
Phantom Brigade 2.0 is a cinematic, tactical mech strategy game with a revolutionary timeline-based command system. See the future, predict enemy actions, and plot your counterattack on the timeline! Recruit and level up your squad of rebels to retake war-torn Fyrland from the Kaskad occupation.
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): 0.57/day in the week to Sep 14 → 3.8/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
The 2.0 update is extensive, transforming nearly every aspect of the game, but the highlights include:
Fully realized pilots – Recruit pilots with over 100 unique pilot traits and abilities which allow for in-depth buildcrafting and synergies with your mechs. With a new recruitment and class specialization system, expansive leveling with varied progression trees, combined with new visual customisation options, you can build your own flavor of deadly (and stylish) ace pilots.
A reworked campaign – New maps, new quests, and new combat scenarios along with fully rebalanced factions ensure you face varied squads with different equipment, armour and unit configurations. You have even more reason to collect new equipment and experiment with different loadouts to take on these new threats.
Completely reimagined overworld – Explore new provinces, varied landscapes and overhauled campaign systems. New liberation and overworld mechanics, new points of interest and events, new province modifiers and improved mission generation provide a varied, constantly evolving environment to encourage players to adapt and overcome.
A HUGE amount of community driven quality of life updates – New salvage and debriefing menus, new mission previews and reward generation, reworked workshop and crafting, improved damage logic and prediction, new options and difficulty settings, comprehensive weapon balancing, subsystem reworks and much more!
Phantom Brigade is a cinematic, tactical mech strategy game with an innovative timeline-based command system. See the future, predict enemy actions, and plot your counterattack on the timeline! Recruit and level up your squad of rebels to retake war-torn Fyrland from the Kaskad occupation.
Cinematic spin on the turn-based genre – Predict enemy movements, orchestrate precisely timed countermeasures, and hit “execute” to watch the physics-based action unfold in real time.
Extensive customization – Featuring a rich customization system, Phantom Brigade enables you to fine-tune the performance of your mechs, install a wide selection of equipment, and access a wealth of cosmetic options. Prepare your squad for any challenge - in style.
An expansive arsenal – Railguns, beam weapons, missiles, energy swords, and more! Rain destruction down upon your homeland’s invaders with weaponry salvaged from each enemy mech you defeat.
Strategic tactical combat – Make high-level tactical decisions on the world map, manage your mobile base, and decide how to apply your limited resources. Take command of your squad in varied missions ranging from sabotage of enemy equipment and convoy ambushes to liberation battles and challenging outpost onslaughts.
Destructible environments – It's not a proper game about giant mechs without destructible buildings! Phantom Brigade allows every square meter of each battle map to be destroyed. Shatter your enemy’s cover and collapse buildings on top of them!
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; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99−60% | 4.6Kreviews | 81% | — | $1.5M |
| $14.99−50% | — | — | — | 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.
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 864 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
如果完善这几个点,那这将是一款非常非常完美的游戏 1::游戏地图、任务太少总是重复那几个,应该增加更多地图和更多的任务类型减少游戏的重复性 2:回放没有音效。回放为什么没有音效呢?有的精彩破坏瞬间我正好没看到去看回放,结果是没有音效的 3:平衡一下各种武器的数值和机制,现在有的武器太强导致依赖而有的武器太弱玩家压根就不会用 4:战斗之外的事情,这游戏基本就是从头打到尾,除了战斗和靠捡东西升级装备车间设施基本没有别的事情可以做,希望可以增加一些战斗之外的互动
The most interesting part of Phantom Brigade is in how its combat functions. Yes, this is a turn based tactical game, but the entire thing is based around a time manipulation mechanic. Basically time freezes and you are able to see enemy movements, and plan your own five slow motion seconds in advance. After you get that all setup you press the execute button and watch the battle unfold. If you've ever looked at a video editing timeline and thought "wow, this would be so cool if it let me control a wargame" then you'll be pretty at home here. Brace Yourself Games, of Crypt of the Necrodancer fame, initially released the 1.0 version of this one back in 2023. February 28th to be exact. Now, 1.0 if I understand correctly had virtually no story elements and a more open world feel in general. I guess there was a simple cinematic giving a real basic world setup and then dumped you into a gameplay loop more akin to Mount and Blade. That being a large overworld map for you to retake back from enemies at your leisure. This first version of the game has changed in a few big areas when a 2.0 saw the light of day November 19th of 2025. Notably the overworld was replaced with a much more structured setup of liberating specific areas incrementally before moving on. Some areas are optional while others are mandatory as you make your way to the final faceoff in the capital city. This also includes some more story text but overall still feels pretty minimal. This 2.0 version is what I played. First off when you get into gameplay you'll be prompted to navigate a world map. This has a handful of province areas on it. Like Hedmark, the Western Pass, Breakfast or the Capital District. Once you move into these areas you get presented with a province map. In the province map you control the mobile base, which carries your crew around. While in the province map you'll sometimes get random events with a question mark. These are sometimes things like found supplies, or traders. Sometimes good, sometimes