
ARMORED CORE™ VI FIRES OF RUBICON™
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About ARMORED CORE™ VI FIRES OF RUBICON™
ARMORED CORE™ VI FIRES OF RUBICON centers on fast mech action. Pilot an AC across large stages, using mobility in the air and on land while fighting in every direction. Parts alter attacks, movement, and combat style, so you can build a mech around a mission or preferred approach. The description also highlights powerful bosses and close- and long-range tactics. Steam players rate it 91%% positive across 67,162 reviews. Supported interface languages: Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Japanese, Korean, Polish, Portuguese-Brazil, Russian, and Spanish-Latin America. Released August 24, 2023.
Credits
Lowest recorded in 36 months
$26.392025-12-19 · GameBilletBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
Steam PC edition data · 2026-10-14
02Before you buy
Play modes
The Steam PC version lists single-player and multiplayer. Its description highlights fast omni-directional combat, mech customization, and boss battles.
Language
English has full audio and subtitles; other listed supported languages have subtitles. Steam interface languages include English, German, French, Italian, Japanese, Polish, Portuguese, and Simplified and Traditional Chinese.
03Frequently asked questions
What is combat like?
You pilot a mech through fast battles across large stages, fighting on land and in the air.
What does mech customization change?
Parts affect attacks, movement, and battle style, letting you configure a mech for different missions.
What kinds of encounters are described?
The description features powerful enemy bosses and offensive and defensive tactics at close and long range.
“A high-speed action benchmark that moves Souls-grade boss difficulty into mechs, hiding the answer in the garage”
Our Verdict
Armored Core VI lands at 8.0 overall. The gameplay ceiling is sky-high, the story drags the number down a notch, and it settles into a confident high score — a near-perfect hardcore action game that simply didn't fill in every square.
A textbook IP resurrection

To read its place, set it back on FromSoftware's timeline. For a decade the studio's calling card was the Souls formula, from Dark Souls to Elden Ring, while the mech line slept. Fires of Rubicon is the series' first proper return in ten years, and the smartest move it makes is funnelling the vast new audience those Souls years built straight into a mech world most of them had never touched.
The scoreboard says the move worked. Best Action Game at The Game Awards 2023, more than three million copies sold in under a year, a Steam rating holding firm at 91% across some sixty-five thousand reviews. Acclaim and sales at once — for a cold-start niche series, that's close to a textbook resurrection, and a template for how other long-dormant franchises might stand back up. The number is all the more striking because so little of it rode on nostalgia; the previous mainline entry was old enough that most of today's buyers had never touched the series, so the sales were pulled essentially from zero, carried by word of mouth and the FromSoftware name rather than any legacy goodwill.
Restraint as a statement

What lingers is the restraint. In an era where everyone is chasing ever-bigger open worlds and ever-longer runtimes, it deliberately zags — planting its flag on a fifteen-hour campaign and a hardcore core, and selling like gangbusters anyway. That's a pointed rebuttal to the industry's "bigger is better" reflex, and proof that a genuinely solid core loop moves people far more than padded scope ever does. It bet on depth over breadth, and the bet paid off.
The win matters beyond this one game, too. It quietly proves that a studio doesn't need to chase every prevailing trend to land a hit — that a sharp, confident, slightly old-fashioned action game can still cut through a market drowning in sprawl. For a series that spent a decade as a footnote, returning not just intact but award-winning is a statement about conviction over compromise. FromSoftware trusted the thing it does best, refused to dilute it for a broader crowd, and the broader crowd showed up anyway. That's the lesson buried under the trophy.
Who should buy in, and who should walk

The buyer is easy to picture: you want brutal boss fights and you relish grinding loadouts in the garage, treating part combinations as a problem-solving tool. If "stuck means rebuild the mech" excites you rather than annoys you, this was made for you, and the depth will keep you mining for a long time.
