
Phantom Brigade
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 Phantom Brigade
Phantom Brigade is a cinematic tactical mech strategy game built around forecasting enemy movements on a timeline and planning counterattacks. Once you execute a plan, the action plays out in real time. Recruit and develop a rebel squad, customize mechs with salvaged equipment, and manage campaign decisions as you fight to retake Fyrland. Steam player rating: 81% positive from 4,507 reviews. The Steam PC version supports these interface languages: Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Japanese, Korean, Portuguese-Brazil, and Russian. Released February 28, 2023.
Credits
Lowest recorded in 36 months
$11.992026-06-25 · SteamBase 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 | — |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Tactics and campaign
This tactical mech strategy game combines timeline-based battle planning with a campaign to retake Fyrland.
Languages
The Steam PC version supports interface text and subtitles in eleven languages, including English; listed languages do not have full audio.
03Frequently asked questions
How does combat work?
Predict enemy actions, plan countermeasures on the timeline, then execute and watch the battle unfold in real time.
Can I customize my mechs?
Yes. Equipment salvaged from defeated enemy mechs can be used to customize your own units.
What kinds of missions are there?
Missions include sabotage, convoy ambushes, liberation battles, and outpost assaults.
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.
I want to preface this review by saying that I love the idea for the game. Mapping out your turn and making those minor adjustments to really pull it together felt great. At first. My main reason for leaving a negative review is because of how the A.I. works for this game. At the start of a turn, you'll get your timeline for the next 5 seconds of enemy actions, and you'll need to plan out accordingly. They'll move around, target mechs that are currently in their range and commence firing. The issue with this is that the enemies do not change their actions at all for the duration of the current turn. If they target one of your units, they will target them until next round. Even if you have units standing in the open, they will ignore them in favor of their predetermined target. With how lethal this game can be (most units won't be able to take more than a second or two of concentrated fire), your best option for defense is to move the targeted unit behind some form of cover. What this ends up resulting in is a playstyle where you check the timeline to see which of your units the enemy is firing at, moving those units behind cover, and then free firing on them with the rest of your squad while they shoot mindlessly into the side of a mountain. It doesn't feel like I'm winning a game of strategy, it feels like I'm exploiting the A.I. That's my perspective of it at least. I'm sure there are a lot of people that don't see it that way and will have an amazing time with this game, but for me this was an issue I couldn't look past.Show moreShow less
If you add an option to replay the whole skirmish at the end of the battle that'd be pretty sick, to watch the whole battle play out in one smooth motion i think.Show moreShow less
As a huge strategy gamer who enjoys mech games I really like this game but for the sake of transparency I have to give it a thumbs down for now. As of writing this I'm 35 hours in. I'll be comparing this game against similar games like Battletech, XCOM 1/2 and Into the Breach; which I have over 300 hours in across those. The good I will say first: the game has a very cool design and feel to it. The mechs look slick and the variety of parts and weapons is awesome for creating unique machines. I love that. The battle field explosions and and special effects are pretty awesome. Even the wonky melee system makes strikes look cool to watch. Seeing an enemy mech's legs get taken out or an arm blown off is always satisfying. Battletech is a perfect example of doing all those things very well and Phantom Brigade has the ability to be a strong contender if they didn't fall short in many areas which leads to... My 4 criticisms. 1. The outstanding issue is that the game play loop is exactly the same every battle, from the first tutorial mission to the last one you play, it's exactly the same with little to no variance. Basically watch what units of yours the enemies are going after, plan to run your units away or shoot back, hit play and repeat. This creates a "cat and mouse" type situation with your units and theirs all the time. Once I figured out how to move the mechs around, got the hang of timing dodges and managing heat, that was basically the end of it and the game became boring. If you have the Home Guard you can basically have them soak the hits and keep your pilots safe. I can carry the game with 4 pilots pretty well now without breaking a sweat. Adjusting the difficulty levers currently doesn't really make the game more fun, it tends to make my battles longer than necessary which is not enjoyable. 