Capes on Steam - User reviews, Price & Information

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Superheroes clash in this turn based strategy game. Recruit, train, and deploy your team in order to take back the city from the villains that hold it hostage.

Capes is a turn-based tactics, superhero and turn-based strategy game developed by Spitfire Interactive and published by Daedalic Entertainment.
Released on May 29th 2024 is available on Windows, MacOS and Linux in 10 languages: English, French, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Spanish - Latin America and Traditional Chinese.

It has received 429 reviews of which 306 were positive and 123 were negative resulting in a rating of 6.8 out of 10. 😐

The game is currently priced at 39.99€ on Steam, but you can find it for 12.54€ on Gamivo.


The Steam community has classified Capes into these genres:

Media & Screenshots

Get an in-depth look at Capes 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 64-bit
  • Processor: Quad-core Intel or AMD, 2.5 GHz or faster
  • Memory: 8 GB RAM
  • Graphics: NVIDIA 960 GTX / AMD RX 590
  • DirectX: Version 11
  • Storage: 4 GB available space
MacOS
  • OS: macOS 10.14.6 Mojave
  • Processor: Intel Core M
  • Memory: 8 GB RAM
  • Graphics: Metal 1.2 Compatible Graphics Card
  • Storage: 4 GB available space
Linux
  • OS: Ubuntu 18.04
  • Processor: Quad-core Intel or AMD, 2.5 GHz or faster
  • Memory: 8 GB RAM
  • Graphics: NVIDIA 960 GTX / AMD RX 590
  • Storage: 4 GB available space

