
Experience the newest tactical RPG from the creators of Girls’ Frontline. Some 30 years in the future, AU agent Mendo and the mysterious girl Jefuty find themselves in gruesome battles against armed URNC forces…
Modeled estimate, not a reported figure. How we estimate →
Prices
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): 0.86/day in the week to Aug 20 → 1.86/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.
About

Genres
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 854 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I am familiar with Girls Frontline as a firearm researcher, but its fandom confuses (and sometimes frightens) me whenever they pop up. GFL2 piqued my interest with its XCOM presentation, but GFL2 seems to be focused on being a harem collection disguised as a strategy game. A friend noticed by disappointment with GFL2 and recommended me Reverse Collapse: Codename Bakery, with the promise that RC:CB is a proper strategy game "[verging on] CBT." After fully finishing the main game (Normal Mode) and some of its side content (2092R-1 only), I'd wish I could give the game a mixed rating since it has some great ideas but a lot of janky ones as well. Since Gaben only allows absolutes, I don't recommend RC: CB to most people since I think its obnoxious decisions outweigh the good ideas it has. --- The gameplay of RC was once described as "just Fire Emblem" by a Discord's local gacha enthusiast. It's broadly correct with respect to turn based strategy based around tile attack ranges and player/enemy turns. But it misses details like RC:CB's focus on cheesing action economy, item preparations, stealth/puzzle levels, and much bigger numbers than FE. I do like that the combat missions are generally challenging enough to need to use most of its systems, even on normal mode. This game is no GFL2 story mode: be prepared to use your entire team, check enemy stat sheets, read skill descriptions, and even count tile ranges. The cast is also distinct in gameplay and everyone has a role in combat, like Jeufty being the glass cannon sniper or Atena being a tank whose low initial damage is made up for by her being the best item thrower. The big boss fights also involve some extra mechanics like managing an enemy's stacking buff attack buff based on its Evasion stat, or a boss who dodges all attacks unless you trick it into ending its turn on certain tiles. Unfortunately, the rest of the strategy experience is irritating whether due to overcomplication, or forgetting RC:CB isnt a gacha game. The game tries to break up the combat with stealth levels and a few actual puzzle levels, but most of these didn't have good flow and devolved into spamming quicksave/load and hope you read Yuzhong's mind. I don't blame anyone for simply looking up solutions to levels like Dependent, Blood Horror, or the 2nd part of Die Another Day instead of trying to read the mind of a dude obsessed with Metal Gear and robot girl fanservice. Units can attack/use items more than once or twice per turn unlike FE/the XCOM remakes, but Yuzhong then counters this by dropping entire armies onto you. Lategame maps get exhausting to play because you're having to manage killing 20+ enemies in a turn, in addition to enemy phases taking forever to finish even with a 4x speed button. This exhaustion is also compounded by the odd Chapter 4 structure forcing you to replay lengthy maps you probably want to skip through, but cant (or have secret, unintuitive skips). The game also loves its annoying surprise extra objectives/bosses at the ends of chapters, right after you may have expended all of your Skill Points or resources to get to that boss fight. Depending on the map and when you trigger the new phase, you might end up needing to replay 30 minutes of the map to have the resources/positioning to clear the boss fight. The most awful one is the Chapter 2-7 boss, when it's the first boss battle with mechanics, you only get 3 units/lack many upgrades, and it comes at the tail end of a lengthy defense mission. Steam Achievements says only 30% of players completed chapter 2, probably because this boss placement is that obnoxious to warrant rage quits. The tech tree/character building has the annoying feeling of both incremental upgrades as well as needing the "full build" to make certain skills/items feel complete. Some examples include Carl's buffbot build feeling more complete after he fully upgrades Self Encouragement, speeding up his ability to use his buffing skills without needing to awkwardly feed him kills. Or Mendo's Silencing Strike only