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 23.32€ on Instant Gaming.


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.

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.
Expand the review
Jan. 2025
Metal Slug Tactics has been great so far. The game is a roguelike TBS title very much in the vein of Into The Breach, a resemblance it bears to an uncanny degree at times. The gist of the game is pretty simple: choose 3 operatives from a roster of 9 different ones (the 4 OGs, the two newcomers from 4 and the three weirdos from King of Fighters the Ikari Team) and then go defeat the forces of General Morden throughout many missions on the four different regions the game has to offer. The missions range from very straightforward stuff like "kill all enemies" to convoy interception, miner defense or straight up boss battles that show some of the best spritework the game has to offer. And good lord does the game look pretty if you at all like the Metal Slug artstyle. In terms of its structure, the game sticks close to the standard set by ItB: you pick a region (island), do four missions with both a primary and a secondary objective that determine the rewards and then you face off against a boss at the end. Once you win, you get access to a shop to buy either new mods for your weapons or skills for your characters. During your run, your characters will accrue EXP, allowing you to pick new skills and gun upgrades for them from a random assortment on offer. It's not entirely random, each soldier has their own pool of upgrades and their own individual weapons, which helps to give them unique roles on the battlefield. Eri throws grenades, Tarma has AoE attacks, Marco is very action-efficient, etc. You can't change a character's weapons, they are fixed for a run, but you can mod them so that they do stuff like heal you on kill, slow enemies hit, ignore cover, change their AOE pattern, increase their damage or range, etc. All characters have a basic weapon with infinite ammo, and a much stronger special weapon with limited ammo that can be replenished from mission rewards and in-between chapters. It's the only resource that persists across missions; you are healed to full after every missions, which makes the game feel a lot more lenient than most games of its ilk Mechanics-wise, it's pretty neat. There's a lot of emphasis on moving around and taking cover, since both reduce by a fixed amount how much damage you take (damage is entirely deterministic but you aren't shown your enemies' intentions, unlike ItB; you can however check their attack range and movement, like in Fire Emblem). Cover can be destroyed and your enemy benefits from it, while dodge sticks around only for a single turn but can reach much higher values and can only be gotten by moving around long distances. Moving around also gives you Adrenaline, a banked resource used to activate special abilities. The other standout feature is the synchronized attacks: if one of your character attacks a target inside the range of another character, that character will contribute to that attack with their basic weapon. This can happen as many times as a character attacks, except against bosses, so you can deal a lot of damage to multiple enemies this way. This will also lead to interesting scenarios where the followup attack goes past a enemy the original attack killed, just to hit another enemy (or player character!) behind them. Finding ways to synchro-attack as many enemies as possible is the main puzzle you're dealing with each turn. When you finish a run, whether you win or lose, you go back to your headquarters and spend credits (you get them naturally from just playing missions and they're a separate pool from the coins you use to buy stuff in-game, though unspent coins gets turned into credits after your run ends) to unlock new passives and loadouts for your soldiers, with each character having access to four different ones: they determine what weapons they'll use throughout a run and which passives they'll start with. The additional passives you unlock go into the pool you can get at random during your run. Seems very light on the story; there's codec-style conversations at the start of each region and each character has a bunch of story dialogues with other characters that unlock as you complete certain personal objectives (think of them as the team achievements/medals from ItB) but that's about it. Overall, it's a gameplay-first title and it's a lot of fun! Well worth the wait. Forgot to mention: instead of the energy that has a random chance to protect buildings in ItB, you get limited respawn points for your run in this game. Also you get to restart any given turn twice per mission, but you can redo individual movements (not actions) If this appeals to you, go buy it! It's a great game.
Expand the review
Nov. 2024
A really solid pixel tactics game in the old-school Metal Slug setting. Gameplay has strong Into the Breach vibes - you’re also playing with positioning and unit turn order. For me, it’s missing some of the tactical depth of ITB. Yesterday, I tried that not-much-hyped indie, Zero Orders Tactics, and it grabbed me way more in terms of gameplay. Awesome animations for heroes and mobs, cool sound design. Has a few bugs now, but it's temporary
Expand the review
Nov. 2024
Really fun Roguelite Tactics game. The way that the characters combo off each other really is really cool, and makes you think about positioning and turn order. It also helps it stand out from other tactics games. Everyone saying it is a clone of Into the Breach is crazy though, it doesn't tell you the enemy actions in advance like that game does. It is its own thing. That said the font size really is an issue, and I would not recommend it on the steam deck at present. Even on a monitor it's kind of hard to read. Hopefully this will be fixed soon with a patch.
Expand the review
Nov. 2024
Metal Slug Tactics is a roguelite srpg with metal slug flavor - great looking graphics and sound, feels very Metal Slug. When you beat a map, you pick from a destination and upgrade your characters. Saving is automatic so it prevents save-scummming. Into the Breach is the closest game I've seen to it. From the SRPG side, what makes it different is a) you have to worry about ammo between maps, need to decide whether to get more gold or reload your special guns, b) attacks ranges are fairly orthogonal so positioning is very important. The font/readability isn't that great and the translation is awkward in english but you weren't playing this for the story anyway.
Expand the review

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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 19 July 2025 23:24
SteamSpy data 22 July 2025 05:12
Steam price 30 July 2025 20:32
Steam reviews 30 July 2025 13:56

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
7.5
871
234
Game modes
Features
Online players
10
Developer
Leikir Studio
Publisher
DotEmu, Gamirror Games
Release 05 Nov 2024
Platforms
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