Metal Slug Tactics on Steam - User reviews, Price & Information

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METAL SLUG makes an explosive return! Dive into this dynamic tactical RPG with a roguelite thrill and experience the iconic run'n'gun action of the original series, redefined. Grab your weapons, assemble your squad and conquer the battlefield to defeat the infamous Rebel Army.

Metal Slug Tactics is a turn-based, tactical rpg and strategy game developed by Leikir Studio and published by DotEmu and Gamirror Games.
Released on November 05th 2024 is available only on Windows in 9 languages: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Simplified Chinese and Traditional Chinese.

It has received 1,105 reviews of which 871 were positive and 234 were negative resulting in a rating of 7.5 out of 10. 😊

The game is currently priced at 24.99€ on Steam, but you can find it for less on Gamivo.


The Steam community has classified Metal Slug Tactics into these genres:

Media & Screenshots

Get an in-depth look at Metal Slug Tactics 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: Intel Core i5-2550k or AMD FX-6300
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GT 730, 2GB or AMD Radeon HD 7570, 1GB
  • DirectX: Version 11
  • Storage: 4 GB available space

User reviews & Ratings

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

June 2025
I'm honestly a little torn on this one... From a tactics standpoint this game is super unique and it's one of the prettiest strategy games I've ever played (if you're into the art style)... But, there isn't a ton of meat on the bones. You fight the same bosses and "special" missions over and over again. None of the characters or loadouts feel super unique and because of this, the drive to play over and over again to unlock everything just isn't there. It's a good game. There just isn't enough of it to justify paying 30 bucks. Get it on sale, play it for a weekend, and forget about it.
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May 2025
This game is not Final Fantasy Tactics, or Fire Emblem, or XCOM, and it is very clearly not trying to be. The goal was not to make a tactical RPG based on the Metal Slug IP, rather it was to make a Metal Slug game- a fast-paced, run'n'gun arcade game- in the form of a turn-based tactics game, and realizing that makes the game and its mechanics click into place so much better and become much more enjoyable. Aggression and movement are key, something the game itself even tells you, because that's what you do in a run'n'gun game, you run at the enemy and you gun them down, while hunkering down in one spot and spamming shots gets you nowhere and ultimately makes you more vulnerable. Honestly with the synchronization system and complete lack of RNG during combat, it almost feels more like a puzzle game than an RPG a lot of the time, especially since you can freely preview actions and undo movement up until your most recent attack or ability use. It's not perfect though, and the biggest downside is repetition: while the mechanics work well and the length of runs feels about right, the actual number of different regions and bosses is a bit on the low side. I've also seen complaints about bugs, and while I did run into some, I never had anything major happen. Ultimately a game I recommend and I've had a lot of fun with it, though you may want to wait for a sale if you're unsure. Just realize if you're going in solely expecting or wanting something like one of the other, more traditional tactics games like I mentioned back at the start of the review, you're in the wrong place, as it's a Metal Slug game first and foremost, just in a new genre.
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May 2025
I am utterly in love with this game, cleared it many times on highest difficulty, but is it a hidden gem for you, too, or something to avoid?? I have read a lot of the negative reviews and I would like to help you assess the fairly consistent complaints that can be broken down into several larger categories, while also highlighting the VERY undersung merits if you can GET YOURSELF TO THEM. For me, I loved this game every bit as much as Final Fantasy Tactics, X-Com, or Into the Breach, though this is most like the latter in terms of the variable length rogue-like structure (modeled on it seemingly, in fact) and also in that it's almost more like a "puzzle game" than a tactics game. The difference between this and other greats is that it *IS* for a narrower audience, and in many ways it's overall less accessible, less forgiving, and while it feels plenty robust to me, as some have noted another zone or mode or something would have been nice (at $25 I think you get plenty of bang personally). This is a bold statement, but I believe that once you REALLY wrap your head around this game it has the best tactical gameplay I've encountered (deepest, most multi-dimensional, most rewarding synergistically, most satisfying viscerally). But you have to go through the growing pains of first learning the main mechanics and THEN realizing how awesome the ability pool is. That journey is long, subjectively satisfying, and deep even for a veteran (but devs, the difficulty caps WAY too low). It is *WILD* how much different your first run will feel than when you clear the game on highest difficulty, simply because your character abilities are now the backbone of your plan, not just running haphazardly across the map trying to line up synch shots. I was literally afraid after my first full run I was gonna be too bored to keep playing, because I hadn't even figured out how to enjoy optimizing momentum and synching yet, but more importantly I didn't realize that the character abilities in this game are actually very interesting and SYNERGISTIC. SO: THE BUGS I have not encountered the critical bugs that have been mentioned seemingly in older reviews so maybe they're largely fixed by now. There is at least one mislabeled passive and as mentioned the rare occasion where you need to see a space obscured by elevation is slightly wonky. THE "METAL SLUG"-NESS I'm not a fan boy by any stretch but was delighted to see the recontextualization of the franchise. It's not on the level of playing Mario RPG for the first time, but if you think you'll at all be tickled by the double edged sword of temporarily becoming a mummy, or rescuing those tied-up squalid cave man looking dudes for bonus points, in tactical grid form instead of platform form, you probably will be. I agree with the comments that they could have gone further (no aliens is a shame) and done more, but I was basically delighted by the gorgeous art, and aesthetically found the game such a joy that I find it hard to complain excessively here. Does it "FEEL" like a run&gun tactics game? To me that ask sounds almost impossible, but I DO think this feels more action-y and run&gun than any other tactics engine I can think of. THE CORE MECHANICS (the big one) Even at lower difficulties the games INSISTS you embrace the "MOMENTUM" mechanic, at mid difficulties you need to start seriously mastering the "SYNCH" mechanic, and at the highest difficulties of the game you'll need to have a deep understanding of three characters that synergize well in a squad, and start mastering their ability pools and identifying powerful synergy points. Let's discuss each of these three pillars of the tactical gameplay in more detail: (1) MOMENTUM: The more you move and the more in a straight line and more you hop over stuff and change elevation the more you build momentum, which provides you with two critical things--Dodge, which is a flat damage reduction against ALL sources of damage for the entire next turn, and Adrenaline which is the cumulative resource that lasts between turns indefinitely that can be spent on your character's special