MENACE on Steam - User reviews, Price & Information

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Lead a strike force against an alien threat in this turn-based tactical RPG from the developers of Battle Brothers. Answer distress calls across different worlds, train and equip infantry, deploy tanks and mechs, and plan and execute missions in detailed turn-based battles.

MENACE is a rpg, turn-based combat and strategy game developed by Overhype Studios and published by Hooded Horse.
Released on February 05th 2026 is available only on Windows in 13 languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish and Ukrainian.

It has received 9,684 reviews of which 8,776 were positive and 908 were negative resulting in a rating of 8.8 out of 10. 😎

The game is currently priced at 29.99€ on Steam with a 25% discount, but you can find it for 16.67€ on Gamivo.


The Steam community has classified MENACE into these genres:

Media & Screenshots

Get an in-depth look at MENACE 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 (64-bit)
  • Processor: Intel® Core™ i5-7600 (quad-core) or AMD® Ryzen™ 5 1500X (quad-core)
  • Memory: 8 GB RAM
  • Graphics: NVIDIA® GeForce® GTX 1050 Ti (4 GB) / AMD® Radeon™ RX 570 (4 GB)
  • DirectX: Version 11
  • Storage: 12 GB available space

User reviews & Ratings

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

Feb. 2026
This is a framework of a game, but it's an incredibly promising and fun framework. The short review is that this is the intersection of XCOM and a tabletop wargame, and is better than either in many regards. If you like those two things you will likely love this game, as I do. --- Below is my longer-form subjective feedback for the devs, or anyone curious about the weaker points --- - Line of sight needs a bit more granularity, troops can't "look around corners" when really it feels like they should - Firing lines need a bit more granularity. I can overlook infantry shooting "through" each other as they would presumably warn their allies to crouch or something (and it would be great if there was a sync'd animation for this for anyone in the way of the shots), but shooting spiderlings directly behind your tank? You'd be a fool not to do it under the current game balance, but it harms immersion a bit. Ideally I'd like to see 'height levels' accounted for: vehicles shoot over infantry, who shoot over deployed infantry, who shoot over suppressed/prone infantry, etc. - Smaller buildings/terrain blockers can be "shot through." Coming from a wargame background I can see the reasons for this and can accept it staying in, I just think it needs to be a bit clearer what does/doesn't "block LoS" in the UI, and it would be nice to have animations like how the troops cluster into cover that show them leaning out to shoot *around* the giant rock in front of them instead of phasing bullets through it. - I don't think the 'hidden' indicator for your troops should be calculated to include sight from enemies that you haven't detected; you can currently use it to nudge tile-by-tile to detect the presence of enemies, and it feels un-immersive and gamey - The AI clearly responds to your firing ranges and tries to avoid them. This is fine if they don't have a reason to be attacking you and they can see you, but they clearly react to the threat ranges of your hidden stealth units as well. This is strictly bad, they shouldn't react to info that they don't have, and should be holding position or patrolling instead. - The AI should react a bit better to getting shot with suppressors from stealth, which currently makes it too powerful. Either they need to go looking for you, or run as far away as possible, and the behavior should vary by faction. As per the above point, they tend to nudge just out of range in unnatural ways. - I don't know if there's "noise levels" hidden as a mechanic in the game, but it would be nice to see anti-tank enemies go hunting for the massive tank cannon boom that they noticed from 5 tiles outside their view. - OCIs as a whole feel a bit rough around the edges: I think you should pay only the upgrade difference to improve a module to what is clearly its higher-tier version, and some could stand to be a bit more impactful. - Faction trust could be a bit more meaningful. As it stands, you basically try to maximize trust with all of them and fail none of their operations. As OCI slots are so competitive, I don't really feel the pain of having low trust with a faction in particular. My solution to fix this is adding unique weapons/equipment to the black market based on factional allegiance. "Want to build a Zayn-Beecher vehicle-max build? Well you'd better get them to max trust to gain the unique superheavy tank they sell." Or a similar system. Some weapons already have tooltip descriptions noting that these factions manufacture them, so lore-wise it would fit right in with the setting. - Perks could stand to be a bit more balanced, some feel like must-haves over others and when you pay a 15 point tax on a 3-star operative you can't really afford to play around. Perks like commando and vanguard are great examples of playstyle-altering buffs that I want to pay a 3-star operative to have. - I expect this is planned, but more character variety to spice up runs, especially ones that can fill the "scout" role as it is so incredibly critical to any army. Maybe I haven't found them, but I haven't seen a "Darby, but a vehicle" archetype yet. Similarly, a character who 'has low AP but runs fast due to low tile costs' for example would be an interesting niche. - A multiplayer head-to-head or co-op skirmish mode would be fun to play with since supply already exists as a wargame-style balancer for matches. - Reduce bark frequency a bit, most-especially when getting clicked on. They are fun and characterful but can get grating in high densities. Bonus: - I don't know if the goal was to make Jean Sy the most unlikeable character in the known universe, but you have certainly performed the task admirably. I seriously question whether to leave her behind on every mission just to avoid her grating barks.