2. You have all the time in the world to contest the regions. Yeah if you lose a bit too much in a region you have to start over again but you don't really get punished because you can just come back. If the region gets too "hot to handle" you just have to leave and let the enemy forces die down before coming back. The enemy doesn't really push back once you have captured a region. 3. Progression is not that rewarding right now. Pilots don't have an upgrade system to watch them grow and I don't feel like I'm attached to any of them because their stories are pretty shallow if not non-existent. Even if they go through a "random world event" and get punished they just lose a bit of health which I can heal up at any time. And there isn't really any incentive to upgrade the Mobile Base speed or additional items because see #2. Expanding the mech bay to hold 4 mechs is probably the most impactful upgrade in the game and everything else is just fluff imo. 4. The lack of a defined enemy and fleshed out story lines doesn't help me get attached. Suggestions to make the game better. --- To fix issue #1, devs can do two things to battles: A) add more objectives with appropriate punishments and/or B) add in some sense of unknown or a random surprise which demands a player response. A) Into the Breach and XCOM do this very well because the enemies are attacking not just your mechs but your objectives as well. Having the enemy attack civilian buildings, civilians or deny you from key objectives raises the stakes and makes the mission a bit more challenging because you now have to balance priorities and make sacrifices. Examples of good mission variants: King of the Hill, Defend an Objective, Destroy Specific Buildings / Targets, Steal the Research, Assassin Missions, Attack and Defend, etc. -- These are probably very easy to program in to the existing game because the assets are already there and the developers just need to add new "object flags" and adjust some numbers around unit/building health. Escort Missions and Carry the Payload are harder to pull off but can be very rewarding when designed correctly. Lol I mean if the Convoy Missions had the enemy realizing they were losing and they started destroying the resources I'm trying to steal I'd be freaking out at the enemy for denying me Supplies and Equipment. ("If I can't have it then you can't either!") B) Add randomness through unforeseen events. In XCOM and Battletech, we don't know who the enemy is going to hit and shoot at so we have to plan around that. Sometimes new enemies drop in and we have to deal with new problems now. That creates fear and excitement. To fix #2, Set a Time Limit on the Story Line or on the Regions. In XCOM, the game forces you to take objectives and upgrade as fast as possible because the AI has their own objectives and they are upgrading too. You are forced into a race and if you lose too much then you get penalized with less resources eventually leading to the AI slowly strangling you into submission. The fear of losing and punishments that XCOM 1/2 deal out make those games legends in the community; people actually respect the AI because it's mean. -- Side note: if PB had an Iron Mode, with a permanent game loss for losing all pilots or mechs then I would probably take my fights more seriously. To fix #3, add a Pilot experience system and have their skills scale with the type of mech and weapons they use. As an example: if a Pilot is using Heavy mechs with Assault Rifles then give them Perks or Active / Passive abilities which are rewarded for surviving in that mech. On the flip side you can add Penalties or Quirks for near death scenarios or watching team mates die. XCOM and Darkest Dungeon are excellent at this. The Mobile Base upgrades need a reason to pursue them. If I know the enemy is scaling their tech to find me faster or chase me down faster AND I have a Time Limit to complete objectives, then yeah I'm going to start prioritizing my base upgrades. To fix #4, just give the enemy a name and their true objective for "why they captured" the country. The story is too shallow and the characters are not memorable in the least. The Phantom Brigade fights against some ambiguous enemy that stole the land from the government. Ok but "Who are the enemy?", "Why did they do that?", "What is the ultimate goal of the enemy?" and "Why should I fight them?" Outside of a 2 minute tutorial video about people being sad they are being subjugated I don't get many reasons after that to keep going. In other games I know the name of the enemy, I know their purpose for why they do what they do and I know why I need to make it my mission to win against them. In XCOM 2 I'm fighting aliens whose goal is to subjugate humanity to assist in advancing their evolution. Into the Breach, giant bugs are breeding underground and destroying humans to take over the surface. In Battletech's story line I'm assisting Kamea Arano during the Succession Wars to take back her kingdom which was stolen from her by her uncle and I need to free the planets while fending off other noble families vying for power. In those examples I'm consistently put into missions where if I don't accomplish that mission or beat that Story Line then something bad very happens. Buildings get destroyed, lives are lost, kingdoms ruined, or in XCOM's case people get kidnapped for human experimentation. Each mission is a reminder as to why the overall Story matters and calls out to us to take action so that we can mitigate damages, develop wins and create our own stories that are worth sharing to friends or online forums. Because Phantom Brigade hasn't fleshed out the background story of the enemy forces, why they do what they do and why you should care, the game overall lacks a soul that we as players can connect with. I love mech strategy games and this is great for me through the designs, battle field system, over world, wide variety of weapons and mech customization. Overall an amazing game with lots of love put into it but it needs more work to realize it's potential.Show moreShow less
