

Super Robot Wars 30
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 Super Robot Wars 30
Super Robot Wars 30 is a tactical RPG where robots and characters from different mecha anime join forces against common foes. Move units across battle maps, attack during your phase, and prepare for the enemy's turn. Between missions, spend earned resources to develop pilots and machines. Steam players rate it 85% across 5,637 reviews. The Steam PC version supports English, Simplified Chinese, Traditional Chinese, Japanese, and German interface languages. Released October 27, 2021.
Credits
Lowest recorded in 36 months
$10.682024-04-19 · GamesPlanet USBase 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 2 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-10-26
02Before you buy
Mode and controls
The Steam PC version is single-player, supports full controller use, and includes Steam Cloud.
Languages
Interface and subtitle languages include English, Simplified Chinese, Traditional Chinese, Japanese, and German. Japanese is listed with full audio.
How it plays
Map-based tactical battles alternate between player and enemy phases. In intermissions, use battle resources to train pilots and upgrade robots.
03Frequently asked questions
How do battles work?
Battles take place on a map. Move and attack with robots during your phase, then the enemy takes its turn.
What happens between battles?
After defeating all enemies, an intermission lets you spend battle resources on pilot training and robot upgrades.
Which anime series appear?
The story brings together characters and robots from many mecha anime, including Gundam, Code Geass, and SSSS.GRIDMAN.
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.
For context, I have 100% of the achievements and almost 100 hours of playtime. I have played SRW 30 on my Steam Deck OLED and my laptop primarily. I pre-ordered this game and have all the DLCs as well. After Super Robot Wars V and X came to Steam but were region-locked, I had given up hope that Western fans like myself would ever see a game come out for us on Steam. Both of those games were tied to the 25th anniversary, so I was greatly surprised when, for the 30th anniversary of Super Robot Wars, something would come out for the rest of the world to enjoy. Something about the Super Robot games for the uninitiated is the spectacle of how the various mecha units fight, upgrade and work together. That has not changed at all, and it is just as breathtaking as it has ever been. That being said, half of this game is based on the Gundam universe in terms of mecha designs. If, like me, you are a Gundam fan, then this game is for you; if not, then check the list of what else is included to see if anything tickles your proverbial fancy. I found the game to be quite easy, even on the hardest difficulty, so take that with a grain of salt, YMMV. I have found the DLC to be worthwhile, and all were day 1 buys for me. I like DLC 2 the most for the Gundam IBO designs, but again, check the list of included series to figure out which ones you like. They are quite expensive due to licensing, so get them on sale if that is an issue for you. The pre-order DLC is a standout for me as well, as you get some of the OG mecha designs early. I had a couple of crashes early on after launch, but the issue was patched out pretty quickly, and I have had no issues since. It runs very well on my Steam Deck with Proton 8, not 9, as 9 has the issue of switching out of fullscreen when the animations start playing. GE Proton is another option, but I haven't tried it personally. Switch the control scheme as the buttons are reversed; otherwise. This game gets a solid 9/10; it is an amazing first entry for many Western fans to the series and sold well enough that we are being gifted with another release in the series, that being Super Robot Y in August. I would rate SRW30 higher, but you need to modify some of the butchered translations that shoehorn politics into the game needlessly. Guide on how to fix that here: https://steamcommunity.com/sharedfiles/filedetails/?id=2715018704 Hopefully, Super Robot Y will not make the same mistake of hiring woke localizers.Show moreShow less
It's pretty decent so far, but unfortunately I'm obliged to leave a negative review as the translators decided to rewrite dialogue talking about Ange's gender to instead be about pronoun nonsense not actually part of the original text, on top of inventing new dialogue about it as well (in the character bio), essentially injecting American gender politics into a script that originally lacked it. Please just translate what was actually said next time. If you don't like what the writer wrote, get a different job instead of choosing not to do the one you have properly. Edit: For additional info, here are some of the changes discovered so far: https://i.imgur.com/XGpT3lN.jpeg https://i.imgur.com/pDBiVxP.jpeg https://i.imgur.com/knqtUGq.jpeg Update: There's a patch to revert these changes which you can find in the guides section. Edit again: I may as well also note at this point that 30 is one of the worst games in the series of the dozen or so games that I've played, and it's easily the worst one to have received an official English release. The difficulty / balance is completely broken, the original hardest difficulty became a joke only a few hours in, and the extra harder difficulty they patched in actually made the game even easier by raising the level cap and thus giving the player even more SP to use. Accordingly the entire game may as well be played on auto for how little thought it requires, it is by far the most braindead game in the series in terms of difficulty, and it's so fundamentally poorly designed that there's no salvaging it short of self-imposed no upgrade challenges. The story is also poorly handled, with dozens upon dozens of filler missions where nothing actually happens and the enemies just run away after being defeated. There is a 40 hour game here that's been stretched into a 150+ hour game by how many pointless filler missions there are spread over its duration. Some of the original cast members are alright, but it definitely doesn't compare to V or X's cast either, and the original mecha are rather dull too. For being an anniversary game this was a massive disappointment, and its problems go way beyond just the localisation rewrites.Show moreShow less
