

Warhammer 40,000: Mechanicus
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 Warhammer 40,000: Mechanicus
Lead the Adeptus Mechanicus through turn-based tactical battles as you explore Necron tombs, manage resources and shape a campaign with multiple endings. The Steam PC version supports single-player and full controller support. Its interface is available in Simplified Chinese, English, French, German, Spanish, Russian, Japanese, and Korean. Steam players rate it 91% positive from 11,442 reviews.
Credits
Lowest recorded in 36 months
$1.732026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
| French | Yes | Yes | — |
Show 5 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-10-18
02Before you buy
Interface languages
The Steam PC version lists English, French, German, Italian, Polish, Russian, Simplified Chinese and Spanish interface support. Audio is English only.
Solo play and controls
The game is single-player and has full controller support on Steam PC.
03Frequently asked questions
What kind of combat does the game use?
It is a turn-based tactical game. Cognition points unlock powerful weapons and abilities during combat.
What do missions involve?
Across 50 hand-crafted missions, you customize your force, manage resources and explore Necron tombs, balancing greater rewards against greater threats.
Can decisions change the story?
Choices made aboard the Ark Mechanicus lead toward multiple endings.
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.
Hey hey, people. Mandalore hereShow moreShow less
Mechanicus is a game that starts out really strong.... It has an interesting system where you have a joint resource (gears) which each of your heroes can use to fire weapons or use abilities. The same resource is also used for summoning troops, making it an interesting balance between saving gears for attacks, extra movement to position better or to summon troops. The gears can also be siphoned by being near certain places, so it posed an interesting choice of positioning dangerously to get more gears or playing it safe. The enemies resurrect if you don't destroy their corpses and this offered another layer of decision making. Whether you would use your attack to destroy more enemies or kill the ones already down to prevent their resurrection, it always gave you something to think about. The combat was very satisfying, and it had most of the gimmicks which you would expect from a TBC game, such as attacks of opportunity, line of sight, range, etc. which provided yet another layer of decision making. There is an awakening mechanism where if the number gets too high (e.g. when you stall the combat) the enemy gets more powerful (and it also has out of combat effect on the game duration) so it motives you to play faster. Finally, you get to choose your missions which have different rewards so again it gives you something to decide about and think what's best for you long-term. But then it collapses.. While the game starts out strong and introduce new tougher enemies, you can get powerful fairly quickly (even on hard) and so none of the missions pose a challenge after a while. In fact, the end boss did 4 (out of 17) damage to me, and then died on the very first turn (even if he had 50% more hp he would've still died). The other bosses, save for a few early ones, rarely posed a real threat, let alone a challenging fight. The awakening mechanism can be easily managed later on, ending most missions with 0, if you are willing to spend extra time. If you plan on playing efficiently it just makes the game even more tedious to play. The most annoying part of the game was moving through the rooms. Each room will give you 3 choices, but the correct answers are mostly arbitrary. There were a few times where you could burn the corpse of your fallen comrade - sometimes you will get rewarded, but other times the game will say something like the room is now filled with smoke and that hinders your progress and then you get punished. Same with explosions, it either alerts the enemy or it solves the problem. On top of that, sometimes the conclusion text does not match the reward/punishment. The game tells you that exploring is risky but rewarding, but that simply is not true. Finally, there are a few bugs still. Nothing game breaking, but still annoying (e.g. using a skill that gets you a free canticle that gives more gears, costs 2 extra gears than it should). There are a few endings, but even if you do the final mission for the character, they will still incorrectly say you didn't let them do what they wanted. You need to do either missions in order or just pick one character, but none of these are reasonable restrictions and the game does not give any feedback that you are on the wrong path). I wished the game was half the duration but had more variety between playthroughs, and had more challenging combat mid to late game. It had really interesting mechanics, but it don't hold up for the entirety of the game as you start playing each scenario the same way. The mission objectives came down to destroy enemies or be near a computer, so when the challenge of the combat dropped the game became a monotonous drag until the very end.Show moreShow less
