
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 1469 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Do you like vehicular homicide? Intricately planning a perfect night raid on crack-addled scrap metal enthusiasts? Devs that actually listen to feedback and improve their game? A metric f*** ton of unit customization? If you answered yes to any of these questions, seek help, and for sure pick up MENACE. Regardless of how the game changes and gets fleshed out in the future, MENACE has a solid core gameplay loop which is unlikely to change too much. It's been described by others as Find, Fix, Flank, Finish. The game relies heavily on a suppressive fire system which you'll generally build your squads and vehicles around, while alien and [REDACTED] factions can change up the core gameplan. Overall, this system works very well and allows enough variation and viable build options to feel fresh and exciting. On a campaign scale, MENACE has enough customization options and content, even in early access, to let each playthrough feel unique through which squads you pick, how you kit them out and level them up, and which campaign factions you focus on aligning with. Be aware that at the time of this review, the campaign's story is a bit lackluster, which is almost assuredly going to be fixed at a later date. This isn't to say the game doesn't have lore and worldbuilding, because it certainly has plenty of that, but don't expect a full 10 hour campaign with cutscenes and character arcs (yet). The only piece of feedback I'd give the devs, and this isn't a reason to not get MENACE, is that the difficulty curve throughout a playthrough feels a little bit rough. Especially in higher difficulties, the very early game just doesn't feel fun because player units have next to no damage output, and in the eyes of many players, facing specific enemies (pirates) is seen as mandatory for a first operation. Overall, this isn't a deal breaker, but difficulty that doesn't revolve around RNG and ammo consumption would be really nice in the early game. For anyone looking to get MENACE in early access, you can mitigate this by really trying to focus on the pin and flank system that seems to be intended, or more easily, with the quintillion difficulty modifiers the devs gave us. TLDR; Great game, fun core gameplay, tons of replayability and customization.
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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% |
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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 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A really great game, highly polished with solid core mechanics for an EA title. Visually very impressive on my weary ancient PC. Performance is solid too, frankly another banger from the Hooded Horse publisher; Overhype have made a fantastic turn-based strategy game here. I especially like the ability to play a mechanised infantry unit with customisable IFVs and thanks to a recent update a full blown MBT. Sounds are broadly satisfying too, giving the various weapons some "weight". The enemy factions feel reasonably distinct in their weapons, vics, etc. Only gripe with the game is the OCI/space ship HQ which you can upgrade with different components is a little lacklustre (although there was a recent update to this I haven't had a chance to play with yet). In particular the orbital weapons/off map rocket attacks you can call in just feel useless. They take multiple turns to arrive, at which point you can guarantee the enemy has moved out of that tile. My only use-case for them is to attack static OBJs before moving in with the main force. I guess that's kinda the point but in that case there's a clear hierarchy for which weapons will destroy a target and which will bounce right off, achieving nothing. Overall a great title even in EA, but with the price tag I have reasonably high expectations for the full development of the game.
Great voice acting, Superb Combat Sfx (gives you the feeling that yıou are actually on the field ) Its a fresh add on to the turn based tactics genre. I felt like I'm in one of the Tom Clancy's novels while playing combat missions. I also felt quite similarity with the Battletech series, you have a base ship orbitting up above, you not only modify your soldiers' gear and loadouts, but also upgrade the base ship features. Just like in Battletech, There is a limit that your dropship can carry (the game indicates this by supplies/supply limit) You can add a vehicle to your ground team (just like X-com, Xenonaut series) which increases tactical advantage immensely. You also have to deal with the morale of your teams. For instance, a leader whose team mates are all dead but he survived, becomes broken. (he needs time to recover) A lot of gear, you can capture from the field or you can barter from the black market. Again this gives some impression of battletech universe where you jump from planet to planet searching for rare goodies in black markets in every planet. Menace does not have this (vast selection of planets to jump from and to) functionality yet but I don't know about the future. Surely player is allowed to set difficulty parameters at the game start is a blessing. Devs know very well that there is a thin line between challenging and grind. It is good that players allowed to set the difficulty for themselves. The Game is not easy. In other words, its just not your grandmother's tactical combat game. Human opponents move to get tactical advantage, use flame throwers, grenades and you can find your teams wiped out in a single turn. Alien opponents are more straight forward and somewhat easier to handle. One should consider going with aliens first before confronting pirates.
