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Lead a strike force against an alien threat in this turn-based tactical RPG – MENACE, coming soon on GOG!

Answer distress calls across different worlds, train and equip infantry, deploy tanks and mechs, and plan and execute missions in detailed turn-based battles.

Wishlist it now!
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Breja: No, I haven't. Yes, they did.

I'm afraid you're going to have to elaborate, unless you want me to just guess where you were going with this.
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zeronormalitys: I'm not that guy, but I'll elaborate in a somewhat cryptic manner. I have, currently, 2,076 hours played in Battle Brothers. These guys know how to make a damned engaging, gritty, and extremely challenging, tactical combat experience..
What's your opinion for getting good at it? I feel like it's base on luck.
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Breja: No, I haven't. Yes, they did.

I'm afraid you're going to have to elaborate, unless you want me to just guess where you were going with this.
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Memecchi: That is the exact same formula with extra bells and whistles because people liked it and want more? of all the criticism Battle brothers got, having procedurally generated contracts and maps wasn't one of them
I mean... yeah? Obviously? I mean, you describe a game accurately, so the people who buy are the people who like this sort of game, and so they don't criticise that design decision. That doesn't change anything for someone who isn't an ethusiast of that kind of design.

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Breja: No, I haven't. Yes, they did.

I'm afraid you're going to have to elaborate, unless you want me to just guess where you were going with this.
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GundamWingFan: I thought it should be obvious what I meant as in it is the same but the combat is of a different type. Believe me you wont be doing the same thing 16 times. Besides combat is where the meat is anyway.
I never said "doing the same thing", I said "something to be played 16 times", as in re-playing the game. Which I rarely ever do, and if I do it's years, decades apart. So randomizing things for instant replayability is not something I need or want. My point isn't that it's going to be a bad game, or that they made the "wrong" decision, it's just that while I like almost everything else about it - the look, the tactical battles, customising my battle ship etc., that one central design decision indicates strongly it's not really meant for a player like me, who wants a very strong campaign for a single playthrough.

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zeronormalitys: I'm not that guy, but I'll elaborate in a somewhat cryptic manner. I have, currently, 2,076 hours played in Battle Brothers. These guys know how to make a damned engaging, gritty, and extremely challenging, tactical combat experience..
My point exactly - you must be a completely different kind of gamer. Which is perfectly fine, but I can't imagine playing any game for half that time. Hell, I actively don't want to spend that much time with any one game. Around 200 hours (rough estimate) with Witcher 3 and both expansions is about my limit, and even then only really good stories could keep me at it that long.
Post edited September 30, 2025 by Breja
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Breja: This looks really good, but then... "With procedurally generated multi-mission operations and battle maps, alongside a big selection of characters and countless equipment options, every run of MENACE plays different from the last."

Damn it, I don't want something random to be played 16 times, I want something handcrafted to be really great one time.
I had the exact same feeling. Looks and sounds great. Tactics, modularity, multiple factions, but then I see procedural generation and designed for multiple replays . . .. which is an immediate red flag. It goes from 90% excitement to maybe 60 to 70% excitement. While I do really enjoy some procedurally generated games I really want a cohesive experience, especially when it comes to the narrative and story.
Post edited September 30, 2025 by MichaelFurlong
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Breja: This looks really good, but then... "With procedurally generated multi-mission operations and battle maps, alongside a big selection of characters and countless equipment options, every run of MENACE plays different from the last."

Damn it, I don't want something random to be played 16 times, I want something handcrafted to be really great one time.
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MichaelFurlong: I had the exact same feeling. Looks and sounds great. Tactics, modularity, multiple factions, but then I see procedural generation and designed for multiple replays . . .. which is an immediate red flag. It goes from 90% excitement to maybe 60 to 70% excitement. While I do really enjoy some procedurally generated games I really want a cohesive experience, especially when it comes to the narrative and story.
that is really contractionary to say, if you pay attention to the tactics branch, be it Final Fantasy Tactics, Gears Tactics, BattleTech, Xcom or a game such as Fantasy General 2 then you would know what the worth is of the statements used to describe the title

of course you can find it personal off putting, especially when the focus is laid on procedural or replayability but that is exactly what the most renowned tactics titles have in stock for their appreciates
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zeronormalitys: I'm not that guy, but I'll elaborate in a somewhat cryptic manner. I have, currently, 2,076 hours played in Battle Brothers. These guys know how to make a damned engaging, gritty, and extremely challenging, tactical combat experience..
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Syphon72: What's your opinion for getting good at it? I feel like it's base on luck.
As many games that depend almost entirely on RNG, the job of the player is to massage (I usually use another word wich may or may not rime with exacerbate) the odds on his favor.
I've started a new run on Battle Brothers a couple of weeks ago and even with fairly high experience I still manage to get completely wiped out when a Geist got my banner fleeing on day ~30. Restarted the battle and next try my team didn't even got a single hit.
There's luck involved indeed but that what may seen 90% of the gameplay, once we got around it, exploiting the enviroment and the predictable IA is less than 10% in the end. I would say that battle formation on difficult fights and preparation are far more important than RNG results. Think this way: on a standard run you may have 12 bros at the same time on a battle, if one misses four 95% chances in a row, other bros will cover.

In the game tips, it's mentioned in several ways that the job of the player is to run a mercenary company, they are not Marvel heroes. Loosing a few bros is fine and actually is one of the best way to make the starting of a campaign easier, one buy cheap bros to feed to enemies. That said, in the case of Battle Brothers and not so much in other RNG heavy games, there's a lot of inertia involved that may be dificult to manage on a battle. Kill a lot and the bros get confident morale boosting the stats, the inverse is also true, let bros dying make the morale very low wich not only decrease the stats, one may loose control at all (fleeing status) wich lead to more deaths...
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zeronormalitys: These guys know how to make a damned engaging, gritty, and extremely challenging, tactical combat experience..
Can 100% agree with this statement.