On paper, an indie game made by a lesser-known French studio where a lesser-known faction of the 40k mythos is pitched against a lesser-known enemy of the 40k mythos using a plethora of weird mechanics and opaque systems has all the hallmarks of that most well-known of gaming phenomena - the utter waste of a Games Workshop IP. It is of note therefore that the Tech-Priests of Bulwark must have anointed their design work with blessed oils and the studio must have been thick with the righteous smoke of the holy cencer because, as it turns out, it's a quite remarkable little game and one of the best and most original uses of a GW IP I've seen in a long time. Firstly, there's the quality of the writing. I honestly cannot remember the last time the 40k universe felt so visceral and real. There's a genuinely deft-touch at work here which makes it feel like actual science-fiction rather than genre fiction. From my 15 hours of play, I know and care about the AdMech more than I've known or cared about a 40k faction since the 1980s. Also of note is how the writing and the awareness of the lore feeds directly into the game design choices - the writing doesn't feel like a layer than sits atop the mechanics, but rather a well-executed design facet. It's really very clever and a joy to behold. And so to the meat of the thing - how does Mechanicus play? Well the AdMech (short for Adeptus Mechanicus) are the faction of humanity who act as the scientists, the engineers and the guardians of ancient lore all rolled into one. They make and maintain everything from Storm-Bolters to Titans, and they do so with a pseudo-Catholic religious fervour. They also self-augment machinery into their bodies which makes them as much Cyberpunks as Apostles. Anyhoo, a Mechanicus spaceship rocks up to a dormant Necron world and triggers it's slow but inevitable awakening. Your commanding officer soon determines that your cohort will either stop the Necrons or die trying. Play consists of talking to one of your Tech Priests and taking a mission from them, which you will lead down into the many tombs that riddle the alien world. Each Priest has their own agenda which, in some cases, is in direct opposition to another Priest. Scaevola talks in a datastream, it's humanity and emotions almost non-existant. Scaevola wants to acquire knowledge from the Necrons. Scaevola clearly admires them and expresses pleasure when new enemies are discovered. Videx speaks in aphorisms culled from the holy texts of the Omnissiah. Videx believes that the tombs should be scourged of all xenos influence. Videx constantly counsels that humanity courts corruption by examining the Necrons and quotes scripture to back up his stance. The banter between these two and their commanding officers attempts to mediate between them is really very entertaining! Who you choose to do missions for appears to have a direct effect on how things pan out. Mission picked, you then choose the troops you wish to deploy. These consist of varying types of meat-shield (which you diversify the roster of as the game opens up) and your precious Tech Priests. The mission itself is then a top-down affair where you are shown a map detailing all the available rooms and corridors. From here you plan your path through the tomb. Most rooms offer a Choose Your Own Adventure style choice, wherein various rewards and penalties will be levelled. Within each tomb there will also be at least one fight where the map dissolves into XCOM-esque isometric turn-based combat. Here's the weirdest and for me one of the loveliest parts of Mechanicus - the turn-based combat has very little RNG going on. It's more like a game of chess on a procedurally generated map where your meat-shield troops are your pawns and your Tech Priests are your back-row. A universal pool of points exists which you harvest and deploy as you see fit between your troops as the turn progresses. You can choose to burn the lot on one hero priest who goes on a solo killing spree or spread them evenly amongst your cohort as you proceed - the choice is entirely yours. The nuances here are surprisingly subtle and, as the system doesn't correspond to many (if any) other games, I am finding the process of discovering what I am capable of to be very rewarding. A successful mission awards you new kit and a substance called blackstone, which you spend on your Priests to open up the various skill-trees. Sculpting a Priests build by working out what skills dovetail with what items is proving pleasingly complex. Of final note is probably my favourite aspect of the game - the awakening of the Necron planet and the triggering of the final boss fight is hard-capped. Each mission will advance the awakening a minimum of 3%, but poor choices and bad luck can easily make it double that, so you are permanently searching for the sweet spot on an invisible bell-curve where you get the most experience and loot for your troops whilst minimising how much you awaken the planet in the process. It is commonly held that the challenge drops off as you get further into the campaign and I have to say that, in spite of a recent patch that apparently addressed this issue, this still appears to be true to a certain extent. However. I am still finding the originality of the ideas, their excellent implementation and the overall quality of the product continues to outweigh any levelling out of the difficulty-curve. To this end, I would recommend figuring the game out from first principals and steering away from any guides that tell you much more than I've done here - Mechanicus really is at it's best when you're trying to make sense of it. 8/10 - Would happily aspire to transcend this crude biomass again!Show moreShow less
Refunded. I would have kept this game if it weren't for the timer put on missions. Exploration of levels is not rewarded - its punished by making the fights harder the longer you take. Your enemies become more numerous, have greater initiative, ect... This happens if you take too long in the fight itself as well. It's just a completely unnecessary mechanic. It only adds frustration, not a fun sense of urgency or anything and it just ruins the whole thing for me.Show moreShow less