User reviews & Ratings

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

April 2025
Capes is an extremely fun game, and I want to clarify and recontextualize the issue I see many players find with skill progression. After discussing the issue, I provided a standard, and brief, review of the game. I believe the issue is a fundamental disconnect between the way players have been conditioned to approach games and the way Capes encourages us to engage with it's gameplay and progression system. As characters level, more of their skills and skill upgrades become available for purchase. The resource (SP/Skill Points) needed to purchase upgrades, however, is obtained by completing the mission and secondary objectives. Each level has several secondary objectives that offer a significant amount of SP. The issue many players seem to have is that progression feels gated behind secondary objectives. I ultimately think this is due to player mentality. We have been conditioned by so many other games to accomplishing everything all at once in one level, and this mentality causes us to frequently reload or restart the levels we are playing. In other games, you need to hit those secondary or optional objectives because they are tied to other things, be that additional experience points, new weapons or abilities, story elements and ending options, or just a sense of accomplishment for the player. If we miss those objectives, we are losing out on something, and this feels exacerbated in Capes because that's a lot of progression potential. Capes acknowledges this and encourages players to come back to challenging levels later to fully complete the secondary objectives after their characters have obtained some upgrades. For example, one stage on a rooftop requires you to knock 10 enemies off the roof. The first time I tried this level, I only had a few abilities that could knock enemies back, so I wasn't able complete this objective and lost access to the two SP the objective offered. I came back later with a different roster of characters, a few more knockback abilities, and I was able to complete the secondary objective. This design fundamentally clashes with the way we are used to engaging with games. I could have constantly reloaded or restarted the level to try, in vain, to knock the required number of enemies off the roof, but that would have been more time consuming than simply replaying the level later. Ultimately, Capes encourages us to engage with our time and gameplay differently than other games. At the time of writing, I have only had to return to one or two stages, and I have delayed playing one stage early on because it required use of an ability I hadn't purchased yet. Mission objectives are displayed at level select, so you know what you will need to do before entering a mission. Instead of sometimes bashing our heads against the wall like we do with other games, Capes asks players to engage with the game less strenuously. Level completion and character progression are at lower stakes than we are used to, and this mismatch between our mentality and the game's expectations can result in frustration. Overall, I am very happy with my purchase. I'm not far enough in to say whether or not it has enough content to justify the forty dollars, but I am very happy with the twenty dollar I paid. The gameplay is fantastic, the story is okay (I find that there is a significant tone discrepancy between the characters' quippiness and the dark setting they are in--imagine a grim DCU setting populated with the quippy cast of the MCU), and the voice acting ranges from great to pretty bad. As other reviews have pointed out, there does seem to be an emptiness between missions. The group's hideout is a base that was abandoned 20 years ago when the heroes were killed, so there could totally be some XCOM-like base buildin. I don't fnd this to be a problem since the gameplay is so good, but there is definitely a feeling of absence. You can read about the other characters and the setting, and you can even unlock short dialogs between characters as you play through, so it isn't entirely empty.
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March 2025
If you're a fan of XCOM or Marvel Midnight Suns, you'll enjoy this iteration on the formula. Capes has a heavier focus on melee combat and use of character specific special abilities than the games that likely inspired it, but leans into the theme well with heroes who feel distinct from one another, especially as you level them up. The combat sandbox is fun, with optional objectives that up the skill points awarded for completing a level. The story is serviceable, voice acting at a quality that stands out as decent amongst what would otherwise be an unremarkable tale. The bad guys are literally part of "The Company" and are cartoonishly evil, which does the job of ferrying you between combat scenarios. If campiness drives you crazy, this story will annoy you, but otherwise it won't get in the way of enjoying the combat puzzles.
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Feb. 2025
I've enjoyed Capes overall, but I'm not sure it's totally clicking. There's a lot of fun and interesting stuff going on here, and I think each of those things hits more than it misses, but I also wouldn't say that anything really nails the execution. The tactics gameplay is fun and interesting, but I'm not sure exactly what the game is trying to be here. On one hand, it feels like it's trying to be more of a puzzle tactics game (think Into the Breach or Tactical Breach Wizards), with focuses on positioning, guaranteed damage values and hits, and a tight squad of mechanically unique characters with interesting combos. However, you don't get things like enemy intents or a straightforward undo system that make that kind of gameplay work. On the other hand, you've got the kinds of enemy spawns and map sizes that feel a bit more like a standard tactics game (XCOM, Final Fantasy Tactics), but character progression is gated behind in-mission challenges that push you to treat it more as a puzzle. Progression is another area that gets close-but-not-quite there. The game does a good job of making spending SP not feel too overwhelming, there are usually only a handful of choices and each mission gives you enough that you can usually get at least a couple things you want. However, a lot of the upgrades don't feel exciting. It's great to bump an ability's range up by 1 or add an extra half point of damage, but it feels more like you're just keeping up with the difficulty curve than unlocking anything new. The story was another area that didn't quite hit for me. The overall arc is good, and stands out against a lot of generic super hero stories, but the pacing is awkward. Most of what you're getting up front is interesting but pretty same-y, and when the story picks up around act 3 it slams on the gas and winds up feeling rushed. Same goes for the characters. Everyone feels interesting and differentiated, with their own stuff going on, friends, family, etc. But most of those stories are pretty stagnant between their introduction and the last few missions, which makes some of the action around the climax feel out of nowhere. I feel like I can see the shape of the stories that the game's trying to tell, and they're cool, but that's not quite what you get in the moment. Overall, I'd say this is worth a play, but I wouldn't prioritize it. If you want puzzle tactics, I'd go with TBW first. If you want superheroes, check out Midnight Suns. But if you've checked off the big names and you're looking for more, this'll scratch the itch.
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Dec. 2024
