
A sandbox tactical RPG of steel, fire, friendship, and shonen anime. Assemble your crew, customize your Mech, and lead them in cinematic turn-based battles through a world ruled by rogue AI. The bonds you forge will decide who survives!
Modeled estimate, not a reported figure. How we estimate →
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.
About

Humanity has lost the war. The wastelands are now crawling with rogue AI and scavenging war machines. You and your mercenary crew fight to survive, taking on contracts from the last remaining cities built high above the wasteland.

Fly across a massive open world filled with settlements, machine lairs, quests, and unexpected events.
Take on contracts, recruit new pilots, and shape your crew’s legend one battle at a time.

Plan your moves during the Planning Phase, then watch your strategy unfold in fully animated, anime-inspired combat sequences.
Injuries, panic, and breakdowns can strike at any moment—but so can heroism.

Create and recruit your crew. Command a four-pilot squad, each controlling a different Mech subsystem.
Dodge, fire, deploy coolant, or unleash special tactics using the game’s unique Timeline System, where every second counts and every action shapes the flow of battle.

Between missions, your airship becomes home.
Cook, train, or relax as your pilots bond, form rivalries, and grow through their experiences.
Each relationship influences how they fight—and how they survive.

Collect and assemble Mech parts to build your perfect war machine.
Balance protection, heat, and ammo to match your playstyle, and unlock new Mech frames with unique strengths and loadouts.