fantastic game that takes a little bit of time to learn and love. The demo almost convinced me not to buy it, but Im glad I did. If you like turn based games like xcom or baldurs gate (combat) then youll find alot to love here, the adjustment in scale takes time, and understanding whats worth bringing/purchasing is still a little confusing to me. When something clicks it feels fantastic though, going from a useless squad made of tissue paper to a unit you can send in by itself on the total other side of the battle is so rewarding. My complaints: The timed missions are off, sometimes rng seems to just make it impossible to complete some mission tasks, sometimes it feels good to smash and grab something, and sometimes the spawns have made it literally impossible to move from one side of the map to the other in like 10 turns. I also feel like theres not much left for me to do but fight the Menace, who are not fun to fight in my opinion. Tanky bullet sponges who sometimes wipe a whole squad because they spawned in a great spot. The joy of mowing down tons of pirates or rogue army is where I find the game most enjoyable, controlling the morale mechanics and causing a whole army to route feels great. The problem is that every time you want to have a fun operation youre risking increasing the menace timer on each planet. These problems aside I think the game is already in a place that justifies the price, and as long as they keep these updates up I think we are in for a classic.
great game!
Просто ВАУ В усіх можливих сенсах
From a pure gameplay perspective this game is better than xcom. I especially enjoy how the different game mechanics for the weapons interact with each other. It gives you so much variety without the guns feeling samey. I can't wait till the story is fully included, but it feels less early access with each update.
Overall, it's a really fun game with a solid foundation. If it continues to be developed, there's still a lot of room for improvement. The balance is mostly good; you can tell the developers put a lot of effort into game balance. However, playing deeper, you'll realize some weapons are overpowered, and some are strong from the start. It's a high-quality tactical turn-based game. Adding more variety to the monsters or squad leaders would make it even more enjoyable. Here are some things I think could be improved: - New players without a tactical combat campaign background will be very confused, especially with suppression, pinnacle down, and AP cost. When I first played, I even crouched before firing every time, thinking it increased accuracy. The game doesn't explain many things; the tutorial needs improvement in this area. - While the rate of fire reduces the chance of missing damage to 0, grenade throws still result in a single grenade. I'd like to see a UI for grenade calculations made easier to visualize. - Regarding the UI graphics, the grid and boxes could have rounded edges. In missions, the fog of war visuals still feel strange and difficult to understand; it doesn't look friendly. Perhaps consider adjusting the font or preparation phase, as some parts are too small. - I felt the gameplay was a bit sloppy, but the recent OCI rework has improved it. - The ships can only be upgraded; there's nothing else added. I'd like to see a system that incorporates more decision-making throughout the campaign, such as a barracks system for training units that aren't engaged in combat, or increased resource usage for squad management. - For infantry, for sub-units, for those who've completed many missions, I'd like to see an opportunity to slightly upgrade individual soldiers. Perhaps a passive upgrade system where we can choose to dismiss them, or a permanent injury system for unit leaders, using expensive barracks and resources to manage permanent damage. - The game has very low losses compared to Battle Brothers. I'd like to see consideration for permanently destructible elements, such as permanently damaged ship parts or weapons and equipment. - I'd like to see bosses in the game that inflict significant losses and are truly terrifying, adding more pressure like in Battle Brothers.
One of the absolute BEST game of the genre. Strongly recommend. High replayability. Can't wait to see what devs add next. Ability to replace squaddies with androids for parts price would be fire tbh.