I’m genuinely surprised that, as of today (December 30, 2024), Capes has only 68% positive reviews. As a veteran of the turn-based tactics genre, I wholeheartedly say no to that! Capes is a true hidden gem. A lot of the criticisms aimed at Capes revolve around the idea that the game is like a "puzzle," where you have to figure out the one correct way to complete a mission. I only partially agree with this. Yes, there’s a bit of that at the very beginning, when you have 2-3 heroes and they’re at low levels. However, as you unlock new characters and abilities, the situation changes drastically. What "puzzle" are we even talking about when, in most cases, we get to choose which heroes to take on the mission? The core of Capes isn’t puzzles, but rather understanding and utilizing the game’s mechanics. The variety of so-called team-ups (special actions enhanced by nearby heroes), the many ways to eliminate enemies (normal attacks, pushing them off the board, using ultimates at the right moment, manipulating the environment etc.), and the abundance of tactical approaches (offensive, defensive, delaying enemy actions, creating choke points etc.) make it clear that this game is far from a puzzle. On the contrary, it's an exceptional game in terms of the ease of understanding its mechanics, while offering a surprisingly deep system. Huge kudos to the small development team for pulling this off. As a veteran of the turn-based tactics genre, who always opts for the highest difficulty setting, I can confidently say that combat isn’t about puzzles; it’s a well-thought-out system that delivers immense satisfaction once you figure it out. While combat is the centerpiece of the game, other aspects are also at least solid. Graphics? The typical isometric view works perfectly for this genre. Music? In the heat of battle, you don’t even notice it (which means it doesn’t get in the way). Full voice acting is a definite plus. Story? A solid narrative that feels straight out of a comic book. Interface? Very user-friendly, which is crucial for games of this genre. Bugs? I didn’t encounter any. Capes definitely lands in my top 3 games of the year and is one of the best turn-based tactics games I’ve played in the last few years. The developers have shown real talent and craftsmanship, and I’m eagerly looking forward to their next game!
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Sept. 2024
Tactical superheroes is an underserved genre, and particularly after the updates the game has received, this is a welcome entrant. It's got issues, but I think, at least on sale, it'll be worth your time if you enjoy the genre. Strengths Include: * The game gets pretty challenging as you progress, but after the patches, I think it manages to mostly avoid the "puzzle" vibe many complained of at launch, and is a proper tactics showdown. It's not XCOM, but it's not Hard West, either. * While not all of the heroes are great (see weaknesses below), there's enough options with enough upsides to each that I found myself often having to stop and consider just who to bring on any given mission. * While it can take a bit to get the right advancements, some of your more offensive heroes evolve into satisfying, mook-legion wasting unholy terrors. * "Team Ups" are a neat gimmick, where heroes in close proximity to one another can utilize modified versions of their powers, bolstered by their companion. Having each hero not be standalone but also a source of mobile powerups adds another layer to positioning and helps give each character a bit more mechanical identity. * Another mechanical widget I found novel is disarmament; enemy weapons, as well as certain boss and miniboss big moves that take time to wind up, can be "disarmed", which can make your life *much* easier when applied well. Heroes vary significantly in their effectiveness at this, so depending on what you anticipate facing and how disarmable it might be, this will be a factor in who you pick out of your roster. * As Tactical Breach Wizards has illustrated to us all recently, defenestration is a must for the genre, and I was pleased to see it offered here in abundance. * It's a neat little thing to me, but you can replay previous missions to try to perfect them, and some of the dialog differs based on who you bring to the party. This includes heroes you wouldn't have had access to when running the mission initially, which is a cute touch! Weaknesses: * The enemy variety is ultimately a bit lacking. * Even post-patches, a few of the heroes are pretty lackluster. "Facet", one of your starting characters, is a good example; pretty much a pure tank with near nothing offensive power, but doesn't really have the durability to do that, either. Most of the characters are in a decent place, but when a mission demands that you bring along one of the stinkers, you really feel it. * On a similar note, other than Facet, the next two characters you get are the squishiest in the game (3 HP, when attacks typically do 1-2), and they're all you get for a while. It's probably educational to have to learn to be very, very careful with your positioning, avoiding greed and the like, but it's also not a gentle introduction. * Advancement is... odd. You earn a small amount of Skill Points from completing missions, but the lion's share of them come from completing optional side objectives. These SP are spent to unlock upgrades and new moves on any hero. Characters also get XP and level up from going on missions, but all this does is raise the tier limit on what upgrades can be bought with SP. You don't have to pursue that side SP if you don't want to, particularly if one seems very annoying, but they're not wholly ignorable either. Neglect them entirely, and you'll eventually start feeling underpowered. As stated above, you can go back to earlier missions to try to score those side objectives (and do so with heroes and upgrades you've unlocked since), but I did get bogged down at a few points where particularly difficult main missions had me going back and hunting down spare SP wherever I could to try to bolster my odds. * The writing is... bad. Very bad. Seemingly still an earnest labor of love, but a bad one. Mood and tone whiplash all over the place, characters are flat and sometimes inconsistent, and the plot demands a lot of idiot ball holding. Lastly, because apparently this is *the* controversy for the game: there's a lot of histrionics over the involvement of Sweet Baby Inc, "DEI", "wokeness", and so on. The cast of heroes *is* very diverse, and most of them don't have much going for identity outside of that... but that is, again, because the writing is bad. In other timeline, instead of flat, dull intersectional heroes, we'd have a team of flat, dull, mostly white ones. Just completely missing the forest for the trees, because they're apparently the wrong color. Whining about the one bit of character detail they do manage to have, when even that apparently needed outside consultation to get, is the only thing more cringy than the writing itself. To sum up: this probably isn't a Buy At Full Price title, but provided you enjoy the intersection of genres and think you can stomach routine eye rolling, there's a good bit of fun to be had here.
Expand the review

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Frequently Asked Questions

Capes is currently priced at 39.99€ on Steam.

Capes is currently not on sale. You can purchase it for 39.99€ on Steam.

Capes received 306 positive votes out of a total of 429 achieving a rating of 6.79.
😐

Capes was developed by Spitfire Interactive and published by Daedalic Entertainment.

Capes is playable and fully supported on Windows.

Capes is playable and fully supported on MacOS.

Capes is playable and fully supported on Linux.

Capes is a single-player game.

There is a DLC available for Capes. Explore additional content available for Capes on Steam.

Capes does not support mods via Steam Workshop.

Capes does not support Steam Remote Play.

Capes 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 Capes.

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 09 June 2025 00:47
SteamSpy data 11 June 2025 17:02
Steam price 15 June 2025 04:48
Steam reviews 14 June 2025 03:54

If you'd like to dive deeper into the details about Capes, 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 Capes
  • SteamCharts - Analysis of Capes concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Capes compatibility
Capes
6.8
306
123
Game modes
Features
Online players
2
Developer
Spitfire Interactive
Publisher
Daedalic Entertainment
Release 29 May 2024
Platforms
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