
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.
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.
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% | 4.5Kreviews | 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 853 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
2025/12/20追記 大きな不満点だった「戦闘中のセーブ」「頭から通してのリプレイ」が実験的に可能になった。設定画面からONにしよう! まず、このゲームはVer2.0になって大きく変わった。 マップ・イベント・武器の大幅増によって単調さは軽減され、2025/11以前の不満コメントも大分解消済みだと思う。 ゲーム内容は他のひとのコメントのとおりだけど、私的には「ガンパレード・マーチ(GPM)」の戦闘パートだと感じている。 スリ足ミサイルキャンセルからのジャンプして・・・そういうミスできないマイクロマジメントを延々続けるのが大好きな一部同志に大いにおすすめ。 ストーリー性がまるでないシナリオや使いにくいUIなどの大味な部分、一部おかしな日本語のせいで効果がよく分からないスキルなど欠点は色々あるけど、それを差し引いても唯一無二で光るものがあり、良いゲームだと思うよ。
I think it's an okay to good mech game. Battletech is probably better, but it had a bigger team behind it. Besides, two cakes. You should expect some small issues and bugs still, even after 2.0, but I don't consider them critical. The rest is more of a feedback than review. - Sometimes it is hard to understand what is happening and why. Like a pilot getting knocked out in one attack, or my sniper sometimes just deleting mechs in one shot. Welcome, but puzzling. The combat log is useless. Either it needs to be expanded into an actual functional element, or removed. You can watch a replay of the turn, so perhaps that is why the log was left in this state. - I have no idea how, but the experience of mech upkeep should be improved. By midgame I was already exhausted by the process. I understand why you don't want players to be able to upgrade the parts they have as much as they want (though I don't necessarily agree with decision), but I don't want to use parts that don't fit my build -- but are given by the game -- either. Also rng can really screw you over, if I want Erebus medium arms, but enemies simply don't drop them -- I literally have to use level 3 arms while doing level 7 content because those are the only ones I got. Crafting in general is a painful experience. - Comparing items is also annoying, especially the inability to hover over attachments. Having to equip the part to find out what the attachments do is bad UI, even if it only applies for a short while before you've seem them all. - There should be a separate mechanic to get rid of trauma quirks. Not much to say about this other than an anecdote: I only found the codex note about trauma [b]after[/b] I'd already gotten my pilot to prestige 3, locking me out of the possibility of healing. - Stop spawning dudes right behind my back (for real). Also I think spawning dudes probably should not be able to shoot on their spawn turn, maybe even make them invulnerable in return (or land at the very last moment of the round).
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 854 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
good game. would be great if I could replay the whole battle with some dynamic camera so it'll be cool to watch.
2.0アップデートによってようやくゲームとして一応完成したんじゃないかという作品 単調だったストーリーとボス戦に幅が広がり施設侵入や、大型船に乗り込んで進軍していくミッションなど 以前のようにひたすら同じ展開を繰り返すことはなくなった。 またパイロット育成要素+疲労度が増えたことで、何人どれくらいの人材をどれくらいで回し続けるか どのタイプの機体に向いた人材を用意するのか、自分の戦術に合うスキルの組み合わせは? などなど様々な事を考えられるようになった これによって、元々豊富だった武器の種類や性能が一気に色んな意味合いを持つようになった。 また、今まで使いづらかった重量級の機体も重量級専用のパイロットスキルが様々追加されたことで重量級を使うことに明確に強みが出たことも良い点 欠点としては、バランスというか調整がまだまだ粗削りな点 序盤、平凡な部隊しかいないステージの次で特殊兵装部隊なんかのエリアをツモってしまうといきなり難易度が跳ね上がる。 また、障害物を貫く性質のあるレールガンの調整も荒い 遮蔽を上手く使うことが基本のこのゲームにあるまじき性能で、トップクラスの弾速で弾が飛んでくる厄介そのものな武器種 マップによっては敵×10で全員レールガン持ちなどがあり得てしまい 10機のレールガンの弾道を処理しなくてはならず、頭が爆発しそうになる。 自分の作った機体が、自分の考えた戦術で、見事敵を撃破する5秒間をリプレイで何度も見直してうっとりしては次の任務へ向かうのが楽しいゲームになっています。フロントミッションetcがお好きな方は是非
the 2.0 update made this a whole new game. Phantom brigade allows you to live the fantasy of a captain of a small gundam style mech squad. It plays as a turn based esque game. I say turn based esque because it is VERY different to what you expect normal turn based games to work. As an animator it's like adding keyframes to a timeline and getting the best outcome. To make the logline quick, you stole an experimental prototype that lets you see 5 seconds into the future. Because of this you can see any enemy actions over the next 5 seconds and plan your squad actions accordingly. On first glance this seems absurdly easy but this game is anything but. It requires tactics, strategy and artful balancing of team composition while planning for the bigger picture. This game ROCKS. I reccommend it for especially those that enjoy the mechanics of a baldur's gate style combat with the customization of armored core 6.