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Its a very good solid game featuring a very fun (and addictive) tactical based combat and squad management including skill trees, a mesmerizing soundtrack, a beautiful (if a little bit cartoonish) art style and that little niche I always wanted to play: to explore Tomb Worlds. Nothing much to say here that you probably have not read in other reviews... ...but if you are reading this I also want to warn you person with 30 bucks in your pocket: This is a --->VERY<--- short game (but also very good dont get me wrong) with no real replayability beyond the "I chose a different ending siding with this guy or the other guy", with (so far, and unless I missed it somehow) no "new game +" feature, no chance to continue playing with your squads after finishing the main campaign... nothing. Like those dishes in posh restaurants with gnome sized rations... or a coitus interruptus. If only the developers would have allowed us to continue playing randomly generated missions after finishing the campaign and use that as a frame for future dlc that could be (or not) added... I would recomend you this title. As it stands: wait for sale unless you dont mind a short game. I like it very much and at the same time feel very dissapointed... wont recomend it for the reasons mentioned above.Show moreShow less
I am sad that Total Biscuit isn't around anymore to play this. This game totally nails the atmosphere of 40k. The aesthetics are truly wonderful and the sound design is unforgettable. It is well paced, not over-simplified, yet not too caught up in tactical micromanagement. The basic gameplay loop is expansive and interesting. Bugs are very exceptional, the controls are crisp and responsive. When you juice up your tech-priests, the game can get a bit easy, but it is still fun. Actually it is so much fun, that time flew by and I finished it in two long sessions. Still loved every second of it, every weird and alien sound, every new upgrade and every instance of shooting a damn necron back into wherever their ugly xenos face got spit out from. This game is a gem. It is evidently crafted with lots of love and care and lots of thought came into this unique and nightmarishly beautiful depiction of 40k. The basic conflict between necrons and the adeptus mechanicus is interesting as well and it makes you think about the similarities between them as well as about the whole relationship between mankind and machines. What is left to say? BUY IT AT FULL PRICE! TELL YOUR FRIENDS ABOUT IT! SUPPORT IT! This game deserves our praise and support. And now go kill some undead robots! PRAISE THE MACHINE GOD!Show moreShow less
The issue that I have with Mechanicus is that with a few small tweaks it could have been a much better game. Here's why. It's designed to be played over and over again, yet after a few missions becomes repetitive. The tactics required to win are always the same. The maps are mostly the same as well. They change, but there's never something completely different. Even the bosses are just bigger enemies. It's turn based, but you can't control initiative nor the order in which your units go, except for delaying them. And there are units that are meant to be first. In the game there are also events and puzzles, which add nothing to game, but again could have actually been made interesting with a few teaks. The player is simply presented with a multiple-choice and a narrative description. As no explanation for what each choice does is given, these are luck-based quizzes, which don't quite fit in a turn-based strategy game. If you're looking for a challenge, or a game that brings you on a journey...this is not it.Show moreShow less
In the name of Lord Mandalore, I approve of this game.Show moreShow less
[TL;DR at the bottom] Among the sea of Warhammer 40k games, people like to point to Mechanicus as ‘the good one’. Certainly the initial impressions are incredible. The music, the presentation and the voice-work are all fantastic but past that, Mechanicus falls short on a lot of features that are present within the genre, suffers from repetition, lacks in balance and is an overall sluggish experience. My playthrough on Hard lasted ~32 hours. Your mileage may very though, as Mechanicus potentially allows you to enter the final mission fairly early on. During those 32-ish hours, I did encounter several bugs and while it never crashed, Mechanicus did have a tendency to stutter occasionally. The most common issue were visual glitches – such as a Tech-Priests inventory overlapping into their talent tree, or the camera zooming into the void during cutscenes. There were a few bugs that did impact gameplay, such as a Necron Destroyer shooting my units through solid walls, or ambush-spawns that would start off within map architecture. None of these issues are game-breaking but certainly noticeable. As mentioned in the opening paragraph, the presentation is Mechanicus’ strongest point. The voice-acting, visuals and soundtrack are fantastic, although the game suffers graphically whenever the camera zooms in during the rare cutscenes, most noticeably boss-intros, and possibly from the repetitive map-architecture. It needs to be stressed that the latter is an understandable issue however, given the setting of the game being in a single planetary superstructure – just be prepared to see a lot of muted greens during your playthrough. Putting the XCOM comparisons aside, Mechanicus’ biggest issues lie in two major gameplay aspects: Balance and Pacing – and among those two suffers a death from a thousand paper-cuts. Tackling each at a time, I want to cover Balance first: Mechanicus is infamous for having a brutal early game which then relaxes into an easier mid- and late-game. This is true, but also understated: The game gets so easy in fact, that it becomes quite common to 