bad. While you're here you can also upgrade the mobile base and its workshop. Print armors faster, have more room for pilots and so on. The mobile base also functions as our garage for swapping out mech parts, leveling up pilots, camping to recover HP and so on. The goal here is to liberate the entire province. If you notice the top left of the screen we'll see a liberation meter. Completing events against the Kaskad Dominion will increase this liberation meter dependent on the difficulty of the combat scenario. The further along we get in the campaign the more events need to be completed for liberation. More events, that raise in difficulty, and grant less liberation. The balance in regards to this felt pretty decent for me, really. It felt like it incrementally raised the difficulty. On the otherhand some of the scenarios and maps really started to take their toll in terms of repetition. Increasing the number of event completion needed per area makes for a long play session if you get some bad rolls and repeat the same objectives. What I mean by that is that the enemy nodes within this map section disappear when they regroup overtime, and a new set is generated. When you move or camp time moves on, so we gotta think carefully about our moves. Basically this ramps up, first we do raiding missions, then move onto bigger liberation missions and finally have a showdown against a boss. Boom. Province provided freedom, baby. The real meat and potatoes is the combat sections themselves. There's a pretty decent variety of objectives, actually. Sometimes its pretty simple like enemy patrol moving around the map or an ambush on enemy supply lines but other times its great boss fights or slick assassinations. Pilots all have their own specific stats but I'll talk about that in a second. In the actual encounters you'll control up to four mechs. You control them via this timeline up to 5 seconds into the future. Movement, waiting, attacking, dodges, and so on, all has to be lined up on the timeline before hitting the execute button. After that you'll watch what you've setup play out. It's pretty easy to not pay attention and cause your mechs to friendly fire or crash into eachother. Luckily, if you do pay attention, like you're supposed to, you can see everything that is supposed to happen within the timeframe. Also actions will all have a heat rating, meaning you'll wreck yer mech if you try to do too much at once due to overheat. It might sound complicated but its actually pretty intuitive. That is until you get into the very last second of projected future. You really can't see further ahead in the timeline than this so its possible to set actions that cause overheat into your next turn without really knowing it'll happen. Also sometimes you'll be able to set a RUN action several turns into the future, but sometimes it hiccups if its too close to that exact 5 second mark. Also some things like missiles don't track very well in this system. You'll launch them and then maybe watch them fly around in the sky for a couple turns before actually hitting their target. The unique time manipulation gameplay mechanic of Phantom Brigade carries its shortcomings but you gotta like it. What this game misses out on in terms of story or maybe graphical charm it gets in return in novelty for it's 5 second planning playstyle. I'd recommend this one for fans of tactical strategy games who are looking for a new and unique spin on the genre. Overall I did end up enjoying my experience and feel like I could play around in this one even more to try out different build setups however the flaws were pretty noticeable. Phantom Brigade is kind of like getting a pair of shoes that are kinda boring looking but super comfortable to wear. Except sometimes the left shoe comes untied when your walking. The laces coming untied is annoying when it happens, theres more fashionable shoes in your closet but dang this pair just feels so good when you wear'em. full review available on video here; https://www.youtube.com/watch?v=osq94GLMNwU
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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, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Hours played at review time, across 865 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]A sleeper hit for mech tactics fans — especially after 2.0[/h1] Been playing since early access. The game had problems at launch — repetitive, fiddely turns, not enough variety to sustain the runtime. I get the mixed reviews from that era. But [b]2.0 changed things[/b]. New gear, boss fights, heat overhaul, backpack systems. I finally pushed through the full campaign and kept playing after, liberating the regions. It clicked in a way it hadn't before. [h2]The core mechanic is genuinely unique[/h2] You see enemy intentions up to 5 seconds ahead and plan your moves around them — all units act simultaneously. It's the best part of XCOM and Into the Breach combined, but feels like its own thing and is consistently satisfying. If you're coming off [b]MENACE[/b], this is a natural next pick. Different tone, but the same joy of tight squad tactics. The timeline system adds something unique. [h2]What to expect[/h2] [list] [*] Deep mech customization with lots of build variety [*] Slow start, picks up significantly as systems open up [*] Sparse story and no characters to follow, but the gameplay carries it [*] A campaign — liberating regions one by one against an occupying force [*] Map variety is limited — same environments repeat, but are still fun to play in [/list] Worth full price post-2.0. If you like turn-based tactics and mechs, there's nothing quite like it. P.S. For me, as a Ukrainian, the game fantasy proven to be more than fiction. Every province retaken felt personal. The developers may not have set out to make a political statement, but they captured something true: what it means to fight for [i]your own ground[/i].