Enjoyable and innovative. However, the game runs out of surprises pretty quickly, and it drags on for a while. You aren't missing much after the first few setpieces, and the later provinces start to blur together.
This is one of the most underrated tactical games out there. Graphics is awesome. Combat is very satisfying. Strategic level is detailed and complex. This is definitely a labor of love.
Español - Spanish: Phantom Brigade es como jugar al ajedrez… pero con mechas gigantes, misiles cayendo del cielo y vos diciendo “pará, pará, rebobinemos esto” como si la vida tuviera botón de deshacer. Porque sí: acá ves el futuro, planeás cada movimiento y después mirás cómo todo explota exactamente como lo imaginaste… o como una tragedia absoluta. El gran chiste (y genialidad) del juego es que podés predecir los próximos segundos de combate. Entonces te sentís un estratega nivel anime táctico, moviendo robots, esquivando balas que todavía no salieron y armando coreografías de destrucción dignas de cine. Y cuando sale bien, es glorioso. Cuando sale mal… bueno, tus mechas vuelan por los aires con mucha dignidad. La estética es una belleza: colores suaves, mapas destruidos, mechas con personalidad y una vibra melancólica post-guerra que te hace pensar más de la cuenta mientras tomás mate. No es solo pelear: también gestionás tu base, mejorás unidades y sentís que cada misión importa, como si estuvieras defendiendo algo más que píxeles. En resumen: Phantom Brigade es estrategia inteligente, mechas con alma y explosiones con planificación previa. Le doy un 8/10, y un bonus por hacerme sentir un genio táctico del futuro… aunque en la vida real siga chocando con la mesa ratona. -------------------------------------------------------------------------------------------------------------------- English - Inglés: Phantom Brigade is like playing chess… but with giant mechs, missiles raining from the sky, and you going “wait, wait, let’s rewind this” like life actually had an undo button. Because yes: here you can see the future, plan every move, and then watch everything explode exactly as you imagined it… or turn into an absolute tragedy. The big joke (and brilliant idea) of the game is that you can predict the next few seconds of combat. So you feel like an anime-level tactical genius, moving robots, dodging bullets that haven’t even been fired yet, and choreographing destruction like it’s a movie scene. When it works, it’s glorious. When it doesn’t… well, your mechs go flying with a lot of dignity. Visually, it’s gorgeous: soft colors, ruined maps, mechs with personality, and a melancholic post-war vibe that makes you think a bit too much while sipping your mate. It’s not just about fighting—you also manage your base, upgrade units, and feel like every mission actually matters, as if you were protecting more than just pixels. In short: Phantom Brigade is smart strategy, soulful mechs, and explosions with prior planning. I give it a 8/10, with a bonus for making me feel like a tactical genius from the future… even though in real life I still bump into the coffee table.
Let me start out by saying that I love giant robots. I have one tattooed on my right arm. That's how much I like them. Why? I have no idea. I am from the 70's and giant robots were really a thing. I got to see Ultraman, but he's not really a robot. At least I don't think so. Anyway, when I saw my first episode of Starvengers, I was hooked. So there is bias in this review. This game...it's the game I wanted to play as a kid. Now that I have it, I'm in all the way. The bottom line is that this is a premier games of mech blasting each other to kingdom come. Tanks too. They don't escape the carnage. The trick is that the player mechs have an AI chip that allowed them to predict everything. Because of that, you are able to react to what your enemy is doing before it can act. While that sounds like a huge advantage, the enemy is far more numerous than you are, and without this AI prediction capibility, you would be meat on a platter. And it's brilliant. The tutorial is the start of the game, and it teaches the basics of the game. It looks really complicated, but once you get into the groove you will be fine. The sequence is to move around a map towards objectives, outfit your team with mechs that are hopefully suited to the mission, and then pop into tactical combat. After missions, you geet to salvage a certain number of points of gear, see how your pilots and mechs faired during the battle, and then get back at it. The tactical combat is really fun. Nice camera controls mean that you can view the battlefield from all angles. Your mech can move fast or slow depending on the mech's performance. Early in the second area you get jump jets which allow you mechs to flit around the battlefield and avoid getting creamed by the enemy. Better weapons with affixes that pump up the power. All weapons have ranges and projectile speed, which you must take into account as you run around. Weapon accuracy is affected by range as well as mech movement for some weapons. Meanwhile, your shotgun doesn't care if you send a blast off as you beat feet for cover. Every action adds heat to your mech, and if you go over the heat threshold, you will take damage from the heat. It's a balancing act, and I've found it's better to wait for a good shot and conserve your heat for when you really need it, like when you run completely around a mech and blast it from behind. And yes, you get an advantage for attacking from behind. If it's raining, your heat goes down a bit. If you are immersed in water, it goes down a lot. Terrain has levels and is destructible, which is cool when you decided that instead of outmaneuvering someone, you'd rather get rid of their cover instead. But don't do it in towns, as you may lose the mission because you wasted too many women and children. Morality? Maybe, but this is war. We need