Flip it, and if what you want is heavy narrative, a one-and-done playthrough, or you simply recoil from repeated trial-and-error retooling, it will likely let you down — the story can't carry your expectations, and the core joy sits exactly in the part you most want to skip. That's not the game failing; it's your needs and its design pointing in different directions, and forcing the match only hurts both. In the end its one irreplaceable trait is this: it hauls Souls-grade boss difficulty into mechs while hiding the answer in the garage. Stablemate Sekiro forges your swordplay; this forges your engineering, and that loadout-as-puzzle dimension is the surplus. Buy into that lane and an 8.0 plays like a 9 for you. Don't, and it simply isn't your game.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
FOREWORD, I'm giving this game a review based on being an AC Boomer who wanted this game to be something it currently isn't. I THINK IT'S A GREAT GAME, it's just not a great game for people who expect a classic Armored Core experience, even when comparing it to more Divisive titles like ACV and Verdict Day, and more extreme shifts in gameplay, like AC4/4A. If I were to rate the game, I'd probably give it a 6/10. I wish steam didn't make it recommended or not recommended, because I think the game is for different people. I like the Mech Designs, the tight controls and there's a much better story than a lot of the older games. But here comes the criticisms: I'll be going into depth in very particular detail about my gripes and why I feel like it's not going to really be able to replace 1st and 2nd gen Armored Core in any fashion. I'd say if anything this game is closest to AC4A. BUT FIRST, the TLDR: This is just a different game, and as an old fan, I suppose I have to understand that. This game is not for you if you're looking for a classic Armored Core experience, with all of the little details and minutia that made the old armored core games feel deliberate. This game is NOT FOR YOU if: -You're an ardent fan of Armored Cores 1-3(and sidegames) and wanted more of the same or a continuation of that formula -You want to get into specific details about your build, and take a long time preparing for missions -You want a methodical, exploration based, and punishing but rewarding mission structure with surprises around every corner -You get filtered by the tutorial boss This game IS for you if: -You liked Armored Core 4A -You like From Software's Elden Ring, Dark Souls, and Sekiro Offerings, but want to try it in a Mecha Format -You want a fast paced game with tight controls, a good decal editor and customization -You want a less detailed (or some could say autistic lmao) but fun Mecha game with a decent power fantasy but also challenging bosses -You like tryhard styled souls PVP that focuses on a very present Meta Onto the review: A lot of parts are missing as a whole, and so are the stats and features that made them each unique and interesting parts of your build, instead of just being a part you look at the AP/Attitude Stability stat on. We're missing: -Optional Parts: (these were bonus features that were interchangeable between missions like less recoil, better energy consumption, missile auto launch etc etc) -Extensions: These were outer shoulder mounted parts that ranged from Stealth/ECM pods, Missile interceptors, quickboosters for various directions, Extra shielding etc) -Internal Bays: These included radar decoys, deployable mines, and missile decoys -Weapon arms: You basically had arms that didn't hold weapons, the WERE the weapons, you wanted machine gun arms? Missile Arms? Grenade launcher arms? You got em, and they all came with various benefits and disadvantages over just taking 2 of the same weapon or weapon type. -Radars: You didn't always have perfect knowledge of where your enemies were on a compass, you had to equip a head part or shoulder mounted radar that gave you a Halo/Call of Duty style radar on your top left screen, and some of the more advanced radars came with better features and longer ranged scanning/Incoming missile warnings The worst offender here is the HEAD part. Here are the list of features on a Head part from Armored Core 2, using this part as an example, as it contains almost every feature a head could possibly have: Statistics Part Type Head Price: 73300 Manufacturer: Emeraude Weight: 145 Energy Drain: 611 Armor Points: 698 Def Shell: 118 Def Energy: 104 Defensive Points: 222 Computer Type: Detailed Computer Voice: Male System Recovery: 480 Auto Balancer: 300 Hacking Function: 4 Map Type: Area & Place Name ECM Noise Canceler: Provided Bio Sensor: Provided Sensor Interval: 12 Radar Function: Provided Radar Range: 570 Radar Type: Standard Scanning Interval: 16 Cooling: 98 Computer Ability: 348 EDPS:770 Now compare that to a head from Armored Core 6, in which most if not all of them share the same features: AP: 1250 Anti-Kinetic Defense: 191 Anti-Energy Defense: 169 Anti-Explosive Defense: 192 Attitude Stability: 370 System Recovery: 68 Scan Distance: 340 Scan Effect Duration: 14.4 In armored Core 6 the only thing unique about each head is basically how much Attitude Stability (we'll just call this "Poise" Because that's essentially what the stagger feature is), System Recovery (how long it takes you to lose a status effect), and how far and how long your wallhacks scan is. In AC6 you don't naturally target enemies through walls like in previous generations, you have to scan a unit to target them through walls, and this effect has a duration. THESE STATS are