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Brigador Killers on Steam - User reviews, Price & Information

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Isometric insurgent simulator. Fight on foot and in vehicles, build and steal a private arsenal and bring the war home to the businessmen who started it all in this continuation of the Brigador saga.

Brigador Killers is a early access, cyberpunk and action game developed by Stellar Jockeys and Gausswerks and published by Stellar Jockeys.
Released on August 20th 2026 is available in English only on Windows.

It has received 567 reviews of which 379 were positive and 188 were negative resulting in a rating of 6.4 out of 10. 😐

The game is currently priced at 17.99€ on Steam with a 10% discount.


The Steam community has classified Brigador Killers into these genres:

Media & Screenshots

Get an in-depth look at Brigador Killers through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: 2.6 GHz or faster
  • Memory: 4 GB RAM
  • Graphics: AMD Radeon 5770 / NVIDIA GTX 460 or better
  • Storage: 4 GB available space
  • Additional Notes: Best played on mouse and keyboard.

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

21 hours played
Aug. 2026
Not in the slightest concerned the demo is "better" than the "release". Lets be fair, you need to have some faith and positivity in your understanding of what you're getting into buying an early access title. Why even give this a negative review, what else is there out there that can offer even half of what this studio can deliver? Keep on the up Stellar Jockeys, what a kickass game.
20 hours played
Aug. 2026
To save time I'll provide a TL:DR and just say that you should try the demo (it has its own store page!) if you've the slightest interest in the game's description. If you enjoy the demo, maybe hold off for now and check this release in a couple of months. If you really enjoyed it, then consider a purchase and lending your voice to the ongoing feedback and understand that the current version does come with the following caveats: [*]Your general power level is much weaker because we're missing a number of the more formidable vehicle fabs from the demo, as well as swappable armor rigs. No Carmine Rig means that you're squishy foddermeat on-foot that'll get mulched into a pile of gore from a stray burst of 7.62mm in a microsecond. [*] Progression is slower and more piecemeal: the narrative campaign and garage modes are now intertwined, as was their original intention. You WILL throw rocks and stomp on Corvid nuts in the dark sewers until you find an actual firearm. You WILL have to huff it on foot like some ground-pounding grunt until you earn the right to steal a car and store one in your smelly terrorist cave. [*]Enemy AI is more responsive and tactical. Reinforcements arrive more often to keep you on your toes even after you kill everyone. I personally enjoy this, but it seems it's a more contentious topic as the most recent hotfix that was addressed to some complaints may have gone overkill in nerfing enemy density. Early Access disclaimer etc etc [*]Some of the more unfinished aspects from the Nextfest demo still remain present, like programmer art doodle-icons and missing item descriptions. Game's in Early Access, et cetera, though I'd be remiss to not voice that I was slightly disappointed at the negligible difference for such things in this version because I like staring at pictures of absurd mech-scale weapons and reading what kind of super propellants the funny space people use for their high velocity rotary cannons. Regardless, I still like what Stellar Jockeys put out with the concept of Brigador Killers as a whole, so I bought it and I'm giving it this here Thumbs Up™ review, but I also think it's pretty understandable that some are frustrated in the version differences. I do, however, maintain faith that it's an inevitability that we'll be back to the heights of power accessible in the demo AND more. Anyways I'm gonna start my actual full stream of consciousness rambling here. At the current time of Early Access launch, this game is a strange case where the publicly available demo version has more "raw" content to engage with and discover than the actual purchasable title, though with some exceptions such as this release featuring a proper ramping of narrative, some extra maps to play around on, and overhauled enemy AI. I'm of two minds on this. I acknowledge that the purpose of the demo release was to demonstrate a vertical slice of the game's identity and as a result, is intentionally designed to be unhinged and generally impress any would-be comers looking around to see just what the hell this Brigador business entails. It accomplished this very well for me. I played the heck out of the demo, dumping 50 hours into it back during this year's Spring Nextfest over the course of a weekend. Couldn't get enough and was wondering just where the hell has this type of game been my entire life. Literal crack. I love mechs. I love inventory and ammo management. I love being a little loot goblin and amassing large quantities of high explosives and ammunition in my cave between carrying out acts of insurgency against the government just like any other dutiful up-and-coming terrorist cell. I especially love stealing consumer cars, taking them back to my garage and frankensteining them into bespoke kitbashed abominations. One such abominable example is the Party Van, a personal favorite of mine in which you convert an extremely generic panel-type delivery van into an engine of proletariat fury by welding tank treads to its chassis and glueing a couple of turret mounts to the roof in order to support an autocannon normally rated for IFVs, and a light machine gun that was originally mounted on a SWAT car. And despite all that extra weight, you still have enough space in the van's interior to lug a big ol' storage box to store and transport all the crap