There's lots of "buy to support" reviews here, so I'll try to take a different route and speak to the completely unaware audience who probably lean towards the younger spectrum of gamers. For the uninitiated, SRW30 is the latest in a line of just under 50 (mostly) SRPG titles (including spin-offs) in a series that started in the early 90s. It gained notoriety especially as videos of earlier entries were made available on YouTube, showcasing incredible pixel animations of fan-favorite mecha duking it out. It is the ultimate mech/robot fan's dream, answering burning nerd questions like "How awesome would it be if Gundam and Getter teamed up?" Thing is, up until recently, the series has been locked to Japan, so if you wanted to play it, you had to know the language and import the games because Bandai (or Banpresto, back in the day) weren't going to mess with the weird licensing issues West of the border. Over the last decade, however, interest in the series has grown as the Asia region started getting English-translated (hit or miss) releases for the PS4 and Switch, making it far easier for Westerners to get their grubby hands on the games and enjoy them. This includes a few releases in the SD Gundam series, of which Cross Rays has been officially released on Steam, as well! So SRW30 is quite notable for being an officially-released SRW game for Western audiences and thus, lots of fans aren't waiting for a discount to show Bandai that there is indeed a market for the games here, with all the licensing headaches that may be involved. The only other title that made it here was part of the OG sub-series which features only original content and no licensed stuff (which doesn't mean they suck, btw, so worth tracking down if you care). So what the heck is it? Essentially, it's a high-spectacle, low-challenge grid-based SRPG that typically blends elements of established anime robots and mobile suits with a few of Bandai's original creations. Mostly this involves slotting new characters (weakly) into the plot of your favorite anime series or some you may have never even heard of. Thing is, most of this stuff comes from the 70s to the 90s and perhaps if you're of a younger age, you might not have any interest in what you're seeing beyond the really slick battle animations. Fear not, however, as there is extensive character and robot/suit info contained in an easily-accessed encyclopedia that will key you into where these things are coming from so you never really need to feel lost. What it all really boils down to is that you're getting a fairly-simple grid-based strategy game that doesn't really demand too much thought. The battle animations are the big showpiece here as they are slick and full of cool effects and high energy, but they start to wear thin after the 5th time you've watched the same attack and they're mostly just masking that there isn't a whole lot going on except lining up your units to take shots. Sure, there's some resource management stuff going on (manage your energy/ammo), some maps will require at least a decent approach to strategy, and there's a whole bunch of upgrades and special actions that round out the game, but it's pretty straight-forward and won't be much of a challenge unless you pump up the difficulty to the highest setting. It's not going to be everyone's cuppa, but take a look at the roster of licenses and if you have any interest in seeing them in action, go ahead and get SRW30, but don't pick it up just because you want to see more in the West. Us crazy-ass fans have (hopefully) got that handled. Take a look at the other stuff that's available in English (X, V, T, a couple of OGs) and see if those rosters tickle your fancy more. You get the most out of these games if you are familiar with the licenses that show up and importing the one you'd like most might be worth it. Find the right place to jump in and then come back to 30 if you so desire.Show moreShow less
Super Robot Wars 30 is one of the most infectiously fun games I’ve played - every new mech, weapon, and character makes me grin from ear to ear. The animations are so fun that I always join in with the characters - going IKEEEEEE! with Itsumi when Gridman does Gridman Beam, or BUSTAHHHHHH! when Masaki does Akashic Buster. The game knows where its bread is buttered and knocks the most important thing out of the park - the attack animations you’ll see thousands and thousands of times. You pick the mechs you know best and are most fun to watch, and you overkill enemies with your superweapons, because there’s a reason this series became well known in the West through Youtube compilations of attack animations. Speaking of which, it’s a miracle that this game came to the West at all. Super Robot Wars is huge in Japan and beloved by SRPG and mech enthusiasts, but due to nightmarish licensing, the only official Western releases were the Original