
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.
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.
No United States chart position — it charts only in the markets below.
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 1458 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
10/10 game
Gameplay feels fluid and solid. There's a couple things to get used to, like not being able to shoot around hard corners and moving through thick trees, but it smooths out with time and understanding. I also didn't play the tutorial so there's a chance it's covered there and I didn't see it. Other than that, mechanics feel solid and enjoyable. Guns sound and feel meaty and cool. Progression is a little fast for me but its early access so I'm expecting that to change with additional updates and content drop. Overall style of the game feels gritty in most aspects but the splashes of SL personality feels flavorful. Enemies feel varied enough to be consistently satisfying and challenging to fight. IMO building the squad to fit the mission profile is the most satisfying part of the game. Playing with the supply is also fun and a neat spin on build crafting and specialization. Difficulty customization is always appreciated and lets you tailor the run to how you want. There's usually some form of upgrade gained between missions(new gear, promotion points, OCIs, ect.) so it feels like you're consistently getting stronger, not always by leaps and bounds but always growing. Overall I am loving the game and can't get enough of it. Im super hyped to get my hands on new weapons, armor, SLs, gear, and OCIs! I will be watching this one's career with great interest. Dev Feedback: (Ofc these are just my uncultured opinions) Mortars feel under tuned against most targets - Maybe increase the suppression, HP dmg or armor dmg(alternatively offering more types of shells, like smoke, gas, fire, AP, or HE would be cool) Bombardier bugs feels very punishing early game - prolly a skill issue but I dislike how much dmg and kills they can rack up if they get a good position/wacky sightline. (Feels easier to handle once you have intel up and you can see where they spawn + have more tools at your disposal) - maybe reduce damage a bit but add a heavy increase to armor dmg and/or an AP penalty Not being able to shoot around tall buildings/hard corners feels bad - add an ability to take a corner shot but heavily reduce the number of shots taken or accuracy of the shots. OCI slots feel very limited - I think the number of armament slots are good at 4, but would like to see more slots for the bridge and hull. With new factions coming eventually and hopefully more OCIs, it seems like a fun way to enable further customization and playstyles. Perhaps have the ship start damaged and you can repair it, with OCI creds to unlock additional slots. To help balance maybe add diminishing returns for stacking the same OCI more than 2x? Tooltips feel lacking - Just update to have ALL effects so i don't need to keep tabbing out to the wiki to see if there something I'm missing that isn't mentioned. Alien loot drops don't feel as good as pirate and RA drops - I feel excited to fight pirates and RA cuz it feels like im getting new toys to play with after the missions or cash in at the black market to gamba. While aliens do have drops that can be cashed in at the black market, it just doesn't excite me and it feels like the value for bug parts isn't equivalent to some of the drops you get fighting the other factions when trading in at the black market. [REDACTED] drops feel slightly less bad cuz of crafting and a higher resell value but not as much as RA or pirates imo. Adding gear thats crafted from alien parts would also be an very acceptable fix for me. Boarding commandos - maybe its just my RNG but i feel like boarding commandos only ever throw stun grenades after they jump into my lines so they don't really feel like threats. Make them shoot more after a jump Smoke grenades feel oppressive with the complete obstruction. - In a game that all about calculated risk, it feels a little over tuned that a smoke grenade is essentially a get out of jail free card. Is ur unit in a bad spot? Drop smoke. Is that MG bunker team being a challenge in a breakthrough mission? Pop smoke. While i do think it adds a nice tactical change of pace, i think it should only provide a accuracy debuff/defense buff, instead of prevent shots and line of sight(so i can run up on the mf'ing [REDACTED] carriers wth my AP stonewall, speaking of...) Stonewall shotgun wth AP - This thing feels like exterminatus in a slug. Big E could take on every ctan, necron, eldar, ork, and tyranid at once if he had this weapon. needs to be brought in line wth the other weapons and it does too much for only a small trade-off of range(See mobile infantry) Ammo Types - After using all 3, i think AP rounds will forever take the cake. Sure REND and Hollow points can be nice but AP seems to be the best at removing the worry of armor from the game. (Yes im aware that REND can combo nicely wth special weapons to help reduce the armor for them but why would I do that when I can just kill them with AP and free up the special weapons team to shoot something else?) Operations feel good but would love to see some longer ops - Increase the number of missions and add some new rewards/buffs to make each op feel a bit more like a rogue-lite run. Waved based mission - Pick a number of waves(5,10,15,ect.) and hold out like you do in defense missions. You cannot extract before the selected wave or stay longer. If you pick a higher wave number = better/more rewards. Loot progression - After finally getting my first Low Profile Protective suit(my beloved) @ ~50 hrs in, I feel like having a system that lets you target single pieces of gear would be nice(Not in the sense of oh I can just do this bounty and get whatever armor I want but I have a higher chance of getting what Im looking for via excluding common item rewards). Maybe some form of bounty system where you need to complete X ops, get X kills from concealment, destroy X large units, ect but make it a longer term goal with like 30 ops and it lets you pick a piece of high end gear(similiar to selecting gear after completing an op but wth on rare items, more options, and you can pick the item when you start the bounty and get it on completion - would be cool to incorporate Wetteroth's lodge into this) SL Specialist perks - Stolen from someone on reddit, but add a "mastery" perk slot that has a unlock requirements to it. Ex) Kill 200 large bug enemies from concealment while at least 10 tiles away wth Darby to unlock 1 of 3 perks(NON-REFUNDABLE): Perk 1 - While deployed and concealed, Darby gains +1 weapon range per turn to a max of 3(moving or breaking concealment resets the buff), Perk 2 - Suppressing a target with Darby automatically marks them, Perk 3 - Once per operation, Darby gains +10 concealment for 2 turns and is immune to enemy scans. I thought this would be a cool way to "dedicate" a character to a certain arch type(stealth, support, and sniper in this example)
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| $7.1M | 5.8K | 81% | $39.99 | |
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Same day: best RU #42, worst DE #98 · 5 markets collected
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
| $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
Enjoying this one
好玩! 但是,目前只是抢先体验版,内容确实不足,刚上头就嘎然而止了;地图还比较少,打几次就开始重复;飞船建设虽然改版了但还是比较简单;黑市里的稀有道具太坑了,完全不稀有!买的就是冤大头! 期待更多内容!
Based
might be one of the best turn based tactics games as it sits right now, i cant imagine what the full release will look like. The progression is great as well, and each new gun and or skill feels impactful.
Pretty good. Some things like the UI and balancing seems kinda cancerous but I'm sure that will change after full release. I don't know how much content is available in early access but what is available is better than anything XCOM had to offer. The vehicle units are a nice touch and you get that combined arms warfare feeling. The lore is basically TEMU Starsector / Expanse with some 40K sprinkled in, nothing really mind-blowing.
:)
Great game on so many levels, but also want to give a big thanks and great job to the devs for the support on the EA. great team, great ideas, great game.
its fun and good for the soul
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