Your Mech can be rebuilt—your pilots cannot.
Manage morale and fatigue, face the consequences of your choices, and discover who you and your crew truly are in a world on the brink.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $23.99−20% | 453reviews | 85% | — | $387.1K |
| $29.99 | 184ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 61 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
バージョン 1.2.2、メインストーリーをクリアした時点での感想です。初期機体「モンキー」のみ使用しました。 [h1]アニメ風演出だけでなく、実は計画フェーズの駆け引きが面白い。[/h1] 本作最大の魅力は、やはりアニメ風の演出です。アクションごとに対応するカットを再生しているだけとも言えますが、ターンごとに一連のシーケンスとして見せられるとダイナミックな戦闘シーンに感じます。テレビシリーズのアニメや特撮で使われるバンクシステムに通じる巧みさがあるのかもしれません。 その上で、私は演出を見る前の計画フェーズも非常に面白く感じました。計画フェーズでは6セグメントに分割されたタイムラインに攻撃や移動といった複数のアクションを配置しますが、その配置はプレイヤーと NPC で交互に行われるため読み合いが発生します。空振りすると見せかけて後から接近するアクションを配置したり、プレイヤーの補助アクションに後から攻撃を重ねられて窮地に陥ったり、アクションの選択だけでなく配置順も重要になるのです。また、各機の立ち位置を東西南北の4マスのみとしたことも戦術的な立ち回りが発生するギリギリのシンプルさを実現していて、その割り切りの良さが気に入っています。 複数のカットを連結することでダイナミックなシーンが生まれる実行フェーズと、その動画編集にも似た作業に戦術性をもたらした計画フェーズの組み合わせは、非常に良く練られたデザインです。 [h1]ユニークな戦闘の一点突破。マニアックな作品として好き。[/h1] アニメ的演出と戦術的メカニクスを組み合わせて魅力的な戦闘システムを実現したというだけでも、本作は十分に価値のある作品です。一方で、個々の戦闘以外に関してはアラが目立ち、標準的な RPG として期待すると不満が目立ちそうです。 例えば、オーバーワールドでの探索は申し訳程度といった印象で、拠点間の移動に時間がかかるだけで特に驚きや発見はありませんでした。また、敵のバリエーション自体は多いですが、新たな敵が出現する次の難易度へ挑むには地道な機体強化が必要であり、既知の敵と点在する拠点を十回、二十回と往復して煩わしく感じる時期もありました。 特に、ゲーム内情報の整理・閲覧機能が乏しく、 QoL を損ねていることに関しては今後改善されてほしいです。具体的には、訪問済み拠点で売っているものを再確認するには時間をかけて移動するしか無い、膨大な組み合わせがある料理の効果を知るには限られたアクティビティポイントを消費するしか無い、という制約が不便に感じました。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 19 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil
| $29.99 |
| 25ratings |
| 90% |
| — |
| not modelled |
| $23.99−20% | — | — | — | not modelled |
| $29.99 | — | — | — | 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 61 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Personally i like the game and hope there's more mechs added and/or a sequel. Get it if you like turn based combat with anime style art and are into mech combat. Note that in between turns there is an animation for every attack allowing for a sudo cinematic experience.
Really, a sleeper of a good game here. Does a lot of things I thought would be impossible in other games, most notably the character creator and the way characters tell a natural story through their various personalities. It can juggle a lot of characters and mechanics, but manages to give them a ton of weight. Seriously, I cannot imagine how much work must have gone into all these crazy animations.
Remember the ship fights in Skies of Arcadia? This is that, only bigger and better, and with mechs...but mind that the fights're basically all there is - everything else is basically filler. And that should honestly be enough to carry the game on its own, if it weren't for some insane out of nowhere difficulty spikes and a lot of copy-pasted questing that makes the experience a real slog.
The game starts very well and is a lot of fun. Until you get a few hours into it and everything goes off the rails difficulty-wise. Once you start facing 4 skull difficulty quests, I honestly don't see a way to win fights other than sheer luck. Facing three enemies who collectively take 12 actions, compared to your 4, and more than half of those 12 actions are attacks damaging you creates BS situations. Story quests have you fighting 8-10 enemies in a waves and these battles are absurdly difficult and complex. Great for raising your blood pressure and making you feel like you have no idea how to play the game. The other mechs you can acquire, like the Patriot and Ocelot, are even worse than the Monki you start with so the game can, apparently, be even harder and more frustrating. The game also doesn't tell you how to play it very well. Want to use sonar? Good luck figuring that out. Eventually, I learned that when you see and hear the sonar pulse, you need to press "S" and then click the mouse when the pulses reach the white circle surrounding the airship. Each click done correctly will spawn a time-limited quest. Want to cook meals with more than 3 ingredients? No idea how that happens. Want to tune gear with more than 1 mech ingredient and get higher than 1.5 stars quality? No idea how that happens. Also, marbles are a stupid form of currency.
总评:有创意但很枯燥的游戏,刚开始有些乐趣,后边只有数值提升没有机制改变,中期开始体验崩溃。 一、可瞬间修复的小问题 1.技能缺少详细描述,我到现在也不知道追踪啥意思。 2.普通任务应该掉落一些食材,或者大地图上应该出现一些食材可供采集。 3.希望设置离增加修改快捷键的功能。 4.希望设置离增加文字放大功能,剧情对话框文字太小了。 二、希望开发的方向 1.数值膨胀太大了,希望缩小高级配件和高级敌人的数值,方便计算 2.地图应该有梯度的解锁,并且每个区域应该有新的系统解锁,而不只是敌人数值和颜色变化 3.敌人的动态等级应该小于玩家而不是等于玩家,否则中后期战斗太花时间了 4.受伤系统改成:擦伤不需治疗,再受伤变成轻伤,轻伤可治疗,不治疗的话在战斗中可能变成重伤无法行动,重伤后再受到攻击才死亡,玩家辛苦培养的驾驶员死了只会取档,纯浪费时间 5.人物技能应该设计成树状选择式解锁,参考XCOM。现在的随机只会消耗大量时间或者让角色拿到一堆不喜欢的技能。纯浪费时间 6.机甲调教制作的模组,要增加种类,并增加同时可装备数量,这个是玩家弥补弱点的地方,可以根据主线剧情逐渐解锁槽位,三个就可以。 三、主要机师 机师目前技能只有数值提升,没有机制改变,导致游戏中期无聊。 做一些机制类技能(每一级都是二选一) 驾驶员: 1.近战伤害增加、受到的近战伤害降低 2.近战攻击命中后,下次近战伤害增加、下次受到近战攻击自动防御 3.移动技能优先级提高、移动技能增加的热量降低 4.受伤时士气降低更少、击杀时士气上涨更多 5.近战伤害+25%、近战伤害会终止敌人的当前意图 工程师: 1.机甲生命加15%、机甲受到的任何伤害减1 2.导弹和炸弹数量+1、治疗凝胶效果+5 3.散热+3、所有工程师行动所花费的热量不会超过1 4.所有角色受伤概率降低、机甲受爆炸物伤害降低 5.重伤角色绝不会死亡、治疗凝胶也会治疗所有角色的伤势 枪炮手: 1.远程伤害增加、受到远程伤害降低 2.弹匣内最后一发伤害增加、弹夹+1 3.弹匣内第一发伤害增加、弹夹+1 4.概率自动上弹、备弹无限 5.手动上弹时有概率对随机目标开一枪且不消耗子弹、子弹伤害随弹夹数量增加 电子操作员: 1.机甲爆炸伤害+1、烟雾弹和干扰弹持续时间+1 2.受到敌人的爆炸伤害降低、受到的异常状态伤害降低 3.机甲所有伤害+1、自己部署的爆炸物对自己伤害减半 4.感应雷不被自己触发、烟雾弹也有概率让敌人的近战攻击失准 5.自动看穿前2格内所有敌人的意图、自动看穿随机1个敌人的全部意图 四、其他机师 现在只要开局4个人就足够了,商店角色没机会上场。 