Generations games on GBA. Even the PS2 remakes weren’t released here. That Super Robot Wars gets a chance to shine on Steam feels impossible, and the hope of getting more in English is arguably worth picking it up for alone. Unfortunately, it’s also a very hard sell at the base price of $60, much less the laughable price of $130 for the game and every major DLC. No matter how fun the animations are and how fun it is to see series I recognize like SSSS.Gridman, the game is so poorly designed and mediocre that it just isn’t any fun to actually play it. The primary problem is the difficulty, or lack thereof. The difficulty is done in the laziest way possible, as all but one of the higher difficulties increase enemy stats without changing anything else. But, comically, the highest base game difficulty is so badly designed that it makes the game easier - Super Expert increases enemy levels by 20 universally without adjusting your EXP, which mean you struggle at first, but soon your units level extremely fast and you snowball past your opponents. The only issue is early and new units, since your unupgraded units are severely outgunned, which is frustrating even on regular Expert. That wouldn’t be as much of a problem if everything given to the player wasn’t so busted, so that the level scaling mattered. Unfortunately, there’s a lot of strange choices. Every type of upgrade you have (AOS, unit upgrades, skill upgrades) uses different resources and is just a raw boost, so there’s never an opportunity cost. The most ridiculous is the AOS system, which just gives you cheap, exponential benefits. For instance, you can spend resources in AOS to increase how many AOS resources you gain each mission, so it pays for itself and then every other upgrade instantly. The stacking AOS benefits make you and your units so strong they feel like cheats. Even more strangely, there is a paid DLC including Super Expert Plus (yes, a DLC difficulty) that redesigns the game and seems like a response to these criticisms. Among other changes, experience gain is significantly lower and upgrades are significantly more expensive. It’s a bandaid, but it’s a great idea for people who want a challenge. Except that it is intentionally designed to be feasible only if you’re on NG+, and it inherits all the problems of base Super Expert, so unit introduction missions where you fight massive hordes of level 21+ units with your unupgraded level 1 unit are completely unfair. There’s very little reason why the rule changes in Super Expert Plus couldn’t have been a separate mode, or even just the option for an Expert Plus difficulty that has the rule changes but is more reasonable. Instead, Super Expert Plus goes the complete opposite direction and is far too difficult unless you’re playing New Game Plus... meaning somewhere around 100 hours of play-in-your-sleep gameplay later. Why bother? People will argue the game is a power fantasy, but even the most overt power fantasies exist to feel like you’ve overcome something. Doom with God Mode turned on might still be a power fantasy, but it’s a boring one when you can’t ever lose. You will never die in Super Robot Wars 30, even on Expert. There are so many upgrades, all of your units start off ridiculous and only get better, and even light upgrades make already busted units invincible. The “evasion” stat is the worst, since it completely nullifies damage, so units with massive evasion stats ARE using God Mode. Combine this with equipment that makes it so that enemy units with a low chance to hit always miss, and it’s GG. The lazy design decisions extend to the rest of the game too. Terrain is entirely vestigial from previous Super Robot Wars titles. The maps are almost entirely flat, unmodelled squares with no relevant terrain variety. There are almost no enemies that have to be fought in the air. And yet, I have never noticed a unit with less than a B in any terrain stat, and weapons have nonsense stats that contradict the game’s own dialogue. For instance, Gridman has an entire mission about struggling against Air units, but the Sky Gridman it introduces - the weapon that literally has “Sky” in it - has an A in Air, not S. All of Gridman’s other attacks, including his Melee attacks, have an A in Air, meaning he’s just as effective fighting with a sword. And, in those animations, he just floats, since they couldn’t bother to make it so that Gridman can’t fight Air enemies without Sky Gridman, or to adjust the sprites so that he’s standing on the ground afterwards. It’s goofy and cheap. OK, fine, but you’re not here for gameplay. It’s Super Robot Wars, you’re here for crossovers and characters. Well, those elements of the game are... questionable. At the game’s best, the characters and dialogue are a lot of fun, and a hugely appreciated amount of effort has gone into taking the game’s non-linearity into account and integrating DLC characters into the dialogue and story. If you know the series, like I do with Gridman, you’ll be over the moon at seeing them represented so well, and if you don’t know the series at all, like me with Gundam: IBO, you might enjoy what you see so much you check it out. At the game’s worst, the dialogue is excruciating, while the presentation is so cheap it’s astonishing that it is in a $60 game. Sometimes, this is because of horrible characters, like those from Knight’s and Magic, a stereotypical, embarrassing isekai series. But most of the time, the localization is at fault. The localization for SRW30 is by a team including members of Carpe Fulgur, most famous for Recettear, and it shows. Characters are snarky and use slang-y, How Do You