pretty much endemic to the overarching problem of the game, and essentially what most of us feel are the "Elden Ringification" of Armored Core. Back in the old AC generations you had to carefully consider each part of your Mech for each mission, you only had one life or you failed, there were no checkpoints, and if you failed you'd lose money. -Do you want to use energy weapons to save money at the cost of the larger ammo pool or damage of some kinetic weapons? -Do you want a head that has more AP/Defense and less Energy Drain at the cost of high tech features, like ECM resistance, Hacking ability to get through certain doors on missions for either secret parts/fights/shortcuts. -Leg parts had a turn speed stat that was imperative to lightweight builds to outflank opponents and effected your stability with certain heavy weapons and how you fared against higher impact weapons as well. However, in AC6 we got a high speed tread and boost meta where you can get all the speed of lightweight legs or reverse joints with none of the drawbacks. They have the speed of light weight legs, the AP of medium/heavy legs, the weight load of Heavy legs, and the ability to fire heavy weaponry without recoil. And you net all of the defensive and Attitude stability of being able to equip heavy cores with heavy weapons and maintain all the same mobility. And a whole host of other parts whose features are all basically the same: Weight, Armored points, Damage reduction, And poise. Your Generator has no red zone like in the old games and its usage is far less deliberate now, it's essentially a glorified Stamina Bar. These things just don't work, there's an imbalance in missions where you fight tons of cannon fodder who hardly whittle down your AP at all, and if you're remotely familiar with AC controls, you can probably no hit the first 4 missions like I did. The boss fights are far more challenging, I'd say this is a good thing, however they aren't very challenging in the traditional sense of AC where you just fought an army of people to get to the boss fight, with possibly low ammo and Low AP. You get a checkpoint, a full refresh of AP and Ammo, AND the ability to change your build right before the boss fight. Not to mention your estus-like repair kits. The boss fights essentially boil down to you equipping a meta build and finishing the boss in 30 seconds- 1 minute, or you trying anything other than the meta and having a little bit harder of a time, but not really that much because you DID just get all your health and ammo back, and a checkpoint to boot. Most bosses have a Dark Souls like strategy of dodging a lot and paying attention to a specific moveset on repeat. That's just not how Armored Core has operated in the past. The focus was on how you managed yourself during the mission, how much ammo and AP you went into that last fight with, and your movement and aim skill to finish off that boss with what resources you have left. I think the Stagger mechanic is... okay.... but as far as it's concerned, your builds can easily revolve around what will cause stagger the fastest, and that's easily the present meta in both PVE and PVP.Show moreShow less
I hate redditors manShow moreShow less
This is more of a Maybe recommend; but it leans to the no side. TL;DR is they took out the logistics and management of AP, energy, and ammunition; and replaced it with repair kits, stagger bars and crazy boss fights. If you're expecting classic armored core stuff; only a little bit of that is here. There's no more radar. There's no more AMS. there's no more Map. Tutorials come AFTER missions; usually when you've already had to figure it out. You can't sell the starting equipment. A LOT of equipment is given for tutorial completion. There doesn't seem to be any cost to failing a mission? Makes itemized profits seem trivial or grind inducing? Energy weapons still have ammo costs. Targeting seems too be much MUCH shorter range now. (Seems to be based on head scan range?, not sure) FCS lists long range at 260 now. This seems bonkers to me. The generators only function when not using power (can't make energy neutral builds anymore). Blades, Shields and other items are once again limited to specific arms or slots. Stagger is now a buildup bar for critical hits instead of impact ratio of bullet vs body mass. There's magic repair kits you can use at any time. Fights are much MUCH more dodge dependent (health jumps up and down like crazy). There's checkpoints with assembly screen option; So you're kinda building per fight instead of per mission. Explosive damage is now it's own type instead of aoe Kinetic. Swords are now gigantic, with long 'reloads', and so strong they feel almost necessary. There's a OS upgrade system that's straight RPG like. it's perma stat boosts. Expect MAJOR shifts in enemy difficulty. You're no longer planning a mission for a tons of varied targets; it's a bunch of paper chainsaws with a crazy boss at the end. Project Phantasma like stuff. And the story seems to progress really fast. It went from 'you're a nobody; go earn a rep' to 'they're requesting you by name' in like 3 missions? It was still unlocking tutorials. It's probly a perfectly fine game to a lot of folks. But the mech building aspect and the art style are the only parts I can really pull from the AC lineage.Show moreShow less
Rusty is the best bro a man could ask for.Show moreShow less
