
An addictive mix of strategic combat and army building, with the precision of an RPG. Design your squad members' exact build of equipment and talents to create unique fireteam combinations. Step into the pilot suit of a Leviathan mech, lead the Templar Knights in turn-based tactical warfare.
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 10 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0.14/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 2,400 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



Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Templar Battleforce is a deep and engaging tactical RPG. Mechanics is prety complex and not entirely explained in the game, but Steam guides (even made by the developers) teach all necessary terms (like penetration) and their relations. After you get all that, budilding, expanding and developing your team and navigating through the huge tech tree becomes satisfying and engaging. Even if legally distinct space marines are not to your liking, but you like turn-based tactical genre, the game is worth trying. I look forward to other games of this studio.
It's a flawed jewel. Except it's not flawed.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I tried this out a few years ago and bounced right off, but now I've been playing for a couple of weeks and having a ton of fun. The game looks a bit complex, but when you get into it it's a pretty straightforward tactics game. It falls somewhere inbetween XCom and Xenonauts.
Long time I didn't play, but this game and his devs deserve love. I had a blast playing this, it was a very good experience. And the devs showed an amazing support.
I never finished this game but I enjoyed the part of it that i played. It felt like it owed a lot to Space Hulk but with more RPG options and original lore (lore that is reflective of the likely source material but without being derivative and managing to be its own thing). Still, if I was working out whether to recommend this game to someone... i'd probably start by asking how they feel about turn based space marine skirmishes with lots of overwatch.
The gameplay is a simplified XCOM. The character skill trees are MASSIVE. The tech options really are options, you can't afford to unlock everything. Amazing value.
I really like this game. I's been a lot of fun for me. I also appreciate the quests and dynamics of the game. Sometime you have to make the appropriate and careful choices when deploying your squad. However there is some aspect, which somewhat spoils the fun for me. It is the requisition table. It's OK that it's big and have a lot of selections to choose from. But in my opinion it is way too cumbersome and in some respect even illogical. It's great that the player is given some freedom to choose skills and equipment, which best suit his/hers game style. But on the other hand the tree forces you to spend very few requisition points given after the battle on some useless, in my view, skills or buffs. I, for example, am not too much a fan of numerous buffs this table forces me to get in order to get some equipment I need. It kind of defeats the purpose of "free path". Number of req. points is very small, so now I have a number of my guys having some unused points for equipment, which I can not use due to having to waste my req. points on some buffs, which I personally find wasteful. It is also aggravated by the fact that I have to spend my points on each individual warrior type - silly me getting all the classes instead of two - three, which can only be reasonably equipped. Sometimes, one of a sudden, same equipment can be used on a couple of different troop types. But the req. table is so convoluted and number of points given so small, that it is always some pain in a butt when I have to distribute my points after the battle. Why can't we have some separate table tree for each class and the limited number of req. points available to spend on EACH individual branch w/out depriving one troop type at the expense of the other? That's my 5 cents worth opinion.
Los gráficos podrían aún ser peor y aún así seguiría pensando lo mismo, una pasada de juego, siempre me gustaron los juegos por turnos al estilo de UFO Enemy Unknown, se nota que bebe del universo W40K, razón de más para gustarme, una libertad de personalización de personajes enorme, lo jugué en el nivel de dificultad más alto, y lo disfruté cada minuto, totalmente recomendable
Turn based gameplay and upgrade your troops in between missions to your liking.
Старенькая, комплексная, но это и не важно. Убей мутанта, сожги еретика, уничтожь ксеноса.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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