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Feb. 2026
All the little things have annoyed me from decades of playing XCOM and Jagged Alliance are carefully and intelligently fixed in this. I'm super impressed with the choices made. I'll list a few, but the short of it is that if your game is this solid to play just from basic combat and management layer gameplay, you can only go up from there. -Squaddies act as an HP buffer for named Squad Leaders. You don't have to balance character injuries or getting a bad RNG and losing a veteran character, but the risk is still there. You have to manage debuffs instead that have their own triggers, like getting hit by friendly fire or from management layer events. The desire to savescum is massively reduced in favor of just rolling with a suboptimal result. It's hard to get caught in a catastrophe spiral from losing one key character like in XCOM or JA. -Once you have gear, you keep it- it doesn't get expended (barring vehicle losses). If you buy a cool thermobaric rocket, you have it from now on as many times as you want to use it, so long as you can support the supply required to field it each mission. You trade looted gear for desired gear and your trade-in "currency" doesn't compete with any other currency. It makes balancing expensive items feel better because you have to either get lucky and get them as a drop, or buy them yourself with money that isn't better used on critical things like upgrading your ship or hiring people. -Squad leaders have attributes that develop independently, but share currency (promotion points) used for upgrading their perks. A new SL can quickly get spun up with the basics they need to do their job instead of grinding them endlessly, but a veteran SL will usually have higher attributes overall. -Resources being split across function is an enormous improvement over overall $$. Instead, you have a resource for hiring people (discipline, which you want to keep high so your troops perform better), a resource for upgrading the ship (OCI parts, which is sometimes used for management layer events as well), item barter as described above, supply that isn't a resource that drains and fills but acts as a cap on how much stuff you can take into a mission, and upgrading squad leaders as described above. This is great for encouraging you to commit to purchases for fun instead of stressing about the best possible use for your generic $$$. -No interrupts or reaction fire. At first it feels like it's missing, but knowing that your turn belongs to you and can't be taken away in the middle really encourages aggression, especially later in the game. This also means I actually want to use my action points during my turn instead of obsessively worrying about reserving enough to shoot an enemy that comes around a corner- it's rare that an enemy appearing around a corner is even a problem in this game, either. -Squads and vehicles take up the same space: 1 tile. This makes moving them around in what would otherwise be a built up or tight space much easier. Vehicles can't path through a squad but a squad can path past a vehicle, so you still need to plan ahead a bit. If you played XCOM or Xenonauts then you know the pain of trying to squeeze a 3x3 vehicle through a game built for 1 tile per soldier. -Lots of build variety for SLs. There are a few clear "best fit" builds for certain SLs based on their perk trees, but the trees are diverse enough to let you be less specific. If you played JA3, you might know how it's a bummer when a merc's ability doesn't work well with your team. If you don't have a great use for an SL's unique perks, you can just take others- or not take any at all. Each perk makes them more expensive in supply to bring in, so it can be helpful to have a cheap SL for coverage or as a backup. It feels like a good balance between Silent Storm's more generic class trees and JA3's individual abilities. -Enemy variety means that the way you fight will change between operations. You can, with some restrictions, choose what kind of enemy you're in the mood to scuffle with, if you're done with fighting bugs for now and prefer some conventional combat with army rogues. Not going to describe [Redacted] for the purposes of this but they only add to this diversity of combat. -Operation structure is laid out fully to you when you start an operation. This means that you know what missions are ahead and what their rewards will be ahead of time, allowing you to plan ahead. If you want to avoid defense missions, you can minimize the number you have to take thanks to the information on this screen. A less well-thought out game would hide the subsequent missions in the operation, but as a player I really like to be rewarded for planning ahead at the management level. -Turn order promotes carefully considering who should act instead of taking your entire turn and then waiting for the entire enemy turn. You go, then the