feeling good after lvl4/5, when it kills a human target instead of merely putting them to sleep like common Sophoric Darts. Or the Flashbang gaining a stun effect at level 3, useful for disabling enemies with the last bit of AP you have or for stunning a boss while you clear out the adds. Or the Area Healing orb gaining a fantastic 20% damage resistance buff after a few upgrades, which is usually enough to save characters from one extra attack. This isn't helped by respecs being limited resource early in the game, discouraging you from experimenting with the toolset available to you. --- Experiencing the story of RC:CB was like that one gacha meme: "Actually I'm not like all the other gacha games... The story also gets very deep once you get past that first arc ..." The story is generally told in an extremely convoluted manner that makes it very easy to tune out. The game's first impression is to assail you with new terms, in addition to expecting you to keep up with its evil clones, even more powerful super monsters, collectable dossiers with background info, and alternate timelines. The plot is poorly paced and is constantly in motion. Even if it might make sense for the premise of a burned specops mission, it's miserable for the plot to only be constant battle. The final chapter of the game opens with a MGS4 style lengthy cutscene, information that should have been spread throughout the entire game. The true ending thinks that surprise quick time events are a "reward" for finishing an exhausting multi hour boss battle. You don't get a game over for failing, but parts of Yuzhong's game design philosophy make me wonder if a game over was actually planned. The main romance between Jeufty/Mendo has icky incestuous implications that only exist because of new backstory written for RC:CB compared to their story in Codename Bakery or Girl of the Bakehouse. The most infuriating part of RC:CB's story is that the cast is underutilized. Characters are the lenses through which we see stories and give faces to the story's themes. Yet Jeufty never talks to the cast (outside her sister) about how her info gathering exactly works, which could have gave the cast moments to interact at peace. Carl/Jevon/Atena may as well exist to spout battle plans/setting exposition and Jeufty's sister is a walking plot device more than she is a person. In those rare moments MICA does slow down, I can actually see why people like the storytelling. I appreciated the Chapter 4's negotiation moment and Nightmare's psychological battle in the form of a puzzle map. These were not only great ways to integrate the plot to gameplay, but were puzzles that were understandable on a blind playthrough. Small campfire moments (and one of the bad endings) finally give Jeufty and Mendo time to simply talk about things that arent fighting, as well as seeing Mendo's upbeat attitude balance out Jeufty's detached fatalism. That long exposition dump cutscene confusingly has some of the best the story has to offer. Not only does the plot finally slow down and gives the entire the cast time to breathe, but there's an emotional gut punch that explains why Jeufty's final mission is so important. The most unexpected surprised was The Da Nya. She is not only welcome comedic relief, but [spoiler] a deliberately planted Chekov's IDW for the finale of the game. Amazing usage of GFL1's meme unit. [/spoiler] --- I really want to like Reverse Collapse: Codename Bakery. Really want to like the cast, setting, and "Fire Emblem with guns" gameplay. I wish this game was a great gateway into the GFL-verse, but it does enough obnoxious things to turn me off from experiencing more GFL. I see the potential in MICA, but maybe it would be realized as a combination of a game without gacha elements, lessons learned from RC:CB, and all the great things I hear about Neural Cloud's pacing/cast usage.
Media

Related
Related
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Hours played at review time, across 855 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The grim realization that the devs can put out an amazing TRPG, but gacha is what pays the bills.
看了评论区国内二游社区现状,只能说现在这环境是国人应得的。一个二游厂商做了一款单机游戏性玩法深度拉满,剧情精彩的合格战旗游戏,评论里差评却大部分与游戏本身无关,全都是党同伐异无脑喷粪。脑子是不存在的,观点永远是来自于谣言节奏的,活该去玩米池抽卡游戏。 正经评测: Pros: 作为战旗粉丝我很认可这部的玩法,整体的战旗系统玩法深度让人沉迷。多样的道具,行动点与技能机制使得回合内操作可以极为多样化,面对海量敌人我方三两人就能借助地形技能道具应对。虽然回合过场动画里刷新一波波的强大高级兵种,但是几回合后发现艰难应对之后竟然全部剿灭,非常有成就感;剧情与人物塑造方面,时间回溯虽然不是新的概念,但是本作在多个时间线能够在相同地图展现出不同事件的发展十分有趣,与剧情演出和地图结合的相得益彰。非常期待有后续的作品。 Cons: 潜行关比例有点过高,且解法单一容错率较低;没有单步撤回,有的时候点错一下就得全回合重来非常恼火。 总结:好游戏,战旗粉丝绝对值得尝试的作品。本是献给少前世界观系列作品粉丝的情书,却诞生于旋涡之中,毁于众口铄金。真心希望还能再出新作。