应该让母舰里多一些工作岗位可以指派角色获得一些方便功能,让游戏更热闹,也让角色系统更有用。 所有角色的具体技能在母舰上不产生实际作用,但SABC的评级影响工作效率。 1.母舰驾驶员:根据技能等级提升母舰移动和转弯的速度。 2.母舰工程师:随时间缓慢修理机甲,根据技能等级花费的碎片更少。 3.母舰枪炮手:为母舰增加武器系统,在战斗时可以让母舰进行火炮支援,根据技能等级决定延迟时间。 4.母舰电子员:根据技能等级随机显示几个敌人意图。 制作配件、种田等工作都应该交给母舰上的角色进行。 五、剧情 剧情现在问题比较大,没记忆点,翻译的也不好,演出也不多,希望重做。 尤其是主线剧情,无论是文字还是演出都该精细的重做。 Overall Assessment: A creatively designed but deeply tedious game. Initial enjoyment fades quickly as progression becomes purely numerical, with no meaningful mechanical evolution—experience collapses by mid-game. I. Quick-Fix Issues Skills lack detailed descriptions—I still don’t understand what “Tracking” means. Standard missions should drop ingredients, or edible resources should be harvestable across the open world. Add a customizable shortcut key system. Implement a text zoom function—dialogue boxes are far too small to read comfortably. II. Recommended Development Directions Numerical inflation is severe—reduce the stats of high-tier parts and enemies to make calculations manageable. Map progression should be tiered, with each new region unlocking a new system—not just higher enemy numbers or color changes. Enemy dynamic leveling should be below player level, not equal—current parity makes mid-to-late game battles painfully time-consuming. Revise the injury system: Scratches require no treatment. A second hit becomes a Light Injury (treatable). Untreated Light Injuries may escalate to Severe Injury (incapacitating). Only a second hit while Severe results in death. Losing a crew member should not force a reload—it’s pure time waste. Skill trees should be branching, choice-based (like XCOM)—current randomization wastes time and yields undesirable skill combinations. Expand mecha customization mod slots: Increase variety of available mods. Increase maximum equipped slots from 1 to 3. Unlock slots progressively via main story progression. III. Main Crew Skills (Mechanism-Driven, Binary Choice per Level) Driver Increase melee damage / Reduce incoming melee damage On melee hit: next melee damage +X / Auto-block next incoming melee attack Prioritize movement skill / Reduce heat generated by movement Reduced morale loss when injured / Increased morale gain on kill +25% melee damage / Melee attacks interrupt enemy current intent Engineer +15% mecha HP / All damage taken reduced by 1 +1 missile/bomb / +5 Healing Gel effect +3 heat dissipation / Engineer actions never exceed 1 heat Reduce injury probability for all crew / Reduce explosion damage to mecha Severely injured crew never die / Healing Gel also heals all crew Gunner Increase ranged damage / Reduce incoming ranged damage Last bullet in magazine deals +damage / +1 magazine capacity First bullet in magazine deals +damage / +1 magazine capacity Probability to auto-reload / Infinite reserve ammo On manual reload: chance to fire randomly at target without consuming ammo / Damage scales with magazine count Electronic Operator +1 mecha explosion damage / Smoke/interference grenades last +1 turn Reduce explosion damage taken / Reduce damage from status effects +1 to all mecha damage / Self-deployed explosives deal half damage to self Proximity mines not triggered by self / Smoke grenades have chance to cause enemy melee misses Automatically perceive enemy intent in first 2 tiles / Automatically perceive full intent of one random enemy IV. Other Crew (Ship Roles) Currently, only the starting 4 crew are used—shop characters never see action. Expand ship roles to unlock functional crew assignments: Ship Pilot: Increases ship movement and turning speed by skill level. Ship Engineer: Slowly repairs mecha over time; reduces fragment cost by skill level. Ship Gunner: Adds ship-mounted weaponry—provides artillery support in battle; delay scales with skill. Ship Electronic Operator: Randomly reveals enemy intents based on skill level. Assign crafting, farming, and resource production tasks to ship crew—this makes the entire crew system meaningful. V. Story Current narrative lacks memorability, suffers from poor translation, and has minimal cinematic presentation. The main storyline must be completely reworked—both writing and cutscenes require high-fidelity refinement to match the game’s visual and mechanical ambition.
Played a rough 4 hours, i enjoy the game but it's very unrewarding. Busting my ass quest after quest in battles where it felt the game wanted me to lose early on and then, no real reward. All while trying to keep my crewmembers from getting pissed off from battles or those random events -_- Edit: After additional hours i see there is more freedom than i first thought. You can take other select safer missions to accumulate marbles to bulk up your mech. The is a set storyline but it doesn't stop you from flying to other cities to freely take missions to strengthen yourself. So, back again with my two cents. Love the game, beat the story and I hope there will be a DLC with something additional or another game. Hard to find enjoyable games nowadays. Played 64 hours, enjoyed every bit, would recommend
Pretty neat concept. I enjoyed this game’s approach to turn based combat and the breadth of character and mech customization is also quite nice. However, it just didn’t manage to hook me. The story and overall gameplay loop just felt a little too repetitive. There’s nothing really actively enticing me to come back and play more, at least at the time of me writing this review. Now if this game’s concept has piqued your interest, by all means go ahead and pick it up, but for me it’s gonna have to be a thumbs down.