DO NOT BUY THE DELUXE EDITION Artbook and soundtrack are done as a separate Unity "game", there is no pdf or mp3s (you can export mp3s at least, but it won't integrate with steam music dlc/player). The game is fun, so you should pick up the regular edition. The combat is fast and fluid, the parts selection is wide enough. Yes, bosses are hard, but the ultimate challenge is the autoscroll babysitting missions where you have to protect squishy sitting ducks from hordes of enemies. The story branching is rudimentary, but it gives extra incentives for subsequent NG+ and NG++.Show moreShow less
i want to kiss rustyShow moreShow less
TL;DR, it's an okay game if you play by its rules, but me and many friends do not consider it a good Armored Core game. It's an AC game in name only. I've taken things rather slow and have went back multiple times for hidden items or getting S ranks for missions, and clocked in under 42 hours. Some of that time went into me having the game open whilst getting food, as well as checking out the Artbook/OST. I won't go into story spoilers here if you still care about the game. I haven't had the time to play most of the older games (only beat LR on one of the endings) for one reason or another, so I'll only speak from my experience with 4, FA, V, VD and LR partly. Those are going to be my reference points. It's not really balanced. As much as they're a departure from the older Armored Core games, the 4th and 5th gen games never changed the fundamentals. That is, the turning speed and FCS lock on box. This is done for a reason. The entire reason why having different leg types even worked for the previous games. I'm not going to go into the whole lock on box thing but focus on turning speed instead. Lighter legs had a reason to exist previously because they were faster at turning and moving than tank legs. Tanks could be countered by circling around them because their turning speed literally cannot allow them to turn as fast as the lighter legs. By removing the turning speed you literally remove the balancing from the leg parts, because there is literally no downsides in using the tank treads. Health? Lower than tank treads. Defense? Lower than tank treads. Equipment load? Lower than tank treads. Stability when getting hit? Lower than tank treads. Ability to fire heavy weapons without standing still? That's a tanks only thing. The one thing they may lose out in is maybe mobility, which is all but negligible if you use the assault boost(AB). Which is about 70% of the entire time. The other 30% are indoor areas where it's pointless to AB because it's locked to flying straight. Due to slow projectile speeds in this game you'd want to be as close to your target as possible, which only exacerbates this problem. Even then you have the wheelchair treads which are just as fast. 4 and FA made tank treads extremely heavy as well as slow turning to let the other legs circle them. V and VD also retained the slow turning, whilst also making their built-in booster wildly inefficient. Biped lags can use the GB (5th gen version of AB, it's omnidirectional unless you change directions too quick) infinitely even in combat mode with the right setup. Tanks cannot do this. The tank treads with the lowest boost cost(marked as literal junk by the way), each high boost(5th gen QB) costs around 8% of your total energy. Keep in mind however that any sort of biped legs can jump over the tank to force them to use boosts to evade. This seems low but is very tight in practice. Especially so because previous games' energy weapons used energy from your bar like regular boosts did. They have a stationary turning speed buff, sure, but they had to stand still to use it which just exposes them to more damage. Pile bunkers in VD are a hard counter to tanks because there's a heat pile with 60k damage, where the average tank has 50k. Even if the hit does not kill, the tank will be heavily damaged, so they can't just ignore light ACs. Not to mention you could fly in tight 8 patterns while using your GB, which makes it even harder to tanks to track you. All of the above are actual attempts to balance the high defenses, high health, high carrying capacity, high stability, as well as the ability to use heavy weapons without stopping. The older games may not be perfectly balanced themselves, but it shows that there was actual effort put into the design and balancing of the game. What does ACVI to do balance all of those out? Nothing, since the AB exists and can be used as a crutch for mobility without many downsides. So level with me on this. Tank treads can do everything you can and more. Why use anything else other than tanks? If you try to melee them you get countered by high impact heavy weapons. If you try to get their ACS to break they can do the same but faster, since they can fire heavy weapons on the move. If you try to missile them they can do the same but with more health. You can try to circle around them but they turn just as fast as you do. Don't say PVE tanks are easy, that's the AI, try imagining an actual player who knows what they're doing. You could maybe say four legged hovering works, but given the botched long ranged options I'd say tough luck, the tank could just AB and rush you with heavy weapons. The game doesn't even have sniper rifles & the max lock on range is about 500, but anything outside of I'd say 250 becomes wildly inaccurate. You are forced to take everything at medium to close range, which just means the tanks could rush you even faster. Apply this logic to PVE and you'd be hard pressed to find situations where a tank couldn't do better than any other legs. Maybe for levels where you have to traverse long distances, but for