Yes and more yes. But I'd like a replay button at the end of the whole match, to watch the whole battle. (Concerned with the lack of regular updates) Edit: Wow the new update looks amazing. im going to play right now! I bet it was way worth the wait. I can already see it.Show moreShow less
The game hooked me anyway for 28 hours of play so far, which is great. But i can't continue, there are too many problems. I think I'm done until significant improvements are made to the game. Positives - The concept is very unique. If you enjoy deep tactical planning, this might be the game for you. Each 5 second chunk can be planned down to very fine detail and watching it unfold can be very satisfying. Once you understand how the timeline works and the way actions can be sequenced, some very elaborate plans can be created and executed. You'll have to enjoy the planning more than the execution, because the live combat is very brief (some maps might only see 15 seconds of combat. The graphics and sound effects are decent and get the job done. They won't be winning any awards, but is definitely immersive enough. The ground elevation system is actually quite detailed, LOS is calculated accurately for weapons to clear buildings, hills etc. The maps look pretty good and I haven't seen any repeat for different missions (so far). Negatives - User Interface The developers put a lot of thought into the UI, and in many ways it works well. However, after a lot of play time there are so many "small" details missed that become quite annoying after a while. Some Examples: - When moving a mech from one spot to another, the weapon range circles only appear if there is a corresponding attack command. Moving a mech and keeping weapons in range can thus be a trial-and-error exercise, or you have to put multiple 'dummy' attacks in parallel so the range rings will appear and then remove them when you are done. - The timeline normally has grid lines on it for reference, and you can slide your cursor along it to gauge a precise moment in time. But the moment you want to add an action, the timeline inexplicable darkens and you can no longer see the grid, nor is the time indicated anymore. So again, much trial and error is needed. - Moving the cursor will slide the timeline even when the cursor is on the battlefield part of the screen. This means that when you are mousing around the screen to plan or look around, if you are moving horizontally it is also constantly sliding the timeline. Extremely annoying and confusing. - Important information about weapons is only available in the unit customisation screen, not on the battlefield. Every weapon has a different damage output over time, expressed as a graph. I love the idea, except I have found no way of accessing this information on the battlefield. You have to try and remember what the graph said in the workshop and time your weapon bursts from memory. Weapon projectile speed is also critical in the game, and yet I don't see that number anywhere on the battlefield screen. If the number was visible I could at least calculate something manually, but its not during combat. - There are dozens of other little quirks, not game breaking but definitely annoying. Too many to list. For example, the save game system seems weird (I can't figure out how to rename save games or even add new saves, after a while the only option seems to be overwrite existing saves). The scroll bar for items in the unit customisation screen seems wonky. One mission objective I got was to destroy a radio tower to stop reinforcements, but it was literally impossible to identify which building it was. There were no unique buildings on the screen (and nothing that looked like a radio tower) and the UI did not highlight what building I was supposed to destroy. Etc. etc. etc. As mentioned by others, missiles are extremely OP. They do a lot of damage and can be nearly impossible to dodge or take cover from. Information that *might* help with dodging them (such as being able to track the missiles using the timeline) is not visible. Again, you are left to take a wild guess as to when a missile will hit your unit and try to approximate a dodge maneuver last second. If you move even a little too early, the missiles just track you to your new location and hit anyway. They also have nearly unlimited maximum range and practically zero minimum range (whereas even a shotgun, which should be most powerful at point blank, has a significant minimum range). The mech upgrade system is lackluster. There seems to be only one mech type, and you are just adding different types of arms, legs, weapons etc. to it. It gets old quick. On top of that, there