Tldr; buy it for the combat, ignore the story. I am gonna give this game a yes but its closer to a maybe. It took me 54 hours to 100% the game unlocking everything, maxing all my dudes and min-maxing everything to the fullest for sheets and geese. Initially I really enjoyed the game. I made a team comprised of my real life friends and that added a nice meta level to it which I think the devs intended. Seeing the animations, being in those high stress early-game battles and barely making any money while seeing awesome Lego gear in stores early on felt like the grind would never end and I loved it. But after 50ish contracts, you have made enough money to buy all parts and the power ups stop which sucks. You can't have more than one mod on your mech which feels oddly limiting, many things are not explained and the UI sucks when within the ship. The devs recommend controller but I do not. This game was the first to ever make me throw my controller because of the crappy omnidirectional entry points in the ship. It got tiring REAL QUICK. I also didn't like how often you have to refuel. Can I get a tank upgrade? No? Not even after beating the game?? The ending is also garbage. The game just ends, no cool fanfare and party for doing the thing you've been told THE WHOLE GAME that you can't do, no special unlocks or reasons to keep playing, just "alright go back to doing....whatever" That's ass. For how much work this game must've taken, the story was bland and without climax. The devs respond quickly to people's issues which is nice but it doesn't look like there are any plans to create more content which is a bummer because the core is there but man do they need a better writing staff. Suggestions for new content: Lego+ gear Skills that can only be obtained on SSS or above tier New areas and mech enemies Spoken dialogue would've been nice Skippable results screen Not having to pay to swap mechs you already unlocked Banking and swapping skills you unlocked for situational builds
Updated review after 40 hours of the game Probably the game with best presentation I've played recently, the combat, the art style, the music, everything just ooze with deliberate style, but not too much that it becomes overbearing. It's easy, for example, for a dev to get lost in their own sauce and make the combat unbearably slow or complicated, but the dev of this game understand that a game still have to be playable. Combat is really, really underwhelming early on, but it get a lot more interesting later when both you and your enemies have more things to do. So the meat and bone of the game is really on my wheelhouse. I can't underline enough how much I like the style and the actual combat. But my main complaint is that the user interface is really bad and there's a lot of really grating design decisions. For example: - There's no easy way to check your pilots' stats while assigning them to stations in your mech, which is really weird UI decision. In any games where you can assign units, you would want to know what skill your pilots have when you assign them to something. In this game you have to check a separate page for your characters first. - Related to that, you also can't check recipe on cooking menu if you have the recipe. You have to actually check your inventory and see what the recipe is. And even if you do, the recipe doesn't actually tell you what its effect. Does it give bonus hp? Extra melee defense? You just have to remember them. - Navigating your ship's rooms is really awkward. -Skipping cutscene doesn't actually tell you the result of that cutscene. Say you're crafting something, and you're treated with a crafting cutscene. It's nice, but after a while, you just want to skip the cutscene. Generally games would skip the cutscene and give you to a text screen with something like "Crafting result: Masterwork Bear Armor" or whatever. In this game, there is no such text result. - Gating access to different mechs on really hard quest that you can only beat with late-game mech. By the time you get a different mechs, you'll have a top of the line mech already. And this is compounded by how you only get a basic, weakest version of the other mechs when you unlock them. If you actually want to use them, you'll have to grind money equipment for them all over again. - And talking about finding new equipment, this is probably the most grating design decision for me. Store inventories are semi-randomized (so specific city sell specific mech equipment), but you can't refresh their inventory easily. I still don't know how you can refresh their inventory, but most of the time you'll remember seeing a mech part you want to use when you're low level and have no money, and when you're at high level and you actually have money, you won't be able to find them anymore. It won't be that bad if you can just pray to rng and refresh the store inventories easily, but you can't. Definitely a case of style over substance, but with enough substance that I can actually recommend it if you like the style.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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