Do Fellow Kids tier dialogue regardless of their personalities or series. If you’re someone who hates “Whedon dialogue,” you’re going to find it very hard to sit through. And, oh boy, will you be sitting through it - the presentation is embarrassing by the standards of RPG Maker 2000. My breaking point was the first Code Geass mission. The opening cutscene goes on for an entire half hour. During this sequence, characters are represented with nothing but a few static sprites. There are no animated sequences or scripted fights. There is no voice acting. Characters get into fights with each other or shoot each other, which is represented with just sound effects, so characters have to explain what just happened since there’s no visuals to indicate it. Calling it a VN is doing VNs a disservice - visual novels released for free on itch.io have better presentation than this. While I’ve had a great deal of fun, and I know there’s plenty left I’ll enjoy, the game often is a total slog. At $60, I can’t recommend it at all, and $130 is a complete joke. If you’re an enthusiast of SRW or mecha, or just really love Gridman, consider it in a deep sale. Otherwise, I’d really suggest sticking with fan translated entries and holding off until the next title.Show moreShow less
SUPER ROBOT WARS 30: THE GOOD AND THE BAD + Awesome attack animations. + Interesting and funny crossover interactions. + Customize and upgrade your favorite units to make them super powerful. + Choice of main character and two different endings add replayability. + A great time for fans of the featured series and people who want to find something new to watch. + Autoplay function for ease of multitasking. + Runs on a toaster. + Excellent translation. - Gameplay can be too easy and simplistic for hardcore tactics players. - All the customization options can be a bit overwhelming to new players. - The game is long and completionists might burn out before finishing. - Very pricy especially with all the DLC. STORY: One of the reasons the Super Robot Wars series has managed to last for 30 years across more than 60 installments is how engaging the stories are. Without fail I can say that every single one of them has made me a fan of at least one series I knew nothing about beforehand. It's a really good gateway into mecha anime. The plots themselves aren't anything super special, but the writing is consistently charming and the interactions between the various anime series are very interesting. Your choice of main character, the order in which you do the various missions and the plot routes you choose to follow change the events of the game in various ways, making second and even third playthroughs stay fresh. GAMEPLAY: The gameplay of Super Robot Wars looks complex at first. It throws a lot of stuff at the player right from the beginning: What are spirits? What does MxP do? What should I upgrade? I have good news and bad news here. The good news is that the game is pretty easy so you can get away with doing almost any strategy and your mistakes won't be punished too bad. Want to build your whole team for maximum offense and zero defense? Sure, sure why not. Maximum evasion to make everyone unhittable? Yeah, you'll be fine. Invest everything into the crappiest units around to do a challenge run? Sounds good to me, fam. The bad news and downside of this is that the game isn't challenging to tactics rpg veterans unless they're doing some kind of challenge run. But that's the beauty of Super Robot Wars, it allows a variety of playstyles. GRAPHICS: I don't even know what to say here. Just... Just look at the trailer. And those aren't even the best ones, which they always reserve as a surprise outside of previews. Super Robot Wars has some of the finest sprite animation in gaming. The bigger robots are weighty, the smaller robots are zippy, all of them are awesome. The visual novel scenes are mostly portraits with dialogue as is the norm for the genre but the variety in expressions and the occassional cutscenes keep things from getting stale. SOUND: The music is full of both original epic jams and catchy game renditions of anime songs. The word "epic" is overused, but it's the best descriptor I can think of for when the hot-blooded music starts playing against a supervillain. The best part though is the voice acting, because you can tell the voice actors are having a LOT of fun in the studio. Try switching the pilots of various units around and see what funny things they have to say! Most of the important boss fights have really good battle lines against many of the characters that you probably won't see coming as well. Finally, try using the save & quit function during a stage sometime. The skits you get when you do that can be pretty funny. LENGTH: Super Robot Wars games are long, and 30 is the longest one yet. While 30 lets you choose which missions to go on and lets you skip big chunks of the game, it's still a 60+ hour affair to beat even once. Completionist runs are looking at 100+ hours of playtime and that's without doing NG+ to see all the stuff you've missed. Point is, these games are very meaty and have a lot of content to go through. HOWEVER, this one has an autoplay function to let the AI beat the enemies for you while you do something else, which helps you multitask if you don't want to dedicate entire afternoons to one videogame. Overall: Super Robot Wars 30 is a fun romp with giant robots that is especially good for fans of mecha anime.Show moreShow less