doesn't seem to be a clear logic to the differences between light/medium/heavy parts and their 'levels'. Heavy parts dissipate less heat than medium parts (suggesting less weight means more heat dissipation), and yet light parts also dissipate less heat than medium parts. Parts can have wildly different stats (even two 'identical' parts) and it is often not clear why. I also suspect there are calculation errors in the programming, which makes it difficult to trust the values. Sometimes when switching components, a stat will highlight 'blue' (indicating there is an improvement) and yet the actual number is clearly worse. The whole thing is a bit of a mess. So much is not explained to you by any tutorial. For example, weapons do three types of damage (maybe more further in game) and 28 hours in only one (concussive) was explained. I still have no idea what the other two mean. Each weapon has three further values for damage (action/second/hit), again with no explanation that I recall of what they mean. The labels are not intuitive ("second" actually means DPS, would have been a lot easier to just call it that) and I had to research on Google what they meant. I still haven't figured out how to change out weapon add-ons. Pilot development is absolutely non-existent. No skill points, no 'perks', no clear morale system, nothing. Missed opportunity. Story is also non-existent. There are some interesting narrative elements during the very beginning, but haven't found any story to speak of after liberating the first province. The writing, especially after the first province is During combat, your units and the enemy's often spawn very close together and crammed into a small area, or often a corner. This means that only 20% or so of the map area is actually used in game play. Long range units are often instantly useless because you are crammed in a corner with enemies very close. The enemy AI is often not poor. It makes some pretty weird decisions sometimes. Stuff that should be easy. Like moving directly towards my unit (no shooting), stopping, waiting for a while and then putting a shield up. Just put a shield up the whole time if you think that unit is a threat. I try to suspend my disbelief that these are only 5 second time chunks. Faster mechs can move 1/3 across the entire map in like 4 seconds. Watching this battle real time, even the tanks are race cars. I try not to think about it. There is *so* much potential in this game, and I hope it is added to and improved in the future. I got 28 hours of some fun (and a fair bit of frustration) for $30 CDN, so not bad. I really hope the developers polish this game a lot more, and I might return to it if improvements are made. As it stands, I struggle to recommend it before those improvements are made.Show moreShow less
Recommend with some big caveats. Phantom Brigade is an incredible game that does justice to its premise. A very satisfying core gameplay loop coupled together with impactful graphics and what looks to be a fun grind, as long as you can deal with the utter primitiveness of the combat UI and the resulting frustration with it. At its most basic level: real-time tactical combat that pauses every 5 seconds to let you plan your next move. Moving your cursor along the timeline lets you see ahead into the future and plan your own moves accordingly. Cover, line-of-sight, destructible buildings, projectile velocity, and all the usual suspects in such a game. Above that: customizing your machines to eke out every last ounce of performance from them. A huge variety of parts and weapons along with equipment levels lets you build point machines with shields, snipers with high-powered rifles or beams, maneuver elements with assault rifles that retain full accuracy on the move, pretty much any role you can think of can be fulfilled with the right parts. Higher above that: you (rather) quickly get your own base which you operate out of. Research, upgrade, manufacturing, and so on. Move about on the overworld map, dealing with patrols, taking over points of interest, and retreating when you inevitably need more supplies. The comparison to XCOM is unavoidable and quite apt. The overarching goal: kick the invaders out of your homeland. The plot doesn't need much more, nor does it offer more, but I'd have liked to see more character development anyway. I do enjoy a good story on top of my company simulator games even if it's not mechanically necessary. Call it a stretch goal. Gripes: - Mostly with the inflexibility of the UI - Missile paths are not predicted, so figuring out when to dash to dodge them is pure guesswork - Impossible to order your unit to wait for a short time - Also impossible to click and drag wait times for precise maneuvers - Cannot click and drag certain actions like dashing - No way to properly snap actions to the start / end of either your own actions or the enemy's - Once you pick a start time for certain actions, you lose the ability to scroll through time while you're picking a target - Not very clear when the cutoff is for the 5 seconds on the graph - Cannot modify actions, you will have to delete and add new ones - You will be deleting A LOT of actions - Basically, the UI precludes any kind of precision with a lot of maneuvers To the devs: you perfectly understood how much time your players would spend with building their machines and tweaking them. How could you not see that they would be equally demanding of precision in combat? Give us the tools we need to order our units about with absolute precision. Then you'll get an unqualified recommend from me.Show moreShow less