bosses? You're literally choosing to handcuff yourself outside of one or two encounters where they force you to use mobility (even then the wheelchair treads could also do the trick). Which bring me to my second point. The "difficulty". It's all over the place. No way around it. Aside from bosses, all the normal enemies are paper mache. I completed my 2nd and 3rd playthrough with the same reverse legged setup without finding the need to ever switch. That is how downright easy it is. The bosses on the other hand are complete opposites. Completely soulslike but you don't have the i-frames that those games had. Your damage ranges from pathetic to on the lower end depending on the weapon you unless you break the bosses' ACS(read: posture bar), which basically means you're locked into using high impact or rapid fire weapons a lot of the time. They also read inputs so you can't reliably hit them by using mid ranger weapons either. You could try using other weapons, but you'd be playing against the very foundation of the game. The bosses in older AC games (remember this is only from my experience from 4-VD) have very obvious weak aspects, or are just powered up ACs. They either: 1. Are standard ACs, have the same range of health and damage as you do. 2. Are slow and easy to hit. 3. Have attacks that are easy to dodge. 4. Have gimmicks such as self-detonating or breaking parts off. 5. Have something they're very obviously weak to. A good example is the final boss of VD. It has higher health than you, but all it's attacks are fairly avoidable, and it can be easily tracked whilst shooting. No moves or attacks that feel out of place, it tests your understanding of the game whilst allowing freedom in your build. I'm not sure about the steam policy for external links so I'll only post the latter half of the youtube link: JjjxPxW4AZs. Of course, spoilers in the video. The bosses in this game are none of these. They are faster, have more health, do more damage, and reads your inputs to dodge attacks. Your only way to reliably do high damage is to break their ACS. Which is against Armored Core's entire philosophy of constant movement/attacking and destroying your target faster than they can destroy you. You're expected to memorize and dodge the bosses' attacks and go in for an opening. It becomes Elden Ring with a coat of mech paint but worse. Elden Ring lets you do good damage even without posture breaking. That's not the case here. You have to use one of the high impact or fast firing weapons, or try fighting everything like it's a worse iteration of a souls boss, but without the i-frames, and with hard to hit long range bosses.Show moreShow less
I am a 450-year-old mech pilot, probably one of the oldest individuals operating this simulator. I am the sole guardian to my offspring, who is now in his 140th cycle. My progeny received this simulator for the Galactic Celebration in 4021 from his guardian-kin, so we integrated it into his neural interface and he began simulation. By the end of the week, he had 24 cycles immersed in this simulator. This concerned me, as it was already challenging for me to engage in shared experiences with my offspring, as he is always exploring virtual realms or absorbing data streams. So, I decided to create a Neural Link account and access this simulator to see if I could perhaps synchronize experiences with him. I initialized the program, calibrated my mech and environment, and commenced the simulation but was unsure of the mission objectives. I sent a data query to my offspring for guidance, and he established a co-op simulation for me. It was exhilarating, marking the most meaningful synchronization I had with my offspring since my partner went offline. This simulator has, since then, bridged the distance between me and my offspring, and now we even share moments outside the virtual realm. This experience reminded me that joy can be found in every simulation, and it has encoded many treasured memories for both me and my offspring.Show moreShow less
This game is a declaration from Fromsoft that there are more Souls fans than Armored Core fans. The hallmarks of a Souls game are all here. Animation locks and poor player attack tracking that forces massive commitment to every action. Perfect enemy tracking that invalidates positioning and maneuver and rewards split-last second dodging. Rapid player stunlocks that remove player agency and lead to instant death for a single missed dodge. Enemy stunlocks which are only available at great player expense and take mild pieces of the HP pool of enemy bosses. A ranged system which punishes attempts to remain outside enemy melee range. Boss melee attacks with lunges that often exceed weapon lock-on range. And occasionally, you might get to do an AC vs AC duel that lets an Armored Core player remember what this series used to be about, and use that old skillset of maneuvering and tracking. But then you'll be back to the spectacle, the enormous bosses whose wildly cinematic presentation and flashy attacks really cement how insignificant you are as you spend your AC's entire ammunition storage to whittle away at their health bar only to die on one missed attack. It looks nice. But I feel stupid now for making fun of all the articles trying to convince Elden Ring players that Armored Core might be a different genre. It used to be, but it's not now. I'm still going to fight through it, for old time's sake, but I'm not playing an Armored Core game, and I'm not enjoying my first Souls game.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