enemy goes, then you go again. If one side outnumbers the other, the remainder all go at the end of the turn. You sometimes have to choose to take out a more serious threat before it becomes a catastrophic problem and accept getting pinned down or taking casualties from a more immediate but less severe threat. This kind of planning is sorely missed in something like XCOM or JA and really adds satisfaction to thinking ahead and managing to avoid consequences. Also, the game is just so stylish. The grungy, pseudo-modern aesthetic transplanted into space with advanced tech feels very Starship Troopers while having its own identity. Vehicles look great and are awesome to unload with, the characters are all fun and their interactions the level I desire from something similar to Jagged Alliance. The sounds and effects are great, making turn based combat feel visceral and heavy is very difficult to do but good screen effects and audio goes a long way towards making a point blank shootout feel uniquely vicious that the awkward, stage-play-esque exchanges of new X-COM doesn't hit. The game is REALLY GOOD. There's just the core mechanics on display for now, but it's the most solid example of this genre of turn based strategy I've played. A perfect blend of what I love about XCOM and JA but not afraid to change core mechanics with carefully thought out replacements. This is clearly made by people who love these kinds of games and want to innovate instead of cash-in. Worth the price right now if you're that target audience.
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Feb. 2026
Yes, there are a lot of things I'd love to see in Menace: better ballistics, smarter AI, heavy walkers, more characters, heavy walkers, streamlined cover and stealth systems, heavy walkers please, but even without all of this, Menace is already a very stable, competent, and engaging game. I'd say buy it now, and let's see what the future holds.
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Feb. 2026
Just beat the main story of one run on Normal Difficulty after 28hrs. I found the game very enjoyable. Some notes: -Killer audio and voice acting -Game looks sick. Laser rifle animations are unreasonably cool -Game runs great. Small FPS drops when really zoomed in while stuff is goin on -Gameplay loop was satisfying although a bit dry at times. To be fair I picked the easiest options most of the time. Missions do have a fair amount of variety -The tactical layer of this game is remarkably deep. Lots of different weapons, accessories, and perks -UI is solid but needs work On UI/QoL: -When I click on a square my unit is in OR the little banner above their heads, it selects the unit. I don't like the little banner selecting my unit when I'm trying to click the square above it. Made me move the wrong way lots of times because I was trying to double click to speed up animations -Add a setting to speed up movement animations (Edit: I am an idiot. For some reason didn't see the slider. Thanks gang) -Separate inventory page would be nice -Let me mass select by 30 alien claws please instead of clicking 30 times -A more fleshed out weapon comparison system when looking at the store instead of going back and forth memorizing damage numbers -Voice acting when selecting a character needs variety. If I have to hear "Guardsman Here!" one more time I'm going to explode. Perhaps a quieter more subtle line that plays most of the time -Plan mission screen could use more detail. Especially clearly defining fence lines and what's actual cover or not Thanks for reading. Thanks devs for a great game.
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Feb. 2026
I was granted the opportunity to playtest the game, so take my hours played before review with a grain of salt. I put 70 hours into the playtest and saw it at it's "worst" (which was still extremely polished and very very fun). I can't say enough how amazing the Overhype team has been. They're SO on top of things, making changes, fixing balancing. For such a small team, you'd think it's a huge studio. Kudos to them for bringing us this game! P.S. Bring ammo bags, and pay attention to the effective range of your weapon. Stop shooting at enemies that are pinned or behind cover. Don't use your vehicle's ammo on every enemy the first chance you get. Think, marine!
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Frequently Asked Questions

MENACE is currently priced at 29.99€ on Steam.

MENACE is currently available at a 25% discount. You can purchase it for 29.99€ on Steam.

MENACE received 8,776 positive votes out of a total of 9,684 achieving a rating of 8.81.
😎

MENACE was developed by Overhype Studios and published by Hooded Horse.

MENACE is playable and fully supported on Windows.

MENACE is not playable on MacOS.

MENACE is not playable on Linux.

MENACE is a single-player game.

MENACE does not currently offer any DLC.

MENACE does not support mods via Steam Workshop.

MENACE does not support Steam Remote Play.

MENACE 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 MENACE.

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 22 March 2026 00:52
SteamSpy data 23 March 2026 21:47
Steam price 25 March 2026 12:16
Steam reviews 24 March 2026 10:00

If you'd like to dive deeper into the details about MENACE, 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 MENACE
  • SteamCharts - Analysis of MENACE concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck MENACE compatibility
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