abilities. For my first two or three battles, I thought, wow, this is super weird, unintuitive, kinda rote feeling, and totally different than what I'm used too (find the best cover, hunker down, and hope). Tactics games usually tell you: You can go anywhere pretty unrestricted, so just find the best spot, and here they are incentivizing you to "move around" a lot and at first its weird. I ended up really finding it fun, thematic, and satisfying, especially once you wrap your head around how it works a little bit. What really makes it interesting though is you have to optimize it along with: (2) SYNCH ATTACKS Your units all can move, and then shoot, once each turn (by default). Movement always happens first (shooting cancels any move you might have had). However, when one of your units attacks an enemy, any of your allies that are within attack range ALSO shoot that enemy with a "synch attack" as a completely free action (no consequences to their own movement pool or main action--so the one way you can shoot before moving without losing your movement is off of a synch). I found this mechanic to be awesome. So simple, but surprisingly deep (you start noticing nuances like my last parenthetical) especially when paired with our next section. (3) ADRENALINE ABILITIES It truly hurts me to read people say this game is boring. Surely they have not figured out how to assemble a team that's endlessly bonus-moving and bonus-actioning around the entire map, scaling damage for the turn on each frag with your bloodlust passive, raking in bonus adrenaline from passives to keep it going indefinitely, only to build up so much bonus damage for the turn that you one-shot the final boss after clearing all of his minions lol. Into the Breach is awesomely satisfying when you ram a bug into another bug and block the bug coming up from the ground and oh yeah baby! But it's NOTHING compared to the degeneracy you can get up to in this game with a real team comp. If you like the sort of "combo" stuff that is honestly more often associated with say deckbuilders or card games (oh when I take this ability I get a million dodge, oh my dodge never goes away at the end of the turn and now, oh! I have this ultimate that spends all my dodge and deals triple that much damage!) THIS game will give you some of that, it's just gonna take you a minute to find it even if you're a veteran. It's worth noting that some of the funkier classes that don't require you to be a tactical wizard to do awesome things (like bot summoner Nadia) take a few runs to unlock (Devs, I think Marco presents as off-puttingly complex for a starter hero, he should be the most basic character design and the extra hit buff and adrenaline cost reduction thing...Fio and Ari are on point but I bet Marco's weird package is gonna scare a few people away before they get into the game). IN SUMMARY *The mechanics are "weird" enough for a tactics formula that you should be careful even as a genre fan, but an open mind and giving them multiple hours to grow on you and let you learn them might help. *The ability pool might seem lame at first but is actually super fun when you learn how to optimize it. TIPS FOR THOSE STRUGGLING: *Don't take too many "new" adrenaline abilities while leveling up--you don't have much adrenaline to spend so not much use in tons of abilities if you can't use em! Take plenty of passives and level-ups for the abilities you have. *Fio, especially "Meticulous Fio" is both powerful and easy to use at all levels of play. Her shield ability is VERY strong esp. if you're struggling. *Attacks that generate bonus actions are a great way to stay ahead of the enemies. AOE (Ari) is another way. *My personal S-Tier build is M. Fio, Power-Up Ralf, and Clark Fired Up. The boss nuke potential is REDONK and tons of bonus act/mov.
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April 2025
Longtime fan of the Metal Slug series, naturally nostalgia compelled me to buy Metal Slug Tactics. It’s a solid tactical spin-off that brings some unique mechanics to the genre. Pros: -Classic Metal Slug design: From the sound design to the sprites, the game emulates the Metal Slug motif well. -Adrenaline System: Your "mana" is dependent on how much movement you've accumulated. So Positioning is everything. -Sync System: Since you're only aloted three characters in a run, Sync is important. if all your characters are within attack range of a single enemy they can all attack without your allies consuming their turns. -Rogue-lite: So far the most random elements of the game seem to simply be the level up boosters -Loadouts & Playstyles: Each character brings unique weapons and skills, encouraging team synergy. -Fair Price: For what it offers, the game’s price feels right. Cons: -No Sense of Escalation: The pacing doesn’t match the adrenaline rush of the mainline games. There’s little buildup to big moments. -Short Runs: you're only given the opportunity to do three missions until you're forced into a boss fight. There are only 4 bosses (that I know of) -Only Two Real Slugs: Eagle Strike doesn’t count. This feels like a missed opportunity given the franchise’s vehicular legacy. -Final World Gauntlet: Locks you into a linear battles instead of allowing stage choice like previous zones, which goes against the rogue-lite design. -Poor Wording: Some abilities are so poorly worded that it’s hard to know what they do until you’ve already misused them. -Annoying transmissions after each battle: You will skip these -Terrible UI: Couple this with inconsistent button navigation and your bound to be frustrated. i.e.: Press Y to confirm, Hold Y to confirm, Hold Y then Release to confirm, Press A to Confirm, RT to confirm. -Navigating 3D terrain: You cannot rotate the stage like you would in Final Fantasy Tactics Cosmetic Gripes: -Graphical Glitches: Small, but noticeable. Showing a lack of final polish. -Animations in some areas are weak: For a Metal Slug title, the animation is oddly stiff—like Fio's "teleport" that’s really just a robot dragging two sprites around. -UI design: The interface feels more like a cheap phone game. -No Shenkiro: Trading in Shinkiro aesthetic for a more generic anime style robs the game of some visual identity. -Recolored Enemies: Higher difficulty enemies are just palette swaps. Functional, but uninspired. Glitches So far the only one i've encountered was Marco's Efficiency Passive combined with Versatility passive. He will not get a Bonus Move with his Bonus Action.
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March 2025
Pretty inspired by Into the Breach, this takes the formula and adds its own twists by having elevations and your characters sync attacks if they're in range. Each map is like an interesting little puzzle on how to maximize your syncs because most of the time you're outnumbered. Really like the graphics, they took the sprite style from the original Metal Slug games and implemented them almost as if the old SNK sprite artists did it themselves. The characters you use are pretty different and there's also different sub-builds (or sub-classes?) that you can also unlock. The story is a little weak, but technically Metal Slug never really had much of a story. Though the character interactions add a very nice touch because prior to this game, there's very little interaction between characters. Music is unfortunately a little flat and repetitive after long listens, in comparison to the arcade games. If there's a music DLC that adds in music from the original, I'd buy that. The game does feel a little bit long in the tooth after maybe 8-9 runs to get to the true ending, unless you're really going for all the interactions and the epilogues for each character. But still, I'd recommend this game regardless.
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Frequently Asked Questions