collected from the genocide you enact mid-mission. The perfect vehicle to employ and satiate my homicidal and loot-gobliny tendencies. Suffice to say, ♥♥♥♥ was cash and this has been on my radar ever since. Had me trying out the original Brigador, which I've owned for the past ten years but have only really bounced on it on and off in occasional half-hour spurts and I finally got around to maxing out its codex when I got bored with the BK demo. Definitely a fun little arcade city destruction experience, but the longevity and narrative theming of BK here ("insurgency sim" as a descriptor) felt a lot more compelling to me, on top of the intersection of playable infantry and mech combat being a rarity in games. Come Early Access release, I was practically chomping at the bit fiending for more. While I've already documented the changes between the demo and this release above, I hadn't stated how I felt about it all with much granularity. I'd say that while I still like what we have right now, in candor I do feel that it was a bit of an obvious misstep on the part of the developers to have the demo version be so packed full of goodies, only for a not-insignificant portion of it be inaccessible beyond console commands with the Early Access launch. They've stated their reasons for this already. For example, in the case of all the rigs that were originally in the demo, they temporarily disabled them in the interests of "progression and game balance" and will reintroduce them in the future. Presumably, the vehicle fabs like the Party Van and such were disabled for the same reasons even though you can currently buy treads and such. I have no problem with that and adjusting to the new flow in the absence of such advantages. It's their game, so it's their prerogative to adjust whatever they need to fit their full vision. But to be frank, I don't think it takes a genius to predict the likely optics on such a decision. In my view, it's reasonable to view a demo and its contents as a baseline for how something will be. And so naturally, it creates a certain level of expectation for what the actual priced version would contain at minimum. I would say things like the alteration of more abstract mechanics like AI behavioral overhauls and loot scarcity is completely fine between versions. But when something more visceral and tangible is taken away between the demo and priced version, like the Rigs or the ability to fabricate the more fun jury-rigged ♥♥♥♥♥♥♥♥♥ like the Party Van, I feel that it's inevitable you are going to arrive at, and cause, a rather unnecessary conflict of expectations from the people who gave the demo a try and bought the priced version carrying those expectations. And let me reiterate - I totally understand the dev's reasoning, it's their vision so they can adjust balance and progression as to how they see fit. But I think at least retaining the Carmine Rig with its increased armor and health would have definitely mitigated a lot of these negative reviews concerning difficulty. I've rambled enough. It's still a very fun game at its core if you like LARPing as a terrorist and will most certainly be an awesome war crimes viscera-spreading stomping simulator like the original once mechs make their way back in. Just expect to wait a while 'til then. Personally, I've already trashed a funny space tank with a van full of IEDs and added a certain someone to a certain collection so now I'm just sitting pretty waiting for more. It's only going to get better from here, especially since a modkit is in the cards.
11 hours played
Aug. 2026
I am completely captivated by the genre shift in Brigador Killers. I was so sure that this would be more levels of basically the same game as Brigador with the new player-as-pilot system they had been teasing as the main innovation, but after the first four levels... there is an intense shift in genre that is at once a completely new direction that may shock fans, yet also a natural conclusion of the Freelance mode from the first game. In the first game's campaign, every mission was a self-contained resource management sandbox, but Freelance was supposed to be about managing those resources over (potentially) the entire campaign. It was clearly a cool idea, but the first game leaned on the arcade angle much to its benefit. With the level of depth that the first game had on a mechanical level, it just made more sense to craft every level as a bespoke, unique puzzle to be solved four very different ways with varying degrees of difficulty. A campaign-long Freelance run rewarded the player too much for just choosing a boring jack-of-all-trades loadout. Brigador Killers returns to the idea posited by Freelance, and explores the new depth afforded by shifting the player from one vehicle to an individual guerilla capable of utilizing different vehicles as part of a persistent arsenal, Brigador Killers was going to take this immersive sim path since pretty early in development as far as I know, but it just so happens that uniting the thematic/plot thread of a guerilla campaign with the gameplay loop of a persistent arsenal shared between missions is helped along by the coincidence of a certain recent trend in game design more broadly. The first time that you die and lose your weapons, it's jarring. Having to return to a previously completed level and actually focus on procuring weapons rather than pursuing an objective is a major departure from the first game, and the first four missions of this game. The negative reviews of Brigador Killers that I've seen so far all revolve around the whiplash that scraping around with nothing when so much of Brigador as a franchise is about the popcorn fantasy of just stomping on everything. There is an aspect of delayed gratification at play-- progression, one could say-- that was totally absent from the first game. In that sense, it legitimately might not be for some players. On the other hand, I think there are