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MENACE on Steam

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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 strategy, rpg and turn-based tactics game developed by Overhype Studios and published by Hooded Horse.
Released on February 05th 2026 is available on Windows, Steam Deck and Steam Machine.

It has received 13,758 reviews of which 12,509 were positive and 1,249 were negative resulting in a rating of 8.9 out of 10. 😎

The game is currently priced at 39.99€ on Steam, but you can find it for 19.59€ on Eneba.


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.

153 hours played
July 2026
XCOM on a bigger scale with squaddies who have unique perks, combined with a unique logistics system, squad-size option, unique suppression mechanics, and mission-to-mission modifiers is a short way of putting it, but it sells it very, very short. This game has eaten my life. I am a closeted save-scummer. I hate myself, but I abused it during X-COM. Losing a squaddie was too much for me. This game pats you on the shoulder, tells you it understands, but also tells you that while it will compromise: you have to grow up. Even off Iron Man, there is no mid-mission save. You save between missions. If you're a reformed save-scummer like me, you have to weigh the time put into the mission vs the willingness to accept the losses. I say that the game compromises, because there are degrees of "I screwed up badly." Your squad may just get mauled, and your Squad Leader limp out of the mission. This is absolutely a bad thing, but a recoverable bad thing. Even if your leader goes down, nearby units can medevac them. These are things that are frustrating and will make you think bad things about yourself and your abilities, but it is a realistic penalty that is easier to take than starting a mission over from scratch. I also love how the units underlying stats grow with their activities. You can mold the role of a unit by consistently having it play a particular order. Synergized with specific perks, abilities, and equipment, and you can really do some fun things. This is early access, and there's some polish that needs to come still.. but this is such a fun game. I can't recommend this strongly enough.
59 hours played
June 2026
A surprisingly well-polished early access title, taking a lot of inspiration from X-COM and Jagged Alliance series, while giving it a fresh spin and cool mechanics. It looks good, runs well and is an absolute blast to play, rewarding you for smart tactical choices, equipment choice and squad lead skill upgrades (all of which are substantial, not +5% DMG nodes). What surprised me quite a bit is that there is very little 'fodder gear' you won't use - each piece has its niche and will play well with strengths of each of your squad leads. In the current version of the game, while there is limited storyline, you have 4 enemy factions to fight against that result in missions with unique objectives, and require different playstyles to adapt. Even though I ran out of story content, I often come back to check what was added in a patch and play an operation or two to test the new gear. It is an absolute must-have for any turn-based tactical player, even in its early access state.
119 hours played
April 2026
Only if there wasnt a "Complete within X Rounds" as the secondary objectives. I'm sure many players would like to take their time, plan and move slowly, use motion scanners, stealth and not constantly pushing forward. I know I can ignore it and still be fine, but its still there as an objective.
37 hours played
March 2026
I’ve been playing video games for about 45 years, and I also work in the industry professionally. At this point, I’ve probably played tens of thousands of games. I don’t write reviews for everything I play, but Menace is one of the rare exceptions. For anyone who doesn’t want to read a long review: this game is very good. Back when I was playing Battle Brothers, I kept thinking that if this team ever made a sci-fi tactics game with the same level of depth, it could be something really special. Well, they finally did. Yes, it’s still in Early Access, so there are a few rough edges. You can spot small things here and there that clearly aren’t fully implemented yet. For example, the “rare” items sold on the black market don’t actually seem to be rare right now—regular items are showing up in those slots. That kind of thing makes it obvious some systems are still being worked on. There are a few other minor details like that, but honestly, unless you’re looking at the game with a very critical eye, you can easily play it like a full release already and have a great time. What I really hope to see before full launch is more content, more item variety, and especially more item randomization. One of the only things that disappointed me in Battle Brothers was how limited the item variety felt, and how weapons always came with fixed stats. If Menace leans harder into randomized gear, that would make the experience even better. That said, I do think the game currently has an important limitation when it comes to equipment usage, and it hurts tactical flexibility in combat. Even modern soldiers carry extra gear into the field using support systems or transport vehicles. In Menace, we already deploy into battle with an armored personnel carrier. That APC should absolutely be able to carry extra ammo and small accessories. If a squad runs low on ammunition, they should be able to fall back to the vehicle, resupply, and swap gear depending on how the mission is evolving. Right now, limiting a squad’s mission loadout to just the few slots each soldier carries feels too restrictive, and it holds the game back a bit. Expanding that system would open up a lot more tactical possibilities. For example, a squad might clear out a bug swarm using automatic weapons, then return to the APC, grab a sniper rifle, and move back out in a forward scouting role. That kind of battlefield flexibility would add a lot to the game’s depth and replayability. I genuinely wish the developers the best with this one. We’ve been starving for a deep, detailed tactical sci-fi game like this. And while I don’t really want to turn this into an XCOM comparison, I’ll say this: in terms of sheer tactical and systemic potential, Menace already feels richer to me. That’s not a knock on XCOM—I love XCOM, and I’ve been playing that series since the 1990s. I still hope we get more of it in the future. But Menace is doing something that feels rare, and it’s doing it very well. Even in Early Access, it already feels like the foundation for something excellent.
250 hours played
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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Frequently Asked Questions

MENACE is currently priced at 39.99€ on Steam.

No, MENACE is currently not on sale. You can purchase it for 39.99€ on Steam.

Yes, MENACE received 12,509 positive votes out of a total of 13,758 achieving a rating of 8.86.
😎

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

Yes, MENACE is playable and fully supported on Windows.

No, MENACE is not playable on MacOS.

No, MENACE is not playable on Linux.

Yes, MENACE is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, MENACE is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, MENACE does not support VR.

MENACE is a single-player game.

No, MENACE does not currently offer any DLC.

No, MENACE does not support mods via Steam Workshop.

No, MENACE does not support Steam Remote Play.

Yes, 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 28 October 2026 12:16 UTC
SteamSpy data 03 November 2026 04:03 UTC
Steam price 07 November 2026 19:18 UTC
Steam reviews 18 October 2026 15:55 UTC

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
MENACE
Rating
8.9
12,509
1,249
Game modes
Features
Online players
1,137
Developer
Overhype Studios
Publisher
Hooded Horse
Release 05 Feb 2026
Platforms
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