The game seemed good at first, but the longer I played the more I grew to dislike it. Looking at my time played, I put over 60 hours into to finish a single campaign. There's still an entire tier of gear I have yet to get to, and many items are not researched, which takes forever. Considering I've been save scumming to avoid long death spirals and recovery grinds, that's a tough sell. Everything took so long, to go through missions, to unlock any decent gear, and everything was a repeat over and over doing the same missions. With the harsh punishments in the overworld for taking damage or losing, one single mistake could set me back 5 or 10 hours, it isn't like I can just relax and chill playing this. Maybe it's just not my kind of game, I dunno, but it felt like a chore to play near the end. But overall the game is objectively really good. The gameplay loop, visuals, and mechanics all stand out. But, what makes me not recommend is the game ruining bugs. For the last few play sessions, spanning an entire region, I have had no sound. Every time I start the game, it takes 3-4 minutes just to load into the menu. There are serious technical issues with the game, and I have no confidence recommending it to be functional for others.
Returned after a half hour. The time rewind mechanic is cumbersome and designed to force save scumming through the game, but not a fun way like Tactical Breach Wizards. The writing is also very generic and uninteresting.
It's a really unique take on the XCOM genre. I love the extended support from the devs even years after it's release.
Сразу скажу - игра для инженеров - технозадротов. Никогда я еще столько времени в стратегиях не проводил за комплектацией и конфигурацией юнитов. Огромный респект, я получил , то что хотел)) Что касается геймплея - то он не то чтобы прямо прорывной, но однозначно новоконцептуальный. И очень поначалу затягивает. Онцепция хода, как дискретного интервала реального времени, где ты наперед знаешь, как будет ходить противник. Вроде бы это дает тебе колоссальное преимущество, но это нивелируется как правило численнымпревосходством вражин и другими факторами, как то подкрепления, ограничение по времени и т.д. Стратегическая часть не блещет сюжетом, но как-то и не напрягает. Простенько, но аккуратненько. )))В общем игра однозначно стоит своих денег. Из минусов бы отметил очень скудное описание механик во встроенном справочнике и некоторые уже очень неочевидные вещи, связанные с базой и крафтом, которые ты можешь постигнуть только методом тыка и сайв-лоадом.
Really cool idea but not great execution. Too many systems that all sort of do similar things and too little actual variety. Difficulty ramp is insanely steep while gearing and level system basically means nothing. There are at least 3 stats that go into almost every minute thing you do, which is great, on the condition that they matter. This game does not make it feel like it matters. For the most part, all the things end up just being the same balance act as every single game with equipment systems. You can be Light, Medium, or heavy. If you wanna be Heavy weapons then you maybe try light armor to compensate and make it all medium. So there are a gigantic number of stats, but they all boil down to the same rock paper scissors play and the difficulty ramp makes none of it matter anyway. I think their next swing at this could be super cool, but this one is something I wouldn't recommend after the first 10ish hours.
Phantom Brigade 2.0 features an interesting gameplay loop in which you play as a guerrilla force reclaiming your country. The game allows you to extensively customize your mechs, down to individual pieces with various modifiers, as well as customize your pilots both cosmetically and through traits. The most innovative aspect of the game is its puzzle-like combat system: your mechs can see enemy actions up to five seconds in advance. As a result, battles evolve into a cat-and-mouse experience, where success depends on efficiently anticipating and eliminating your opposition, creating a strong sense of being unstoppable. A very unique game and cinematic experience where you watch your battles and strategies 5 seconds at a time.
Fantastic strategy game. Think X-COM gameplay style but with an awesome, all-moves-combined, real time playout. There are a decent amount of guns with wide variation on how they are played. Mech synergies paired with equipment synergies are great to obsess over. There is a solid attempt at a storyline and they don't shove it in your face. There is limitless art/details that could be improved with unlimited budget but it's a $30 game and well worth it.
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.