия то вашему отряду либо п*зда, либо мысленно хороните пару ребят...(Моя претензия в том что скан слишком "дальнобойный". А так если не считать в некоторых местах бесячий баланс(дымы у повстанцев, ваншот арта жуков, сканы Полиморфов через пол картыты тд.), пару визуальных багов(баганые анимации(крайне редко), искрящаяся техника которая тебя слепит вспышками(возможно это так только у меня)), ограниченный менеджмент снаряжения(типо почему у меня есть солдаты, у меня есть броня , у меня есть 6 танков, НО,ИГРА,НЕ,ПОЗВОЛЯЕТ,ВЫСЛАТЬ,ДАЖЕ,1/4 всего того что у меня на складе просто потому что цифры перевешивают лимит, лимит чего?А х*й его знает. Опять же можно было бы добавить покупку доп снабжения.), малое количество планет для кампаний=мало локаций и их разнообразия(ранний доступ), система вознаграждения(как за задания, так и при выборе в ивенте), и на последок сами ивенты( перекидывание репутации (+5, -5)(мне больше понравился ивент где к нам на борт попадает какой-то тип с чемоданчиком в котором находится что-то "ВАУ", в итоге у меня выбор сдать его или пусть будет у нас, я выбираю оставить его, в итоге мне просто говорят что там реально Потрясающее нечто, ШЕДЕВР! Что я получил? Них%я)))) ),короче нужно допиливать эту систему.). Тут ещё должно быть обустройство корабля но, в последнем патче его сделали более практичным-полезным так что претензия снимается на половину. на половину потому что множество функций корабля остаются: либо малоэффективными, либо бесполезными(например "лаборатория препаратов"), либо у вас уже нет слотов чтоб поставить что-то ещё полезное помимо косого артобстрела который попадает куда угодно но не по врагам(тут мысль в том что оружейные модули хоть и стали лучше, но всё еще являются бессмысленным вложением по сравнению с теми же резведцентрами или же командами сбора которые с патчем стали обязательным приобретением, поскольку позволяют разобрать уничтоженную технику врага получать 1 деталь по 20-40 очков товарной стоимости за для бартера у торговца. И вот смысл оружейного модуля который максимум что может сделать так это подавить противника(и то не всегда)). Надеюсь моё нытьё увидит кто-то из разрабов, а для рядового игрока могу сказать что игра достойная, хоть контента пока и мало но если вы ценитель подобного жанра игр, настаиваю на ознакомлении с данной игрой. В раннем доступе примерно 8-12 часов геймплея(дальше сюжета нет), приемлемое количество снаряги для ваших болванчиков, отлично сделанные командиры отрядов(особенно реплики новых 10/10), Разнообразие фракций( хоть и местами духота), стабильность игры( за всё время было 3-4 вылета). Если думаете брать или не брать из-за раннего доступа, однозначно брать, всё таки лучший опыт- это личный опыт. Оно того явно стоит учитывая что разрабы пашут над игрой и очень даже успешно, есть косяки но они блекнут на фоне цельной картины. Для меня игра на данный момент 9/10, с нетерпением жду обновления сюжета, правки баланса, и добавления новых видов вооружения. Спасибо разработчикам за их работу! P.s: Отрицательный отзыв только для того чтоб разрабы обратили внимание на моё нытьё в самом начале. P.s.s: Дай бог здоровья тому кто это реально прочёл. Service is always an Act of Valor!
Like other people have stated before I really really enjoy the game but how the computer plays is "Cheap" almost akin to cheating. They are always out of line or out of sight or 1 tile away from getting hit by your weapons always forcing you to move into cover and come into their fire. This forces you to stack armor or range because there is no way to "outsmart" them really as they know exactly what their range and your range is and how to perfectly move in or out of your line of sight even on normal. On my third mission I had a enemy unit LITERALLY hugging my walker moving into it because the weapon couldn't shoot close range. THIRD mission. on NORMAL difficulty. How do ground units know how to avoid my orbital bombardments? Did they look up into space and step out of the way? Everything outside that I love. I love the campaign, i love the customizing, i love the weapons and environment. I just think the tactical part of the game needs to be revamped.