羽中别几把惦记那比手游了,少前编年史那么长能补充的内容10部游戏都讲不完,赶紧捣鼓逆向坍塌后续作品
After S-Ranking every mission on standard mode (including Chapter 5) and 2092R, I can say that I've NEVER had a game that made think so resourcefully about EVERYTHING whilst being an absolute joy to play. As someone who gets bored with repetitive games (which is ironic for this game's story) and loves the ♥♥♥♥♥♥♥ absolute heartbreaking stories MICA team puts out, I was entertained the entire way through. Unlike their other games in the GFL universe, they don't have to hide their amazing storytelling behind Goonerbait, and it's clear that this game paid the toll of popularity for quality. [b]GAMEPLAY:[/b] When browsing reviews for this game before buying it, I came across a negative one that said something along the lines of "The Devs love dumping niche items that you'll never use again", which was followed by a complaint on how hard the game is. After playing Reverse Collapse fully to make a proper review, I kind of encountered that issue, but I realized it was a problem with ME, not the game. To put it simply, Reverse Collapse [b]WILL. KICK. YOUR. ASS[/b] if you do not carefully think about the equipment at your disposal. I've had moments where I felt "There is no way I can beat this, did I soft lock myself?", but after considering another approach and utilizing a variety of tools, I absolutely crushed the impossible, and it is an amazing feeling to break through when the odds are stacked against you. Almost every single item has a role to play, no matter how seemingly niche it is. Be careful about what you bring into missions, as you won't always be spoon fed information about what will happen. Something I do dislike, are the very few short Puzzle missions where you have to do things exactly the way the developers intended to get an S-Rank, but this wasn't a major problem at all given that a large majority of the missions give you the freedom to choose whatever approach you like, and guides will easily help you if you get stuck. Stealth missions are also not that big of a problem as some negative reviews make it out to be, as those reviews were before stealth patches rolled out, which now allow you to go loud in exchange for a challenging fight. Finally, this is not a tactical puzzle game about two massive armies battling it out, This is a tactical puzzle game about a small team trying to escape an entire army, you are the underdog and at a disadvantage for practically the entire game. Think it through and adapt to reinforcements, and you'll be rewarded. There is not one way to accomplish things. [b]STORY:[/b] I don't want to spoil anything if you are interested, but something Mica team has excelled in is that there is almost always an explanation for everything, there is rarely, if ever any: "It happens just because, or things are like this because the plot says so". There is a reason for almost everything, and actions made by characters make sense Psychologically. While the story may info dump on you at time, it's also up to you to critically think about what's been happening, as some things are not told directly. Jefuty for example, comes off as cold and almost indifferent to life, with seemingly exceptional combat skills for whatever reason, but her actions make sense once [spoiler] it's revealed that [b]a[/b] Jefuty inherits the memories of every individual Jefuty that has died in other timelines. Stacking probably an infinite amount of times with each death. The reason she is as proficient and numbed as is, is precisely because of how many times she has failed. Despite this, she remains a morally good person, even if she tries to hide it.[/spoiler] You can delve even deeper into this and watch the characters grow, as the whole game is literally about learning from your mistakes and improving upon it. IN SHORT: - Expect a long and difficult campaign even on the Standard mode. It took me around 140 hours to beat the WHOLE game, not counting 2092R. - Excellent VAs, Writing, Art, Music (Sad Piano music makes me cry dammit) and Disturbing scenes (The Scenes are not excessively brutal or gory, just shocking). - Be on the move and ADAPT. - If you are a Polish patriot you will feel at home with Beria and Kirill. This game will drain your balls and whack you upside the forehead if you try to rush through it without a plan and resource management. If you're not interested in either the story or the difficult game play after playing for a little bit, refund it, it's not for everyone. Otherwise, this game will award you if you are truly interested.