I want to say first of all that I actually enjoy this game, so the negative review may seem odd. But here's the thing; we all know you're not trawling through the positive reviews full of "Loving it so far!" and "Awesome game - hope they do more!" just to feel good. You're looking for the negative reviews to see if any of the faults of the game are deal breakers. It's like a relationship - sometimes one big thing, or a collection of smaller things just let you know that it just won't work out. Maybe she smokes. Maybe he runs his fingers down your face like John Travolta's character does in the hit 1997 action movie "Face Off". Maybe they *are* John Travolta. There's always going to be something that you just don't want to deal with, and that's okay. Negatives are far more likely to give you that than not. So here's the salient parts. The good: - A initially very enjoyable gameplay loop - you join battles, zip around in a HIGHLY cinematic battle for a number of turns in 12 foot tall eastern style mecha and save the nation! Battles look awesome, slow motion gives the zipping of bullets and echoing of gun retorts an awesome feel, and it's very satisfying. The simultaneous planning of actions in 5 second slots then enacted out at once, but with a prescient knowledge of the enemies moves take a bit of getting used to, has some kinks, but is otherwise fresh and fun. - The mechs generally look pretty cool, with sleek aesthetics. - The sound of the battles, the crunching of buildings getting chewed up, and things exploding is pretty damn enjoyable. - There's a ton of variety in choosing load outs for mechs, from limbs, accessories, armour, and weapons. Aaaaaand now we're onto the longer section. The bad: - That gameplay loop? Yeah, that's it, again and again and again and again. Every battle feels pretty much the same after the initial excitement wears off, which is a shame, because it *is* initially very fun. At the 18 hour mark I'm not really dying to jump into another battle anymore. - Zero story other than "Someone took over your country, you hid, now you're saving it from them". Who are they? Dunno. Who are you? Why the Phantom Brigade silly, of course. Yeah, but who are you? What do you stand for? Winning the country back! Duh! Riiigggght. Electrolytes are what plants crave and all. - Battles are kinda bizarrely brief with some odd design choices. Each turn is five seconds, which you can rewatch after it completes it run. Except the last turn. Y'know, the really cool one where you snatch victory from the jaws of defeat with an almost Napoleonic level of master tactics and plugged the last enemy in the back of the head with a burst of riffle fire (think Mechcommander)? Yeah, no, you can't watch that turn. Or a replay of the whole battle. WHICH, by the way, is probably six turns long. 30 seconds and you're done. For reference here, in table top battletech, and HBS's game, a "turn" represents 10 seconds, which means a lot of Battletech battles are, to quote Tex of the BlackPantsLegion conducted in a "Blaze of glory", lasting 2 - 7 minutes tops. Still a bit longer than 30 seconds, which also makes you realize how insanely fast everything is zipping around... - The aesthetics, while good, are incredibly.... generic. Everything looks the same. Every map, every town, every mech. Swapping out different body parts just looked like thinner or thicker versions of the same arm. Weapons all look kinda the same. Compare this with the remade XCOM (another frequent comparison for it's resistance focused, resource grabbing, turn based qualities) - in that, and especially XCOM 2, you can make your agents look utterly uninque, from tacticool combat gear in bright pink, to post-apocalypse raider punk (complete with mohawk) to wearing the skins of your fallen opponents. PB completely misses that. - The pacing. There doesn't seem to be any. In XCOM if you ♥♥♥♥ about, you will, sooner rather than later, find out. There is always a sense of pressure to weigh choices; do you save the civilians in the terror mission knowing it will keep Inidia on the Council, but there's a high chance of sustaining injuries to agents you *need* for the next big mission, or not? XCOM doesn't let you relax strategically until quite late in the game. PB has none of that. When you take a province you kind just sit on it. Take your time a bit. The enemy in all other provinces seem to level up to just above you regardless, so take your time! There's no rush to, y'know, overthrowing the benevolent dictators who took over! There's often timed events that essentially pin your team for several hours. The most obvious is "refuelling" which takes 7 hours in which you put the strategic map on full speed and wait for the time to run out. You're not worrying that spending those 7 hours getting precious resources (they're not precious) is a gamble (it isn't) that could stop you getting the edge on your opponenet (it wont). You just wait those seven hours. - The