
The year is 1962 and the Cold War has the nation gripped by fear. A top-secret government unit called The Bureau begins investigating a series of mysterious attacks by an enemy more powerful than communism.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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 10 → 0.14/day in the week after.
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 824 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b]Score: ★★★½[/b] [b]Played on Steam Deck:[/b] Yes. [b]Tags:[/b] Third-Person Shooter, Tactical Shooter, Alternate History, Sci-Fi [b]Review:[/b] To preface, I've never played an [i]XCOM[/i] title beyond this one. I'm aware of the franchise, own most of the series, and understand why longtime fans may be skeptical of this spin-off. [i]The Bureau: XCOM Declassified[/i] has an undeniable retro-futuristic Americana charm. Cold War paranoia, secret government agencies, and alien conspiracies combine into a setting that is far more compelling than the game ever deserved. I wanted to explore more cities, lead more operations, uncover more dirty little secrets, and spend more time in this version of 1962 America. The world is easily the game’s greatest achievement. For roughly two-thirds of the campaign, it delivers. The gunplay is solid enough that a decent shot can coast through most encounters. Cover mechanics are responsive, squad commands are stripped down but effective, and the tactical pause system adds just enough strategy to matter without becoming a nuisance. It is unmistakably shaped by the [i]Gears of War[/i] era, with traces of [i]Mass Effect’s[/i] squad management layered on top. The blend works more often than it doesn't. The cast is very strong, the dialogue doesn't miss a beat, and the atmosphere does much of the heavy lifting while the game quietly builds momentum. Then the wheels come off. Side operations are administrative busywork dressed up as game design. Weapon progression loses relevance far too early, with new guns arriving long after your starter arsenal remains perfectly viable. Boss fights fare even worse, reducing tactical combat into bloated wars of attrition against oversized health bars, where patience matters more than intelligence and the game mistakes endurance for challenge. And then comes the final act. What begins as an intriguing Cold War conspiracy collapses into rushed exposition, abrupt character reversals, and plot developments that seem to materialize because the script had to reach a sudden deadline. Characters stop behaving like themselves. Revelations arrive with practically no buildup. The game spends ten hours constructing a fascinating mystery and then tears its own throat out trying to explain it. The ending does not merely disappoint; it makes the rest of the campaign look like a lie. That is what makes [i]The Bureau[/i] so frustrating. The failure is not that it is bad. The failure is that it gets so much right before completely face-planting into the one thing it absolutely cannot afford to botch. There is a genuinely fun tactical shooter here, and almost a great science-fiction story. Unfortunately, both are dragged down by a final act that feels less like a conclusion and more like a studio running out of time and money. [i]The Bureau: XCOM Declassified[/i] is neither the disaster some [i]XCOM[/i] fans claimed nor the hidden masterpiece its defenders insist it is. It is a solid tactical shooter built on an excellent premise, remembered less for what it achieved than for how spectacularly it sabotaged itself at the finish line. [b]Achievement Difficulty:[/b] ★★☆☆☆ [b]Completion Time:[/b] ~16-18 hours [b]Achievement Review:[/b] Mostly straightforward. The hardest achievement is reaching the credits without wondering who approved the last few hours of the script.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.1M | 6.5K | 59% | $7.99 | |
| $1.1M | 6.4K | 84% | $4.99 | |
| $1.1M | 2.7K | 91% | $19.99 | |
| $1.1M | 1.8K | 76% | $29.99 | |
| $1.1M | 2.9K | 85% | $15.00 | |
| $1.1M | 2.3K | 93% | $16.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $38.6M | 108.3K | 92% | $19.99 | |
| $2.4M | 21.7K | 79% | $4.99 | |
| $17.5M | 115.1K | 78% | $9.99 | |
| $83.5M | 156.3K | 94% | $29.99 | |
| $5M | 96.8K | 71% | $2.99 | |
| $49.1M | 45.4K | 94% | $59.99 |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 8: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Jul 30 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French*, Italian*, Spanish - Spain*, Japanese, Korean, Russian**languages with full audio support
Hours played at review time, across 828 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
An enjoyable time in a classy and well looking game. I played it twice and will replay it again .
