
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
I used too play this game a while ago and came back for the 2.0 update wanting too see what's changed. While I've found myself enjoying the some of the changes too the tactical side of the game, especially the behemoth boss fights, the changes made too the strategic side of the game have complelty shifted the tone of the game. I no longer feel like the commander of a guerilla cell trying too retake my homeland through conducting hit and run opperations against carefully chosen targets too weaken the enemy for an eventual Offensive by the Homeguard. Going out of my way to assist the local population and managing the various interpesonal relationships and conflicts my pilots had with eachother like I did before 2.0. All the old events, mini story arc's, fixed points of intrest and open sandbox were removed in favor of a brutal timer that punishes you if you take too long, randomly spawning POI's that don't really seem to matter beyond the fact that it makes the Liberation score go up by varying amounts and a linear FTL style sector select screen. These changes too the strategic layer of the game (Effectively gutting it completly) make me feel less like a Fryland Guerilla Commander fighting too free his country and more like I'm the spearhead of the Kaskad Dominion's invasion force fighting over locations whose importance I am completely ignorant of but still fighting and dying there, not because I chose too do so but because Dominion Command has orderd me too spend the lives of my pilots and spill enemy blood there, seemingly for no reason beyond that the enemy happens too be there at the moment. And as I now have effectively no interaction with them, I find myself also completely uncaring of the civilians of this country beyond the fact that my command gets mad at me if I kill too many of them when they happen too be in the latest arena chosen by command for my men too kill and die inside of. It feels like I'm no longer fighting too free a nation, instead it feels like I'm now spearheading an invasion force conquering some hapless country because my nations leaders insist they must be conquered for reasons they didn't care too name, having been given command of a collection of nearly faceless and nameless grunts that might as well have been replaced by drones for all I care about them. I no longer fight for Honor, the Country or the people, I now merely kill what I've been instructed and payed too, nothing more then that.
Media

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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
Woke garbage. Combat system is garbage.
Отличная игра. Довольно оригинальная концепция с таймлайнами, симпатичная (хоть и не выдающаяся) графика, полная настраиваемость мехов, внимание к деталям.
Great game. I enjoyed it a lot and would love to see more. There are a few things that could use a change, like the Mechs workshop (older versions had a more usable one). The Prestige System for Pilots (2x random trait that you pick from instead of a tree that allows you to build your own pilot, makes it hard to try specific builds on pilots). And the first couple of hours have very little freedom in how you build your squad. Story is completely irrelevant. But the game is amazing, the way you get to build your mechs with endless combinations is incredible. The prediction system feels great if you like tactical planning. Endless ways of how you approach each battle. Also, it is very satisfying when you get to perfectly plan your 30 sec fight. Again, I would love to see more!
A unique take on turn based tactics with a lot of mech customization.
This game scratches my XCOM and Into the Breach itch. And make me fear missiles
It's a cool idea but it doesn't really work. Avoid. I personally gave up after finding my sword had a minimum range of over five meters, but it was a series of events prior to that too. Boost jump up, sure, boost jump down? No, blocked by terrain. Why? It just is, don't worry about it. Units won't abort invalid actions mid-turn, and not even in an understandable way like wasting ammunition, but rather being say, queued to engage a target as it crosses an intersection, that target dying en-route, queing the heavy to swing their weapon 90 degrees to the right (towards the immobile corpse of the previously-moving object) while firing, wrecking several buildings and committing friendly fire on the way. Multiple seconds between. Realistically the target just doesn't wind up where it's intended to be intercepted and the attack isn't made. But it was queued, so we have to make it, even outside line of sight where we can't even percieve it. Killing the pilot while the frame's barriers are still up, without the mech taking any hull damage, because some weapons have a "pilot damage" characteristic, it's very gamey in the way it does things. Feels bad, but looks great.
It's a cool idea, but the weird predict enemy movement gimmick just isn't for me. Would much prefer a traditional turn based tactical rpg.
Really Great game. - Quality Gameplay. - Awesome turn base type. Though I wish there could be more customization on the mech looks or cosmetics. It feels a bit short for me. Resources is quite hard to come by. Like reactors, specific weapons. They don't always show up. It's hard to find specific SMG, LMG etc. A full replay save would be cool as well.
I question the redesign choice to remove the world map and replace it with what is basically a glorified level select screen, I really do. the game went from feeling epic and expansive to tiny and bland. Why the downgrade to the games scale, feel, and personality? I ended up uninstalling this game awhile back to make room for something else I wanted to play, then forgot about it till recently. This is really not what I wanted to come back to.
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.