Game is well made enough, but I literally cannot get past even doing a single mission. I get eaten, grenaded, or flamed out of all cover. PLUS you have to use the same injured squad for an entire planet. Probably great for some, but I prefer my ♥♥♥♥ to NOT get stomped in the first hour.
Feedback and Improvement Requests from a big XCOM fan As a huge fan of XCOM 2, I think this is a fantastic game! I'm sending over some improvement requests and feedback. I might add more to this list as I keep playing. 1. Targeting UI Update: When hovering the cursor over an enemy and then switching weapons, the stats window doesn't update. It is a bit annoying to have to move the cursor away and refocus on the enemy just to see the updated stats. 2. Cursor Visibility on Snow Maps: On snow maps, the movement range cursor blends in with the background and is very hard to see. Please consider changing the cursor color depending on the map environment. 3. Weapon Cycle Key: Please implement a button to cycle through weapons (this will be essential for future controller support). 4. ESC Key Behavior in Combat: Pressing the ESC button during combat takes you straight back to the title screen. This UI design should be reconsidered. 5. Missing Shortcuts: There are no keyboard shortcuts for going prone, rotating vehicles, or running over enemies. 6. Grid Selection Bug: During combat, when I click to move or attack, the selected grid square sometimes shifts unexpectedly. I haven't been able to fully figure out what triggers this. 7. Active Unit Visibility: It's often hard to tell which unit I am currently controlling. Please add a clearer highlight or indicator for the currently selected unit. 8. Camera Focus on Unit Switch: When switching units using the TAB key, the camera focus doesn't center perfectly on the unit and feels a bit off (I recall XCOM having a similar issue). 9. Unclear "Suppression" Objective: The exact conditions for the "Suppression" mission objective are unclear. Please provide a more specific explanation in-game. 10. Accidental Firing: Sometimes I left-click intending to move, but end up shooting and wasting AP, which is very frustrating. When an attack/weapon is selected, please make it explicitly clear (e.g., by changing the cursor color to red) so players know they are about to attack, not move. 11. Enemy UI Visibility: The HP and suppression bars above enemies on the map do not stand out, making it easy to overlook surviving enemies. Please improve the bar colors, add highlights, or find some other solution. You might want to refer to the UI in games like Fire Emblem for inspiration. 12. Kill Confirmation: After an attack, it's sometimes hard to tell if the enemy is dead or alive. Please make enemy deaths more obvious. 13. Auto End Unit Turn: If a unit has no available actions left for their remaining AP after performing an action, please automatically end that unit's turn. 14. ESC Key in Prep Screen: This is a very minor detail, but pressing ESC on the mission preparation screen and being sent back to the title screen feels like an odd user experience. 15. Previous, next unit selection using TAB key is sometimes out of sequence compared to left unit icons. 16. Controller Support: Controller support is easily achievable using Steam input. I am currently enjoying the game without any issues using the following custom layout: - Left Stick: Mouse movement - Right Stick: Up/Down = Zoom In/Out, Left/Right = Camera Rotate - RT / A Button: Right-click - LT / B Button: ESC or Left-click - X Button: Crouch - Y Button: End Unit Turn - RB: Next Unit - LB: Previous Unit - D-Pad: Weapon selection (Weapons 1-4. A weapon cycle command would be great here) - Left Back Paddle + D-Pad: Weapons 5-8 - Left Back Paddle + RT: End Turn - Left Back Paddle + Left Stick: Map Movement (instead of directional keys) - Right Back Paddle + Left Stick: Mouse Dash
TL;DR Amazing tactics game with an early access model done right This is by far the best early access experience I've ever had with a game. Regular updates and communication on planned features with meaningful new features/reworks. The game it's self will feel somewhat familiar to tactics/xcom players but is uniquely it's own. It feels visceral the feedback of the visuals and audio are very well done. Fun to play not a slog, you are always working towards something or hoping to find some cool gear. Enemy variety is great and keeps expanding with updates! I'm also very impressed with the different way you can run squads: scout, spotter, Heavy infantry, Mechanised Infantry, ATV, Truck, Tank, Walker (mechs hell yeah). Unique characters leading a fully customisable squad is genius. They are voiced and very well characterised and you grow attached to certain well performing units, Rewa my beloved. You also up[grade your squad leads with unique skills and progression feels good, having to pick and choose where you spend your points meaningfully. The setting is really well done and feels lovingly crafted and immersive. (Future/sci-fi but grounded in contemporary realism, e.g. conventional arms like battle rifles and machine guns are staple but there are also lasers!) I love the OCI and ship upgrades which add another layer of progressing and gameplay fire support or buffs as well as the black market availability forcing you to change up your playstyle and adapt to what is available each run. The sheer amount of different gear is awesome: guns, armours, vehicles, misc equipment like camo or explosives, DRUGS! Honestly no notes I keep coming back to this one and am very much looking forward to full release as well an any future content updates.