就游戏性方面看:有难度,也有意思,挺有沉浸感,一局打个半小时上下不是问题。最大问题就是潜行关有点太操蛋了,太多太墨迹,也没有什么太大花样,纯靠背板来的。打折时候买普通版来玩玩比较值。 另外:那些网龄、学龄甚至年龄都没有少前运营时间长的,头像是银狼胡桃芙宁娜、顶着欢愉毁灭巡海游侠ID网名的,第一次下载steam是为了退款刷差评的,在此之前没听说过加速器的,义务教务未完成的小朋友们你们好啊,喜欢我86%的特别好评吗? 2026.1考古,某些群体一看来自星辰和终末地先后暴死,木木老师猛猛切割01教官猛猛采花,再看同为国产独立游戏却有88%的好评,就气的只给少前2外服刷差评,不免有点回旋镖了
I have always had a love for the idea of turn-based games, but I am also the kind of person who's difficulty preference is "I want to feel like I have to use quite literally everything I've got to get through it". There are very few, in fact, none, turn-based games I have yet played up to this point that have gotten me remotely close to that feeling. Reverse Collapse, however, is PERFECTLY to my tastes. I played on Challenge+, effectively the hardest difficulty + only scripted points where the game auto-saves mid-mission. Aside from even just Challenge, I think the "+" part should just be the default experience of the game. Unlike many other games I've played, Reverse Collapse is dead set on making sure you use your items. There is no "saving it for a later point I might need it more", you will use it *now* or there will not *be* a "later point". Early on, it often feels like every mission begins with looking around the map and going "how in the hell am I going to survive this?" To then, indeed, survive it, feels absolutely amazing. The gameplay is finely tuned to a T, I have played through all of NG on Challenge+, then NG+, all of 2092R (a remaster of the original game Reverse Collapse is based on), 100%ed the game, and have begun doing challenge runs because I love it that much. It is the perfect indication that when MICA chooses to cook, they absolutely can, and it will make you even more frustrated with how bungled the gameplay of GFL2 is, knowing full well that they're very capable of putting out absolutely peak strategy experiences. Contrary to what other reviews may say, very little ever felt unfair to me. There are a lot of 'surprise' objectives, but in general I really like these. In many cases, the player ends up being just as surprised as the characters, it's a nice feeling of connection between the cast and the player of "oh ♥♥♥♥ what do you mean there's MORE?!" Yet, they're all pretty much exclusively pretty fair and rarely (if ever) trigger in instances in which you cannot do anything about them, often also just starting you with a fresh bar of Action Points. Also contrary to other reviews, I am, generally speaking, fond of the stealth. Many people like to claim that it is completely unfair, that you practically can't solve them without guides and that mind-reading is necessary to figure stuff out. This is completely false. Rather, the game will 100% punish you for being hasty. For not checking enemy patrols, for placing scanners in 'dangerous' locations where you're not *100%* sure that it's not next to an enemy you can't see, or for sleep darting enemies that are in the pathway of patrols or sightlines of another. Purely by paying attention and being diligent, you can very much so figure everything out by yourself. Even the most infamous stealth map, one called "Midnight Stratagem" plays by these rules. There is not a single moment in which you are expected to have to fail to gain information that you could not have reasonably otherwise. Not all of the maps are perfect, but they are all certainly *fair*, and many would rather consider it a failure on the game's part before they will acknowledge a skill issue, or that they got punished for taking risks in an attempt to shortcut diligence. While there are 'surprises' in stealth too, these are all, without failure, triggered at times in which you can compensate for the adjustment. You need to change your plan on the fly, yes, but you always will have time to, unless you have made other blatant mistakes earlier. The only 'oops you're caught, no counterplay" is if you're unlucky enough to have a piece of equipment next to where one of these surprises happens. Every time this happened to me (like, twice), I felt less like it was ♥♥♥♥♥♥♥♥, and more like I had my equipment in an obviously weird spot, usually looking around for hidden collectibles rather than 'normal' use. The more I have played, the better I have gotten at the game as a whole, the more I have come to love it. Much of the original challenge feels pretty easy to me now, and I love that feeling, of conquering something that was so borderline impossibly difficult during my first attempts, and coming to understand all its systems well enough as to make it look easy. If you want fair, genuine difficulty, Reverse Collapse is amazing. I also like how character skills are handled. Once everything is unlocked, every character will have 5 passives, and 8 active skills, of