a lot of reasons to love it, even if you think that Brigador's formula was already perfect. This game is a different beast, but one that compliments the first game. This change in core gameplay is an incredible example of ludonarrative resonance. The Brigadors were monsters who kicked Solo Nobre's teeth in when it was down, and the Anchor Unit are the opposite: scrappy guerillas punching up. On a gameplay level, whatever is lost in the shift from handcrafted puzzle sandboxes is gained in unprecedented player freedom. Brigador gave you four ways to solve each level, but Brigador Killers gives you a practically infinite buffet of solutions for you to prepare and implement. The immersive sim DNA keeps the build-up from feeling like grinding or farming, while the arcade elements keep it from getting too much like work. There are some moments where the progression has growing pains: when the levels start getting harder, you start wanting for certain resources, and the bottlenecks start feeling a little oppressive-- and then the progression lifts that weight off your shoulders. Let me give a concrete example. First, let me be upfront: the sewer section seems really frustrating if you're under the impression that's the whole rest of the game. It is not! The resource scarcity that you run up against like a brick wall after the first four introductory missions quickly begins to ease up. In the first few missions after leaving the sewers, you'll start to want for bandages, and you'll realize that scavenging for the raw materials to make them is pretty inefficient on the first few levels. There isn't enough scrap to make the things you want. The enemies start getting too strong to take on with the armory of guns you have access to. Then, you get access to vehicles, and suddenly you can scrap a car you drive out of a level for like 10 or 20 bandages, and enemy infantry begins to present less of a challenge as you bounce them off the bumper of your panel van. It sounds a little ridiculous, but you have to trust Stellar Jockeys. The developers know what they're doing, and to the extent that this shift in gameplay chafes, these are almost certainly issues that are going to be solved as the game chugs out of early access. That's the other thing to keep in mind-- What we have access to here is not a finished product. Let me remind you that Brigador, even when it launched, was not the near-perfect gem that it Up-Armored is. I'll say that it remains to be seen if Brigador Killers is a second strike of lightning, but what's here is at least as good as other indie offerings at the moment. A lesser studio what be satisfied with the core gameplay loop that this version of the game establishes. The demo-but-more would also have been an acceptable sequel to Brigador! But the beauty is that Brigador Killers plans to be so much more, uniting a completely new open-ended gameplay system with an expansive, deep campaign that recaptures some of the handcrafted charm of the original level design. It's just a little unfortunate, especially for some fans of the original, that the emphasis in this build is on the former ambition.
2 hours played
Aug. 2026
Leaving in an early review: Brigador Killers is, so far, everything I wanted from their previous title. Destructive fun in a REALLY good looking isometric game with a bit of exploration and more story than on the previous title (which is pretty cool, so far). It's Blast Corps meets MechWarrior 3050 meets Jungle Strike meets Shadow Run (sorta). The OST is absolutely insane. It's some of the best music ever to be in a video game, just pure EBM-stomp hits, one after another, so congrats to the OST team! Best EBM I've heard in the past decade. If there is one downside about the E.A. as of now, it's the UI/UX. It's just not instinctive and some of it doesn't really make sense. Dragging items from a corpse/crate to the player's inventory is confusing for no reason. I'm having a hard time with it and it's a bit frustrating + it really doesn't match the game's beauty. The UI is messy and kind of bare-bone looking, it looks like a debug console menu that players should not be seeing. Even the dialogs screen doesn't fit the game. I would've personally liked something a bit more skeuomorphic to fit with the game's esthetics. But other than that: Brigador Killers is freakin' GREAT!
9 hours played
Aug. 2026
The game is, in essence, a terrorism simulator. You're embedded in a city belonging to the corporate interests that destroyed your home, and you're here to return the favour. Think Steven Spielberg's 'Munich' on a larger scale. The game revolves around entering areas, taking what you can, and putting those spoils forward to acquiring and murdering the next group of people above you. So far, the game's violence is smaller scale than the original, but having put sixty hours or so into the demo, I know it will lead to the larger city-wide destruction that fans have come to anticipate. The story is, so far, peacemeal - scant. I intuit that it relies on a familiarity with the non-video game material (two books, I believe). This doesn't really bother me, characters make frequent references to events from these books, but you get the jist of it on your own. This is not the first attempt the people of Solo Nobre have made in getting back at the corporates who destroyed their home. Soundtrack is excellent. The production values are a bit iffy, but it's early access so you can forgive the lack of polish in cutscene presentation or UI intuitiveness (The inventory system still sucks). The real appeal, to me, is the slow build of gathering resources and stocking your base. Expanding from scrap-iron pistols to cartridges, to lasers and full-scale warcrime weaponry. If this appeals to you as well, Brigador Killers is right up your alley. People who are hoping for the free-form, loose arcadey nature of the first game, may want to hold off. I loved the demo, I love this game.