TL;DR So I've played the game and the demo more than 300h, so its safe to say the game is engaging and lot of fun, but I am giving this a lukewarm thumbs up. Basically, I was expecting it to be as good as Overhype's last game BB was on EA, or at least to be assured the game was heading there, but there are just too many unbalanced and borderline broken features in the game to assume the problems will get fixed down along the line. At first the game was fun to play, but once you learn how to play the game, Menace doesn't really challenge the player at all, as the opposing factions don't have enough good quality units and capabilites and the enemy AI is weak. Once you gear up after the first few operations in the game, it pretty soon gives the player the means to mitigate all threats and risks almost entirely. Instead of grappling with risk&reward scenarios like in BB the game turns into a pretty much risk free slog after the early game where even the rewards are nonexistent. Comparing to a complete game is not maybe fair, but the problem with Menace in comparison to Battle brothers, is that it doesn't challenge me in a fun way like Battle Brothers. The AI in Menace is weak, doesn't make effective use of its capabilities(it even struggles to commit all its troops), doesn't know how to effectively counter stealth and range based player tactics, and in general doesn't have enough capabilities(cover, concealment, artillery support) in the first place. Since the launch, apparently in response to player feedback, they've also toned down some of the actually challenging missions in the game by gimping enemy reinforcements and supply. So far during the EA developers have mostly made changes that have rendered the game even easier on all difficulty levels, which raises the question if making the game challenging to those players who have bothered to learn how to play the game is even a thing to them. The patches with some AI improvements, like more aggressive enemy heavies, haven't in my experienc eliminated the AI's mission specific timidity, tendency to mill around aimlessly and failure to achieve force concentration during battles. Most of the minimal challenge comes early game and is centered around the supply system the player has to content with. And it's a profoundly unfun way to challenge the player. The supply economy system of the game initially saddles you with the inability to use all of the gear and units you've accumulated due to the supply point system. Which leads you down the path of finding the optimal build where you discard everything that isn't strictly necessary for every mission. Almost always this means armor, because it always tends to boil down to having maxed out the firepower and to a degree concealment, to get the best mission clearance levels. Given how the game is easy, it's possible to make use of heavily armored infantry as well, but settling for a less effective build just feels wrong. While I've fought all the factions in the game, I've never finished EA Menace campaign due to the game becoming a bit of slog when it enters mid-game. I believe the EA story is completed in about 20 operations, and the longest playthrough ended on about op 17 or 18 mainly due to boredom that wasn't alleviated much by encounters with the titular Menace faction. BB was often dubbed as risk management game, Menace on the other hand seems to be intent on providing the players some sort of risk free safe mode, even on higher difficulties. While in BB combat encounters were often risky affairs, where you could lose valuable employees, in Menace the risks can be pretty much annulled or at least heavily mitigated once you know the enemy capabilities and have the right gear and personnel to outmaneuver and outgun the AI. There are even some truly weird design choices that work towards removing risks in a gameplay, like the way the game informs the player if its unit has been spotted by an enemy unit, even if this enemy unit hasn't been detected in any way. I mean, it's pretty easy to advance safely in the game through smokescreens and cover, and by utilizing heavily armored spearhead units, if you choose to, but for some reason the developers added this magical sixth danger sense to all your units. Apparently the AI also shares the same awareness and some of the perceived timidity of the AI apparently