
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.
Most likely between $11.7M and $33.1M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
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Reviews
Themes across 1474 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
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.
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
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
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.
XCOM on a bigger scale with squaddies who have unique perks, combined with a unique logistics system, squad-size option, unique suppression mechanics, and mission-to-mission modifiers is a short way of putting it, but it sells it very, very short. This game has eaten my life. I am a closeted save-scummer. I hate myself, but I abused it during X-COM. Losing a squaddie was too much for me. This game pats you on the shoulder, tells you it understands, but also tells you that while it will compromise: you have to grow up. Even off Iron Man, there is no mid-mission save. You save between missions. If you're a reformed save-scummer like me, you have to weigh the time put into the mission vs the willingness to accept the losses. I say that the game compromises, because there are degrees of "I screwed up badly." Your squad may just get mauled, and your Squad Leader limp out of the mission. This is absolutely a bad thing, but a recoverable bad thing. Even if your leader goes down, nearby units can medevac them. These are things that are frustrating and will make you think bad things about yourself and your abilities, but it is a realistic penalty that is easier to take than starting a mission over from scratch. I also love how the units underlying stats grow with their activities. You can mold the role of a unit by consistently having it play a particular order. Synergized with specific perks, abilities, and equipment, and you can really do some fun things. This is early access, and there's some polish that needs to come still.. but this is such a fun game. I can't recommend this strongly enough.
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.