
Lead a strike force against an alien threat in this turn-based tactical RPG from the developers of Battle Brothers. Answer distress calls across different worlds, train and equip infantry, deploy tanks and mechs, and plan and execute missions in detailed turn-based battles.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 16.86/day in the week to Aug 21 → 30.29/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Command a strike force of marines, mercenaries, and criminals in a distant system, cut off from the Core Worlds. At the lawless frontier, the Wayback system is controlled by pirate warlords, questionable corporations, and fractured planetary governments who struggle for a new order. Though you initially lead your strike force of marines from aboard the strike cruiser TCRN Impetus, you'll quickly need to unite the disparate locals under your leadership to defeat an unknown threat. Fielding tanks, walkers, and infantry squads with a massive selection of equipment to choose from, you’ll train your troops, plan out operations, and engage in deadly tactical battles.
The developers of Battle Brothers take us to the far future in MENACE – a turn-based tactical RPG set in an isolated system where a strange new threat has begun to emerge.

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

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

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

With procedurally generated multi-mission operations and battle maps, alongside a big selection of characters and countless equipment options, every run of MENACE plays different from the last. Find yourself face to face with a seemingly insurmountable challenge that takes on multiple forms across playthroughs, and put your strategic and tactical prowess to the test in new ways each time.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1463 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I bought Menace when it first came out in Early Access and played a few missions before putting it on the shelf. After several months of pretty consistent updates I decided to dust it off and give it another shot. The devs are working on it pretty consistently and I feel like they've tweaked a lot and improved the gameplay a good bit in that time. You take command of a Space Marine Corps in a backwater solar system out on the fringe of civilized space. You don't have much to start out with and the game feels pretty hard in the beginning but after you complete a dozen missions and have a few successful operations under your belt things start falling into place. Your starting Corporals will be earning their place as veteran Sergeants and you'll begin collecting enough loot to barter for more squad leaders (SLs), vehicles, and weapons. Speaking of the SLs, there is enough depth in customization of loadouts and promotion traits that you can have a variety of builds with each character. It's a very robust system and I've found myself across different playthroughs changing up tried and true strategies for something different depending on the situation and being pleasantly surprised at the outcomes even if sometimes I chalk it up to a learning experience in case of subpar results so long as the job got done in the end. Each mission is limited by the amount of Supply Points you have available to complete the Operation you are undertaking. Min-maxing your squads loadouts is fun and rewarding so that you are making the most of your supply while still coming in under budget which feels surprisingly good and a great aspect of the in-game economy. It's scratched an itch in the Tactical Sci-Fi game space that I haven't felt in awhile. Remember Major, Service is ALWAYS an act of Valor!
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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
A worthy successor to "Battle brothers", not as much in form, but in spirit - for sure. I've squeezed a couple of walkthroughs of early access content already - and it's one of the best turn-based games I've played. - Iron man is brutal, just unpredictable enough to be fun, but not so much that it's frustrating - Unit\equipment\vehicle variety and modularity is insanely good already -Sound and visuals are really well-designed, and just have this "Feel good" thing, when you interact with something There's a couple of downsides imo: - The strategic layer (I.E. the campaign layer) sucks in my opinion, it doesn't give you much variety, it doesn't have a lot of interesting mechanics - Unit and ship progression are also subpar, some perks\ship equipment are clearly better than others (and by a lot) - This game needs more enemy faction variety. Overall - if you liked Battle brothers, XCOM and anything of similar nature - this game is just a no-brainer, you'll like it.
Very good.
The game is sick.
Utterly addicting. A fun Turn-based Strategy game with a heckin ton of flavor and character, easily gives that "Just one more mission" feeling to see what gear you find and how you do in the battle. Cannot recommend it enough.
Very much worth the price and even more. One of the most fun games ive ever played. Even better than xcom imo. Would recommend picking up asap
This game tickles a part of my brain that XCOM does and makes me happy
Menace is a truly great game. Every layer presents meaningful, satisfying choices. You will grow attached to your squad leaders as you kit them out and promote them. The selection of weapons and gear is huge and they all feel unique and useful. There is just so much content here, and it's all interesting and satisfying to use and experiment with. It's still in early access, but it hardly even feels like it. They just keep adding more and more cool stuff. Definitely worth a buy at this point. Money well spent. I'll be sinking tons of hours into this game. A+.
ZDECYDOWANIE POLECAM gra ma ogromny potencjal pod warunkiem ze nadal bedzie rozwijana w kierunku wolnosci dla gracza typu piaskownicy i ekspansji na inne uklady sloneczne , wlaczajac do tego jakas ekonomie i wiecej wyborow polityki. Przydal by sie jednak tez multiplayer wiem ze tworcy nie chca ale moim zdaniem to by byl strzal w dziesiatke dla takiego rodzaju gry
This is a very different game than XCOM. The core game mechanics are already very well implemented and with a fair amount of depth. Especially for an early access title. There are a lot of simple mechanics that interweave to make a complex but understandable game. Each squad leader has their own unique stats and perks. Each unit will be customized with specific armor, weapons, and accessories. Squads can get temporary modifiers that impact how they work in battle. Suppression, time of day, weather effects, and terrain all impact your gameplay during a battle. There is a lot to plan and think through, but the simplicity of the systems ensure it never feels overwhelming. Although some stats can be a little opaque and difficult to understand if you're starting out, such as the impact of character stats for different game interactions and how your stats grow, generally it is easy to understand how the game stats work at a glance. Each weapon gives a detailed accuracy chart that shows how accurate each weapon is at different ranges. Essentially the core gameplay mechanics are already robust and interesting enough for any fans to tactics games to enjoy. Although many of the details of those core mechanics can be difficult to decode or fully understand due to how little the game explains certain things. However, despite a very entertaining and good core gameplay, there is very little game to enjoy. The main campaign is not long, and that is understandable due to early access, but there's a bigger problem. There are many mission types, but there are functionally only two. First is to run across the map and kill everything in your way, and the second is to defend a point from oncoming enemies. Despite all the various objectives and side objectives, it starts to feel like you're doing the same two missions over and over again. There's another problem that makes this problem even worse, despite there being 3 factions (or 4 if you count the REDACTED) in the game, none of them feel different. All have mortars of some description, weak low armor units that try to rush you, medium armor well equipped units, and heavy armored hitters. Sure, pirates get trucks and rogue army gets walkers/tanks, but gameplay wise there simply isn't enough to make each mission feel different. They all act the same. They all have units the fulfill the exact same roles. The fact every mission type feels the same and every faction feels the same means everything feels the same. It feels like you're playing the exact same mission every time. And it is a strength of the gameplay that many people, including myself, are willing to play the game for so long when there is so little to do. We're willing to play the same mission over and over again because the core gameplay mechanics are great. But eventually you get tired of it. Before making the campaign longer, the devs need to work on making missions and factions feel more unique. Because if they don't, a longer campaign will make the game feel worse instead of better.
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