hearts and minds and all of that rot. Between missions, once you get your mobile base, you can rest your pilots who are fatigued, fix your damaged mech and swap out parts. Apparently these mechs are very modular so you can change anything on the mechs in moments. There are many weapon choices, so you can fine-tune your mechs into lethal killing machines. Customization also allows you to paint your mechs in a variety of colors, although it's fixed to certain color patterns and you don't have 100% freedom. It works for the most part. You can also customize your pilots' names, callsign and portrait. Speaking of pilots, we must discuss progression. Almost every action the damages an enemy earns pilots victory points. These points level up your pilots, and give them skills to make them more lethal. Many of the levels allow the player to make a choice, so you can further make your team in the image that you want. The gear that you can salvage is sort of loot-shooter type stuff. Each piece of equipment has a rarity value, and once you get parts that aren't vanilla, you can usually attach mods to every part to suit your needs. There is a wide range of mods, and they do things like add extra armor to a part, lower the weight of the part, extra damage from a weapon, and that sort of thing. The physics of the game world work well. Every mech has a powerplant, and that powerplant makes the mech move. When you start adding parts, you add weight, and weight slows you down. Finding the balance for the type of team you want to run is key to the game, and in this game it feels like maneuver is what keeps you in one piece. But if you want a heavy mech that moves 4, you can do that. Just make sure you have a shield. Speaking of shields, the weapon varieties are plentiful. You start with assault rifles, shotguns and shields, along with side arms. You will soon get more types of weapons; sniper rifles, rocket launchers, beam guns, smgs. I just made it to my third zone, and got a sword. Now I need to decide if I want to give up my primo smg for it. Obviously a sword requires close proximity and is devastating, but to get close, you got to stay alive. Tradeoffs! Early on you will get the mobile base I mentioned earlier. Once you have the base, you can start building your own gear, including frames for mechs. This is important to have, even if your team can only pilot some of them because of the way the missions work. I'll get to that next, but being able to manufacture parts is key to outfitting your team in your own image as you can never be sure what parts you will recover from battle. The parts that you salvage are almost always damaged, which is obvious since you blew them all away. But if you manufacture a part, it's clean and ready to go. No need to start from a disadvantage anymore. On that front, if you can somehow knock out the enemy pilot, you might capture an almost pristine mech, which means better parts and cheaper salvage. Oh yeah, you don't get to keep everything you salvage. You have a limited pool of salvage points so you need to really evaluate your needs during salvage. Also, salvaging enough of a certain type of part adds it to your workshop for manufacture. The game world looks really big. There is a strategic map where you can see the zone that need liberation. Click on one and you drop into that zone. The travel map is topographical so there are hills, forests and even mountains to traverse to get from one mission or another. If you take too long to get around, the missions reset, as does the enemy progression. The key is to do enough damage to get the "showdown" mission to appear. If you beat the showdown mission, the province is secured and you move to another one. And your choices for zones seem to fall into two flavors: main objectives and optional objectives. Each zone has traits, such as heightened enemy resistance or local resistance units that will aid you in battle. There may be more types, but I haven't seen them yet. But each zone has an outpost that you can travel to and rest\heal your pilots and fix your mechs. But again, that takes time and if you do this the enemy forces will keep regrouping and you have to keep trying to beat them down enough to get the end mission to appear. Pilots can die, either from an exploding mech or because they have too much trauma. Each pilot earns one trauma if they are knocked out in battle, and once they get three, they die. Im not sure if "knocked out" means lose consciousness taking them out of the fight, or if they survive even if their mechs are destroyed. But do that three times and you will need a new pilot. Pilots are recruited at the friendly base, and you can usually get a rookie or a vet. The vets are usually more expensive in terms of supplies but are already far more lethal than a rookie. Again with the balancing act. There is one thing that bugs me though. There isn't a simple heat readout that I can see. Heat plays such an why there isn't a simple number to look at boggles my mind. But that's it. Otherwise, this game is perfect for me. If you like robot combat, buy this game.
Ich mochte das Spiel vor der 2.0 Version bereits, wobei der Gameplay-Loop spätestens zur Mitte eines Durchlaufs eintönig wurde. Durch Das 2.0 Update wurde fast der gesamte Loop über den Haufen geworfen und in eine neue Form gegossen, die nun gerade zu den Endmissionen einer Provinz (aber auch zwischendurch) verschiedene Strategien begünstigt und unkluges Vorgehen bestraft. Gleichzeitig kann sich auch schnelles Vorrücken sehr lohnen und Nahkampf (Sowohl die Waffenausrüstung als auch das Umrennen) bringt jetzt als Strategie sinnvolle Möglichkeiten mit sich. Seit 2.0 ein ganz neues, innovatives Spielgefühl. Supporter-Pack direkt gekauft und am Überlegen es einem Freund mit Wunschliste zu kaufen.
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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