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Frequently Asked Questions

Brigador Killers is currently priced at 17.99€ on Steam.

Yes, Brigador Killers is currently available at a 10% discount. You can purchase it for 17.99€ on Steam.

Yes, Brigador Killers received 379 positive votes out of a total of 567 achieving a rating of 6.43.
😐

Brigador Killers was developed by Stellar Jockeys and Gausswerks and published by Stellar Jockeys.

Yes, Brigador Killers is playable and fully supported on Windows.

No, Brigador Killers is not playable on MacOS.

No, Brigador Killers is not playable on Linux.

Brigador Killers is a single-player game.

Yes, there are 2 DLCs available for Brigador Killers. Explore additional content available for Brigador Killers on Steam.

No, Brigador Killers does not support mods via Steam Workshop.

No, Brigador Killers does not support Steam Remote Play.

Yes, Brigador Killers is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Brigador Killers.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 29 August 2026 20:32 UTC
SteamSpy data 30 August 2026 11:38 UTC
Steam price 30 August 2026 18:19 UTC
Steam reviews 30 August 2026 13:45 UTC

If you'd like to dive deeper into the details about Brigador Killers, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Brigador Killers
  • SteamCharts - Analysis of Brigador Killers concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Brigador Killers compatibility
Brigador Killers
Rating
6.4
379
188
Game modes
Features
Developer
Stellar Jockeys, Gausswerks
Publisher
Stellar Jockeys
Release 20 Aug 2026
Platforms