1-turn maps; To become borderline immortal just by virtue of how Mechanicus’ abilities and numbers are designed. To get more precise, here are two examples: Aside from your units – up to 6 customizeable Tech-Priests, which all can expand into a variety of talent-trees, the player gets access to up to 3 Canticles – essentially once-per-mission spells that have strong effects like +X Damage on the next attack, ignore armor etc. - One possible ability you can grab on your Tech-Priest, is to use one such Canticle for free every 5 turns, refreshing every combat encounter. I had 3 of those and cannot remember a single map that ever lasted remotely that long. The issue here being, that once you unlock Canticles such as fully healing all of your troops, or being able to stack so much damage that you can AoE any enemy in that map and you will kill it, it is impossible for the game to provide any sort of challenge short of 1-turning the player. There are a myriad of abilities that are as powerful as this – and some that seem counter-intuitive; Such as an ability of the healing-focused tree merely providing a full heal to either all of your Troops – or – Tech-Priests and is a strictly worse version of the aforementioned Canticle one. Compounding this is that Mechanicus deals with extremely low numbers for its health and damage, meaning that even marginal increases are vastly more impactful. The end result is that during the early game, when your Tech-Priests have 10 HP and shoot for 1-8 points of damage, are looking at enemies that are somewhat on the same power-level. Thus, combat is lethal and exploration between encounters is more important. Map-Exploration here being an overworld-grid that you move your units across with 3 types of rooms: Combat-, Event- and Glyph rooms. On paper this feels like an RPG mechanic, where you are supposed to act according to the event that is described (i.e. an issue is presented with multiple options to act; This is all handled narratively) – or to learn the shape of the Glyph as a representation of you acquiring Necron-Knowledge. In effect, both incentivize save-scumming – or cheating by having a guide open during play, as the event resolutions have no firm feedback to them and feel arbitrary/punishing. Glyphs are even worse, as the game shows you a cryptic symbol that corresponds to a consistent effect – you’re supposed to memorize them, while some Glyphs later on may or may not have an indicating glow of their effect. Beyond a difficulty curve, what Mechanicus does manage to provide is a power-fantasy, where leveling up your Tech-Priests eventually can result in crazy turns that are enjoyable to play out. Past the strategy, it becomes its own little puzzle of just how badly you can exploit a given map; And there certainly is value in that experience, especially given that the story of Mechanicus gives the player a lot of agency in when to finish it: Essentially, you can start the final mission “early” – and every boss you have not yet encountered is pulled into that same map instead, which could be an argument for a decent challenge run or added replay value. This is doubly good as the second big category I mentioned was Pacing. Mechanicus is slow. Very slow. There are no options to speed it up. No animation toggles. Every shot and every grid is being played out to the point where a single mission can drag out for up to an hour depending on just how many combat encounters are featured and how much the player needs to do on a single given map. The game starts working against itself at this point, as players are incentivized to play around the overall Awakening %, and the map overall being repetitive – it’s not that there isn’t a sufficient variety, but you’re still bound to play the same exact maps every other mission. TL;DR + Fantastic presentation; Especially the soundtrack may be the best out of any Warhammer title. + Strong power-fantasy; Weapons have tremendous feedback during crits and steamrolling enemies does feel rewarding, even if the overall gameplay experience might not. + Scaevola = potential+++ of providing highly volatile quotes to make your friends cringe. +/- While the writing is consistent and good, the overall story is not. Playing missions of different quest-givers ends up making the narrative feel disjointed and difficult to follow. - Noticeably buggy; Visual glitches, stuttering etc. - Event / Glyph grids may as well be RNG; Incentivizes heavy save-scumming or using guides while their intention seems to be to serve as immersive tools instead. - Nonexistent difficulty curve and balancing, to the point where core mechanics of the game stop mattering entirely – Such as the common occurrence of ending mid- to late-game maps with 0% Awakening, and thus prolonging the game until the player chooses to finish. - Glacial pacing due to repetitive maps, overly long animations that cannot be sped up naturally by the game and questionable mission design (Abundance of rout maps; Or “Fakeout” Maps like ‘Escape with your Tech-Priests’ turning into Rout for no reason). I don’t think Mechanicus is terrible. But it is boring and unbalanced. It’s a decent attempt at capturing a corner of the 40k universe that is not usually being shown within the Adeptus Mechanicus, and for diehard fans of the IP, this may – or quite frankly by the overall positive reviews, is enough – but none of this helps the fact that the moment-to-moment experience is as jarring as it ended up being for me; Overly punishing in the beginning, buggy and somewhat unoptimized, and with no break jumping to almost literally unloseable, slow and repetitive without any of the QoL-features that are expected of the genre and its peripherals.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