boils down to them reacting on this information. The AI fails to use its gear to full potential. It's overall too timid and doesn't make effective use of special armaments like smoke(or doesn't use it at all) and artillery when attacking. For example when your objective is to defend a area and the AI seems to refrain from using artillery when it loses a visual on targets, even if it is unlikely or even unfeasible that the defenders have moved away. The bug faction seems to suffer from overall lack of sufficiently deadly AoE ranged units, while the player tends to have an abundance of cost effective deadly close to long range weapons. It also seems there are only few optimal builds you can utilize in the game. The central reason to this is the supply system that limits the amount of hardware, gear and personnel you can take on a mission. If you're trying to win the most lucrative missions with the highest possible rating, it's almost always better to maximize firepower and available supply. On the strategic side of things, this means you'll be better off investing in ship components minimizing supply costs, maximizing armaments and intel and disregarding everything else. Which combined with the way the AI opponents behave, the functionality of Squad Leader skills and mission types, all tend to railroad you towards using rather similar and repetitive equipment and SL builds in the game. I initially tried out a close combat specialist with a heavy armor, but unless you're challenging yourself with a infantry only playthrough, it's far more cost effective to maximize the value of a armed APC, by fielding mobile infantry that pretty much starts and ends all its turns inside the APC, and therefore needs no infantry armor. Other than the units that can specialize into mobile infantry, some SLs have talents that negate most or all need of heavier armor. This all greatly devalues some items like heavy armor, since it's almost always better to spend the supply on camouflage armor to minimize being noticed, and on superior firepower, which can come in the form of extra squaddies with rifles, artillery units, special weapons, accessories etc. Armor doesn't protect you that well from being suppressed or pinned when fired upon. Suppressed status applies malus lowering AP and accuracy to the unit and a unit pinned down by enemy fire forfeits their turn entirely. This further erodes the usefulness of armor, given it only protects your troops from dying, not from suppression that accumulates from being fired upon. Since spending all points on superior firepower and concealment is almost always the best way to go, on my aborted playthroughs this meant that about 80% of the time my squaddies were wearing nothing heavier than cloth armor and rigs for accessories. When I encountered the Menace faction, things changed a bit, since that faction has some counters on concealment tactics and has the capacity to deal massive damage to infantry on long range. So I started giving few of the on point squads (upper) mid-tier armor, but most of the time you can just eliminate the spotter enemies and fight from the safety of stealth. Most of the time current supply system just makes it way more cost effective to play most of the game with minimal armor, which is kind of boring.
If you're like me and was looking for an xcom-alternative, look elsewhere. can't customise units beyond their name, and the squad leaders (the ones you actually see) can't be changed at all poor tutorial that explains nothing, and the rest is a text wall. no information about how to play the game beyond how to move and shoot maps are empty and take wayyy too long, i cleared a whole level and had to manually walk back to the exfil despite having done all objectives poor voice acting and dialogue riddled throughout the whole thing staring cutscene was the one good thing for me. and I guess it ran well didnt see any stutters/crashes
Отличная тактика с достаточно реалистичным подходом к типам урона и брони юнитов. Первое время совершенно непривычно видеть, как бойцы стреляют сквозь двухэтажки, но потом отпускает. Лопать вражеские машины, танки, забивать орды элиенов - одно удовольствие. Осталось дождаться выхода всего запланированного контента и, хотелось бы, ещё одну-две враждебные фракции для разнообразия.
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