which you can bring 4 of those active skills into any given mission (some characters also get some "special skills", which cannot be leveled, but work like normal actives where you can slot them). As you level up, you will gain "potential keys" that can be used to level up your skills, both active and passive, up to lv5 for each of them. (In NG, at max level you will have enough for 5 passives and 4 actives, though you do not have to distribute them in that specific manner). Each character has what I'd call a "main" archetype, and various "sub" archetypes alongside that. For instance, Atena is generally a tank. She has various skills for damage reduction, a taunt, that kind of thing. But she's also an item-junkie, having a skill to increase her damage with damage-dealing items, and a passive that improves stealth items and gives her more range when using items. However, she is not limited to either of these archetypes either. Her main advantage for tanking is "Armor", that is, flat damage reduction on incoming hits. As such, she has a skill that temporarily increases her armor, and her taunt will also do so. Yet, there's another skill that can take this armor value, and deal x% of that value in a line AoE in front of her, which can get *deceptively* powerful. If you choose to, you can build Atena to use her tankiness as a weapon, or, another one, in which gives her guns double-shots. Both of her guns are close-range. She is not intuitive to use for damage nuking. But one is a really high damage shotgun, and the other is a pistol that she uses to counterattack when shot at. So, you can use this double-shot skill to both set up turns where she just blasts a boss with effectively 8 shots from her high damage, high armor-pierce shotgun, and/or, set her up to counter with double shots from her pistol as well, giving another flavor to her abilities. There are very few outright 'bad' skills in the game, almost everything has a niche or some way of playing the character that it aids. You can mix and match to make a character as 'pure' or 'spread out' as you want. Atena can have solely tanking skills. Or, she can spread out with a few different niches that she's lightly committed to, etc. Everyone operates in the same way. Their main archetype defines them, but it is not all they are capable of. Similarly, there are no outright 'bad' characters. Everyone has a role, and everyone can do a lot of things. You can misutilize them, you can faultily believe that only Jefuty is useful at a point, you can think a character is hot garbage and only decent for dispensing items, but I assure you, they can ALL kick major ass. Nearly everyone can set up to be able to drop nukes, and nearly everyone can set up to help others perform their roles better. 224 hours at the time of this review, and I am sure it will go up by a lot with time. I would kill for more stuff like this. 9/10, I want a workshop level editor. ...Note that none of this applies to 2092R. I am happy 2092R is in the game. I am glad a remastered version of the original 2013 game exists as a side game. I am glad you can play it. It sucks ass. It's garbage. Your Turn: 75. It is agony in the unfun way. It is simultaneously harder and far easier. Your flashbangs last for 2 turns. The moment you learn this, nothing will ever move near you again. I cleared the final map on the NG+ of 2092R, by meeting the relevant S rank condition, then dropping about 70 cruise missiles (really) on the rest, no thanks. It's at least short.
Bought because I am a fan of tactical RPGs and it was on sale. Had low expectations. Devs previous game is a gacha? Not a fan of this kind of chibi art style. No english voice acting expect bad translation. Even if translation is decent surely subpar trope filled low effort anime slop story with cringe dialogue and adults that talk like 10 year olds. Prepared to play for an hour and refund. Surely. SURELY? 124 hours played. BUY THIS GAME.
[h1] 好的作品不应该被埋没。[/h1] 作为我玩过并且通关的第一款正经的战旗游戏来说,这是一款质量绝对算不上差的的游戏,拥有精致的二次元画风,流畅的2d小人演出,剧情量大管饱,并且全程日配,唯一扣分的点是潜行关解法太过固定,失败五次之后我选择拥抱攻略。。。不过质量绝对能与价格匹配,第五章开头有整整两小时左右的剧情我还能够说什么呢。。。真的很喜欢这个游戏,下次记得多来点潜行,等等,还有下次吗?我的洁芙缇。。。 [spoiler] 另外评论区是给游戏质量评价的,不是用来宣泄和网暴的地方,玩个少前就说龟,会发评论就是赢赢赢,闹麻了。[/spoiler]
羽中,我后日谈呢? 我捏着鼻子吃了八十小时,然后你告诉我重制没填剧情坑? YMFM!
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 11.4K | 90% | $7.99 | |
| $3.2M | 6.9K | 91% | $24.99 | |
| $3.2M | 5.5K | 80% | $19.99 | |
| $3.2M | 22.5K | 87% | $7.49 | |
| $3.2M | 3.2K | 70% | $29.99 | |
| $3.2M | 5.5K | 89% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $26.9K | 1.3K | 93% | $1.49 | |
| $2.6K | 16 | 88% | $5.59 | |
| — |
| 0 |
| — |
| — |
| $1.1M | 1.2K | 69% | $49.99 |
| $303.4K | 616 | 71% | $19.99 |
| $71.8K | 36 | 89% | $59.99 |