Super Robot Wars 30th is a Super Robot Wars title with a truly global release. The only stronger feat of license agreement wizardry this series could pull off would be somehow getting Macross back in. It's amazing, but "the ability to buy the game and the DLC conveniently" is just about the only improvement the game has made over the prior three titles, in my personal experience, V and T. And how I wish that was just due to a lack of innovation so that the game would be just as good as its most recent predecessors - unfortunately, the more open structure of the game is the root cause of many of the game's issues. In Short: My main issue with the game is that progression all but ends sometime around the midgame, and at that point the novelty of it all starts to wear thin to boot, resulting in everything past that becoming a slog. Instead of the average pilot level being guided by a well crafted campaign, NPC levels scale based on how many missions have been completed, and the player's average pilot level follows suit. In my experience, my units had every spirit command unlocked in the early half of the mid-game, leaving me with a diminished feeling of progression going forward. As an alternative to mech upgrades or replacements coming alongside story beats, you can unlock them early - getting enough kills on a given character gives access to an extra mission (more resources) which will grant you that upgrade early. In my experience, my units were in their near final form by the early half of the mid-game, taking away from a good chunk (though, to be fair, not every) narrative beat down the line, and leaving me with a diminished feeling of progression going forward. If you spend any amount of time doing some logistical optimizations such as ramping up your Science Point production early on - and I'm not talking about farming free stages or wasting time running units back and forth - not only do you rapidly acquire most of the tech tree and cause that end of progression to run thin, but you also destroy the economy by ramping your effective cash production. Even limiting myself - preventing myself from maxing out one team of mechs and turning the game into a complete joke due to number differences - I'd say that I was able to get the custom bonus of every mech at around the early half of the mid-game, leaving me with a diminished feeling of progression going forward. There are, of course, some caveats to this. I owned the DLC, which meant I had more missions. Having more missions meant faster aces, faster upgrades, more income of all types - especially with some of the mech parts granted, and probably ended up burning me out of the content sooner despite getting, what, a whole team's worth of extra mechs that have content on their own? Having the DLC exacerbates the game's pacing problem, actively making the game worse, which is a crying shame if you happen to be a fan of some of the DLC units. I likely also burnt myself out trying to optimize my mech parts far too much - such as stacking armor on a unit with a nullification barrier, giving units that don't have EN regen just enough to get by, so on and so forth. This sucked time and the fun out the game as - while thinking about synergies is fun, not being rewarded for them because even holding back on upgrading units the game is laughably easy once you have a Valor/Soul/Bravery/Love spirit command on every unit and enough baseline spirit points to basically spam them. The game is easy. Not by the standards of entries like OG Moon Dwellers, but even compared to V and T. And despite being FAR longer than V and T, the lack of SR points means there's far less keeping the endless midgame from turning into a slog of glorified "A-moves." In an RTS, A would stand for attack, but here it stands for "auto." Unfortunately, SRW has secrets, and unique dialogue between characters and bosses that contributes to the crossover element - opting into auto not only admits that good chunks of the game are skippable, but also throws those out the window. Story kinda sucks, but V's story absolutely spoiled me on what a SRW story could be. The OG main characters, and even the side characters, are alright, but the overall OG plot is extremely weak. As for the crossover/roster stories, there's a small issue in that the game has no control over the pacing of them anymore because the player can choose which missions to go for, and all the storylines can get somewhat get lost in the shuffle. GunXSword fans and Rayearth fans might enjoy what's here, but to me it's just a rehash of what was in T (though, to be fair, the Rayearth cast has had a lot added in terms of art assets and side characters) but worse due to the characters having their crossovers tied up with weaker entries - in the case of Rayearth, being tied to a FAR weaker entry, we'll get to that. However, someone on the dev team really liked Majestic Prince, so fans of that series might enjoy it. Gridman and the Brave Police are the breakout hits here, but are not enough to carry the story alone. Alright, well, what about the Robots? What about the main draw? Well, for fans of the Big 3 you get a delightful introduction to each of them with a weaker suit so they have at least some room to grow over the game - which in Amuro's case is the classic RX-78 and, if you have the soundpack or add the track in yourself, comes with some classic tunes. Rayearth and GunXSword were still somewhat of a rehash, but even still I had a blast with them. Again, someone on the dev team really liked Majestic Prince, and while Rose 5 got old quickly, the units are fun enough, especially due to the team banter. Even 'filler' units like the Gun Blaster have their charm due to the Shrike formation. And one can't complain about the new mobile suits as