Metal Slug Tactics is currently priced at 24.99€ on Steam.

Metal Slug Tactics is currently not on sale. You can purchase it for 24.99€ on Steam.

Metal Slug Tactics received 871 positive votes out of a total of 1,105 achieving a rating of 7.53.
😊

Metal Slug Tactics was developed by Leikir Studio and published by DotEmu and Gamirror Games.

Metal Slug Tactics is playable and fully supported on Windows.

Metal Slug Tactics is not playable on MacOS.

Metal Slug Tactics is not playable on Linux.

Metal Slug Tactics is a single-player game.

There is a DLC available for Metal Slug Tactics. Explore additional content available for Metal Slug Tactics on Steam.

Metal Slug Tactics does not support mods via Steam Workshop.

Metal Slug Tactics does not support Steam Remote Play.

Metal Slug Tactics 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 Metal Slug Tactics.

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 25 January 2026 14:22
SteamSpy data 26 January 2026 17:54
Steam price 28 January 2026 20:33
Steam reviews 26 January 2026 21:59

If you'd like to dive deeper into the details about Metal Slug Tactics, 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 Metal Slug Tactics
  • SteamCharts - Analysis of Metal Slug Tactics concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Metal Slug Tactics compatibility
Metal Slug Tactics
Rating
7.5
871
234
Game modes
Features
Online players
53
Developer
Leikir Studio
Publisher
DotEmu, Gamirror Games
Release 05 Nov 2024
Platforms
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