writing, when it's there, isn't.... great. I started skipping a lot of it. It's very... erm, well? Saccharine comes to mind. Saving kids and families and telling people that they're strong enough when they're at breaking point. For a game that's missing a lot of features, it almost feels like this one should have been left off. There's a lot of little events and they all kind of run along this very trite "do the right thing for your people" vibe which feels very forced, given we know sweet FA about these people to begin with. Which leads me onto.... - So much isn't explained. In the above case you have a scenario where you find a box, which gives you the choice to pick it up. If you do, it's a bomb. Then you have a choice of giving some resources (70 out of the 1000 + I had at this point), waiting 5 hours or so, or doing nothing. I always paid the scenario off. Then I could choose to keep the bomb! Obviously I did this. What does this do? ♥♥♥♥♥♥ if I know. Never found out with five bombs in my possession. And that's a lot of the game, it feels like a good manual or more expansion tooltip system should be in place, because there's so much that seems like you have to bumble around until you work it out. Reinforcements (which are a pain in the behind - more on that in a second) can be completely negated by the use of a comms jammer! I found that out on the forums after getting frustrated and rage quitting. Turns out you can research an upgrade for your mobile base and then build comms jammer deployables and then use them before a mission. If this was explained in the game I must have missed it several times. And there's a lot more like that. - Speaking of frustation, the game has lots of ♥♥♥♥♥♥♥ with the combat - reinforcements, if they do show up, are mere turns apart & getting four more units on turn 5, then three more on turn seven on the other side of the map. It's a bit more. Missiles were an absolutel joke of an unbalanced mess until the devs (bless them) hotfixed them within a week to not spawn constantly with every unit and track you with near perfect precision. - The UI. It's... bad. To having to double click or hold-click menus to select hem is just a bizarre for a start. Comparing the many items you use is borderline impossible, and makes swapping out items a chore. So look, the game is fun, but it's lacking sooo much. It's a great core game that has so many features haphazardly bolted on, poorly implemented, or missing altogether than it really detracts from long term playability and enjoyment. The devs seem responsive, so I really hope they bring the features and polish the game needs to really shine. But it would need a lot. If you've somehow made it this far, you deserve a cookie, a glass of warm milk, and a nap. Go, treat yourself. You've earned it.Show moreShow less
Big lmao at the negative reviews saying the game has micromanagement. Son have you ever seen a giant mech game before? We ballin' here, Fortnight is that way. EDIT FOR 2.0! It's back, and better than ever! And now there's even a VIDEOGAME built around its fantastic core combat mechanic! WOW! From what I've seen so far, the new campaign doesn't drag its feet like the previous version! There's agency, perks abound on every screen, enemy reinforcements and missions to delay them, loot opportunities, lots of different mission types. The campaign seems structured more like a grand-scale roguelike, and I'm excited to see how a whole one plays out. It's overall paced way better than it was before. Real talk though, this game's core combat mechanic is fantastic. It's unique, cinematic, and makes you feel like a big brain genius. It's the perfect "Perfect Plan" gam. The only downside it had before was that the content built around that mechanic was fairly limited or simplistic. BUT NOW IT'S NOT! THERE'S A VIDEOGAME HERE NOW!! WOO!!! Get Big Mech Game so you can run into guys with heavy shieldmech and laugh as they crash and concuss every time.Show moreShow less
Unfortunately I cannot recommend the game it it's current implementation after 2.0. There is a lot to like about the update: -Battles have never felt better. The reduction or removal of minimum ranges on many weapons and mobility improvements make buildcraft feel good. -Tech progression by scrapping loot is nice and removes the complete RNG of looking for blueprints. That is where the good ends though, as the map changes kill any fun I used to have. Pre-2.0, the map was open, you could take fights where you wanted, but had to be aggressive when it came time to liberate a province. But you had the flexibility to back off, grind up resources, test builds on weaker opponents, and play at your own pace. The new map is roguelike in structure. Each province is isolated, on a constant timer pushing you into fighting nonstop but with a limited number of fights before you are forced to liberate the province and move on. You cannot play at your own pace, you must constantly fight and push forward no matter what, there is no way to extend a campaign to get more battles and more loot. This roguelike structure has ruined any fun I had which is unfortunate because the rest of 2.0 has all been good. I hope the devs give us the flexibility on the map we used to have.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.