the new animations are certainly welcome to me. Not to mention L-Gaim, Gridman, and to an extent the Brave police being wonderful. But you can feel the apathy coming off the code for Knight's & Magic. Like, Super Robot Wars tends to get me to appreciate series I don't care about - even bad series to an extent. Worked with Cross Ange, worked with Majestic Prince. But for Knight's & Magic, a show/light novel I can glance at and know I'll hate it, I'm only feeling sheer pity. Story wise and animation wise - despite being newcomers in the 30th anniversary, a celebration, of a franchise the author probably loves given Ernie's inclinations, Knight's & Magic was shafted. Despite only needing to model, what, 3 attacks for the Silhouette Knights, each makes the animation of the show they came from look good by comparison. Ernie only goes off to final bosses with the lines 'oh, you look like a final boss, my blood's boiling,' and that's the extent of what he adds despite having so much potential in this crossover setting. I'm not saying this because I'm an ardent Knight's & Magic defender, I'm saying that it feels cheap, that it feels lazy. That it re-contextualizes the absence of non-player-enforced (I'm talking challenge runs and the like) progression as also feeling cheap, and lazy - that they could get away without having to deal with it. That its lack of polish despite having the time and manpower to put out so many DLC units and a further expansion pass shows that the minimum viable product is fine in this 30 year milestone title that costs $100+ for the consumer to get everything. Maybe I've become jaded, but the game seems to lack the heart that was present even in the recent VTX line up of super robot wars games. That, or the endless midgame slowly wore down the enjoyment I had with this game. Compare the non-DLC rosters with VTX and choose the game with your favorite if you want a modern Super Robot Wars title. If you want something more heavy on the tactical element, or want to look at sprites instead, ask around with people who have played some of the fan translated games of the past for a more tailored recommendation.Show moreShow less
Love SRW glad to support an official release that I don't have to get shipped from Southeast AsiaShow moreShow less
I really, really wanted to like this game as someone who has been playing since the very first SRW, but I just can't. Every single game in the series starting from about half a decade back has been dumbing down the difficulty of the game such that the game becomes extremely boring very quickly. And before you think this is some kind of humblebrag, the game has four separate difficulty settings - even on the hardest setting you have to try to lose. You can bring the weakest units and just mindlessly move them in and you'll still win. I didn't even want to bring my favorite mechs because of how much it trivialized everything. How much does it cost to repair a mech? I have no idea, it has literally never happened to me. They took out the (optional) SR points which gave each mission a tactical objective you could aim for. They removed optional bosses that would give useful drops if defeated when they weren't supposed to be. The game is extremely repetitive by the 10th or so mission and there are hundreds in this game. If you're going to include multiple difficulty settings, why not make one of them actually hard? It's not much to ask.Show moreShow less
Chicks Dig Giant RobotsShow moreShow less
I spent $100 when it first came out, it said to include all the DLC, in my understanding. I finished the game once, and then the third DLC came out. I like the DLC very much so I played the game second time hoping to go through the story again with those new units. In my second play through, I was misled by the preview stage of the DLC3 and thought that my purchase includes the third DLC. Another 100 hours and more later, I found out online it takes a seperate purchase to get that. And the dlc cost more around $40. Too greedy, poorly designed DLC promotion in-game, misled me to play the game for a second time over nothing, stage selection mechanism is not self-explanatory, level cap too high that makes level gain meaningless, too many choices for too few selectable units per stage, and I really hate the lack of direct explanation on how DLC purchase works in this game. The game it-self is great. Gridman makes no sense, it's not a robot. Ultraman has no business being in it too. I wish they have included Sazabi after zeon units found out about Char being in the opposing force. The character design of AOS survivors is not worthy of feature titles such as Gundam and Mazinger-Z that are classics in the robot sub genre of anime. It's a tasteless disgrace. It makes no sense in the story that the main force take back the consciousness which betrayed them earlier in late game. The fact that the player need to choose all the left choice in order to reach a more preferable ending - it's just bad storytelling. It's choice-matter the element poorly done in practice. I wish they let us use Shin Getter as an option in late game, but there is no shin-getter despite it being the starring unit of that Getter Robo series. The transform option is not available for some units that can transform: Getter robo, King J-Der, all Sakura Taisen's units. Zone of Enders, and Virtual On make more sense than ultraman and gridman. All in all it's a good game, I am just too idealistic and too simple minded to truly enjoy how it works. Thank you for reading.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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