Game’s shaping up great, hits well one of my favourite genres. At it’s core It’s really more of a WWII type of combat with grenades, trucks, rpgs, deployable machine guns and all that, it just has a sci-fi setting which is fine. After few hours of rather boring, repeatable, too easy missions on “normal”, (shooting bugs felt a bit like a chore sometimes) more enemy vehicles started showing up and time pressure to save civilians was introduced. It became really fun, but still way too easy. Maybe “normal” should be called “easy”? Vehicles add a lot dynamism (btw let’s give our driver a chance to get out of vehicle with destroyed engine!) But I want to point out mostly what I didn’t like as a feedback. Very first impression: inconsistent visually. After semi-realistic, cinematic intro and another retro feeling cinematic with WH40000 vibes - it suddenly switched to anime-style backgrounds with cartoony characters crudely pasted on top - it’s a bit of a mind**ck: polished cinematics - unpolished actual game screens in totally different style. I’d much prefer if you hired good senior environment artist for a few months instead of putting resources in cinematics, because maps are where the game needs most work imo. Now, I like the graphic, cartoony style of the game, UI is elegant and well thought out. Great care has been put into 2D aspects of the game, writing, fleshing out characters, portraits, voicovers, stats, perks, even voiceovers for status effects give that extra rpg feel. Even 3d squads look and move okay (just please don’t give *every* pirate a gas mask - it’s so cliche). But in contrast to that, actual maps look bland, rudimentary and random generated. Many missions feel super generic, they lack that feeling of uniqueness and purpose. Winter and Desert Terrain is just poorly textured, scale of natural terrain elements reads wrong. We have something like weird mini-mountains sculpted with a brush in engine on otherwise flat terrain. Please make actual different rock formations instead, they can be simple but need to look right and feel like a legit cover). Colony buildings (at least in aforementioned biomes) are super simple, blocky meshes. Scale of some of the buildings reads wrong, they lack detail that would ground and integrate them with enviro properly. Cylindrical fuel tanks need more triangles so they don’t look faceted like from a 2010s game. Mediocre quality of these environments (winter and desert, earth-like planet is okay), generic feeling missions along with not working line of sight system is the weakest part of the game atm. Line of sight system is incomprehensible (shooting through buildings and multiple obstacles from several tiles away often has high accuracy, whilst shooting enemies point-blank behind a very low wall is low-accuracy? How? Also shooting through hills is not a problem..) Hope that aspect is just not done yet at all and will be sorted out. By the way, these low knee-walls are too thick and they need some sort of visual breakup so they don’t always form perfect rectangles (like the sandbag version in later missions). Shotguns feel OP, they always have high accuracy at full range. Lame secondary objectives - “complete mission in X number of turns”. Why? Makes no sense in rpg-flavoured tactics game unless it’s in the narrative. Why would completing, say, sabotage mission in 12 turns instead of 14 matter. If anything, defence missions could have that objective - hold position longer for bonus reward, which gets more difficult every turn! As well as rescue or escape missions - get out on time or reinforcements show up - if they never do, why the time objective is even there? Couple more remarks. “Defend marked rectangle from aliens for x number of turns” - these missions are lame, let’s defend *something,* not random piece of terrain for X-number of turns. Squad leaders’ voiceovers are great, enemies barks not so much. Pirates sound like they are doing standup comedy or something. Takes away immersion. Maybe introduce something like armor penetration Tiers in regard as to what enemy armor is penetrated by what weapon, as it’s not very clear how it works atm. Sometimes tooltips say “no penetration” (certatin heavy machine gun), yet two salvos from it obliterate a vehicle. Regular machine guns should have somwehat better AP than regular rifles. It’s cool however that you still have chance to damage crew/vehicle HPs bypassing impenetrable armor if accuracy is high, but game needs to explain that in tooltips, etc. I’d like to be able to highlight enemies when pressing hotkey - it can be easy to overlook an enemy unit, and keeping track of them on the map feels more like a nuisance than part of the challenge. Our vehicles should be able to pass through a tile occupied by our units unless they are deployed. I’d like to have the ability to switch units faster, without waiting for unit to finish movement (at least if there are no enemies left). It’d give the game better flow, especially that there are often times when we just need to traverse the map for multiple turns. Preview of which units haven’t moved yet shouldn’t disappear when playing any given unit’s turn. Fog of war looks ugly atm, needs soft transition. Fingers crossed, I’ll gladly revisit the game once it’s out of early access!
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