Un jeu qui est de la serie Xcom mais qui pourtant a un gameplay très différent. La gestion d'escouade est minimaliste, un sous Mass Effect, pas très beau et peu plaisant. Je mettrais bien un avis neutre mais c'est impossible, alors par defaut, c'est un non pour moi.
pretty awesome
Отличный тактический шутер по миру XCOM. Он конечно очевидно из 2013го - есть проблемы со звуком, местами, и кажется там должна была быть музыка, которой не было бОльшую часть игры у меня - но в остальном играется отлично. И сюжет интересный
Crashing? i did too but its an easy fix. i just looked it up and first video i found https://www.youtube.com/watch?v=6ePPmpO41kQ&t=1s fixes the problem. Several hours in and its.. ok.. its got the Mass Effect 1 vibe. the game is old, but you probably wouldnt be here if you werent looking for some more insight into the Xcom Franchise. So far its ok, lukewarm, hoping it does get some good bits but definately worth it at the current -80% sale.
А мне старлинк установят?
nah
Jogo é bonzinho até, e vale apenas se você quiser só passar tempo.
While i am recommending this, i do so with a warning. First it needs to be made clear that this is NOT XCOM, it may be set in the same universe (although certain story decisions do make me feel like this is more of an AU of XCOM rather than something that would fit in the general mainline story), its nothing like the top down strategy game you might be used to or know about. Secondly, its very much a cover-based shooter, atlhough the controls for it are clunky as hell and it honestly becomes much more a slog to play the further through the game you get as you encounter bigger and stronger enemies, and while it tries to allow for some ambush set-ups or a more tactical offering like traditional XCOM, its overall much better to treat this as a shooter with tactical elements than an XCOM shooter. The overall idea of the story is interesting, offering an alien invasion during the 60s that sets up the roots of XCOM as we come to know it as, an alien defense organisation, from what was originally an american federal organisation meant to counter a Soviet Invasion. However there are aspects of the story that i feel fell flat, especially near the end, with them feeling much more like they were trying to tie everything up as well as they could before they had to ship the game. For gameplay mechanics, its a typical cover shooter, you find some cover, either half or full like you'd expect with regular XCOM, and you peek out and kill enemies as they pop up or run to different cover. There is a tactical menu which attempts to be its own XCOM tactical menu, although it activates bullet time, so you have to have some idea of what you're going to use when you bring it up, otherwise while you sit there thinking, the enemy is still moving and attacking in the background. You and 2 other team mates have abilities, your abilities are support, with no real damage dealing abilities, which is where you team mates come in. There are 4 classes, Commando, Engineer, Support and Recon. Commando generally hits hard or can disrupt enemies, Engineer can toss down mines and either a rocket or laser minigun turret, Support can help give stims to the team, plop down a shield, or disrupt enemy armor or shields, and recon is the VIP shooter that you use to take down or disrupt important enemies that can affect the battlefield. Now because you only have 2 slots, you have to choose what sorts of skillsets you want, which is difficult in the early game as you lack abilities and perks and you only get more and more abilities and perks as you level up to rank 10 or level your squadmates to rank 5. The game tries to emulate the Geoscape to an extent, however it only covers America, and there aren't any consequences or real rewards for doing any missions outside of the Main Missions. you have the ability to send extra squad recruits to go on missions which can allow you to level them up without having to constantly swap between them for missions with you, however beyond occasionally rewarding some extra squadmates, any other rewards are effectively useless as you can find those rewards anyways in Main Missions or on Side Missions. These rewards are backpacks, which give you special advantages depending on what it is, such as giving increased damage against Armored enemies, or shielded enemies, giving you increased ability range and ammo, and also giving you some reduced damage from enemies, or giving you a greater reduction in damage from enemies as the only effect etc. You find alien weapons in the field, but you don't have any other actual tangible rewards that make doing these agent missions or the side missions worthwhile, you only do the side missions if you want to play the game a little bit more in between Main Missions and/or get some more lore on what the aliens are doing and how XCOM is dealing with everything. Characters can be interesting at times, but other times they fall completely flat and essentially just fit into archetypes, particularly near the end of the game, they effectively just become puppets for the story (most of them at least), letting the story carry them into the roles they have to play to advance it to the end without any real pushback or commentary. the ending, of which there are 3 based on a singular choice with no previous choices or interactions mattering, effectively handwaves the consequences of the story you were just shown so it doesn't truly affect the start of XCOM: Enemy Unknown and why you still have to scavenge alien tech during the game to get better weapons. So again, while i am recommending it, its basically toeing the line, and its with the recommendation to treat it as an independent game thats not attached to XCOM at all, which is honestly pretty easy as outside of only a couple enemies and some name drops, its easy to see this as just being some random Sci-fi cover-based shooter rather than a weird step-cousin to the XCOM franchise.
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.