That said, Menace looks like any other generic XCom clone. Let's hope it's half as engaging as BB.

One of the main characteristics of BB, the very low animation amount that never detracts from the gameplay coupled with awsome sound design (and music BTW) seems gone.
Post edited October 01, 2025 by Dark_art_
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Syphon72: What's your opinion for getting good at it? I feel like it's base on luck.
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Dark_art_: As many games that depend almost entirely on RNG, the job of the player is to massage (I usually use another word wich may or may not rime with exacerbate) the odds on his favor.
I've started a new run on Battle Brothers a couple of weeks ago and even with fairly high experience I still manage to get completely wiped out when a Geist got my banner fleeing on day ~30. Restarted the battle and next try my team didn't even got a single hit.
There's luck involved indeed but that what may seen 90% of the gameplay, once we got around it, exploiting the enviroment and the predictable IA is less than 10% in the end. I would say that battle formation on difficult fights and preparation are far more important than RNG results. Think this way: on a standard run you may have 12 bros at the same time on a battle, if one misses four 95% chances in a row, other bros will cover.

In the game tips, it's mentioned in several ways that the job of the player is to run a mercenary company, they are not Marvel heroes. Loosing a few bros is fine and actually is one of the best way to make the starting of a campaign easier, one buy cheap bros to feed to enemies. That said, in the case of Battle Brothers and not so much in other RNG heavy games, there's a lot of inertia involved that may be dificult to manage on a battle. Kill a lot and the bros get confident morale boosting the stats, the inverse is also true, let bros dying make the morale very low wich not only decrease the stats, one may loose control at all (fleeing status) wich lead to more
You suggest having a good formation to ensure your other brothers recover from another brother's missed attack? Like having a couple of less experienced brothers absorb the damage likely to hit them, while the more experienced, heavily equipped brother does most of the killing?,

What's yours opinion on how many ranges units I should have at start. I don't hate the game but man I get my shit kick in fast playing.
Post edited October 01, 2025 by Syphon72
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Syphon72: You suggest having a good formation to ensure your other brothers recover from another brother's missed attack? Like having a couple of less experienced brothers absorb the damage likely to hit them, while the more experienced, heavily equipped brother does most of the killing?,

What's yours opinion on how many ranges units I should have at start. I don't hate the game but man I get my shit kick in fast playing.
A good formation varies a bit from battle to battle, that's why I mentioned preparation as very important. For dealing with "mindless" enemies, the ones that charge into your formation blindly, like Widergangers (zombies) or Nachzerers (ghouls aka. nachos) a few bros equiped with spears, using spearwall to control the field, will make the fights much more manageable. A battle against 20+ Orcs Warriors usually demands a circular formation or your bros will get pushed and isolated.
The game has a bit of a barrier to newcomers because not only the game is more fun when you know your way around it, the hardest part is actually the beginning of the campaing. A few fast tips for the non-initiated:

*buy many bros. They are not heroes, some will die and having 8 bros makes initial fights much easier than having 4. The enemy composition scale your your party number and levels but still easier with more bros.
*Only accept contracts with very low value, no matter the number of skulls (starts/dificulty) is. For the first few days only do fights with less than 300$ reward.
*avoid caravan escort contracts because they are too unpredictable. You can make a easy 1000/2000 without a fight but your team can be wiped for a sad 200$ contract.
*defense rules in this game (mostly), having shields help on the first days but once you get confortable, ditch them as using them reduce the damage output.
*use spears. They have a bonus chance to hit of +20%, even if they do less damage being able to hit for less its better than no hit.
*try to surround enemies and avoid being surrunded yourself. Surround have a bonus hit chance +5% per head (10% in some cases), seems not like much but being surrounded by 4 enemies is a good way to say goodbye to the bro. I usually left good defense bros or unimportant/meat/fodder bros at the corners.

Now some more less obvious but important that I wish I knew at the start:
*use polearms (2 title reach weapons) as fast as you can and put them in the backline. They will make the fights much more manageable.
*as soon as the bros have decent armor, say more than 75 durability, tansition to using no shileds (on most fights) and 2 handed weapons. on later stages of the game no one will be using shields nor 1 handed weapons except some very specialized builds, and the reason is that 2h is way superior.
*outside of some special builds, when level up the first points will be attack, defense and health and the first perks will be colossus, steel brow and a choice between dodge (high initiative), nine-lives and gifted. Once the 2/3 first perks are in, brows are so much tanky.
*If you happen to came across a doable encampment, do it outside of city contracts. Doing contracts remove any chance of droping famed gear unless the contract is 3 skull dificulty, wich at the start no way one can do (mostly). Hunting famed/legendary gear is 90% of the gameplay, and having a good weapon at the start, will make it almost trivial. The encampments get a dificulty bump by day 15.
*stay da heck away from the human southern enemies (blazing desert dlc) after day 30, since they gain the dodge perk.
*farm equipment from enemies. Armor drop chance is proportional to the durability when the battle ends, the best way to ensure the enemy armor stays untouched is to use knifes, they have a secondary attack that bypass all armor and can be carried in the pocket (secondary inventory slot). Best used when there's a single fleeing enemy left and you can surround it with 6 bros puncture him.

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Syphon72: What's yours opinion on how many ranges units I should have at start. I don't hate the game but man I get my shit kick in fast playing.
I usually use none at all or if playing a origin wich might give me a decent ranged starting bro (like the standard origin), equip him with throwing spears or axes because with bow/crossbow they will hit nothing. If I find a good one, I give him a polearm and keep level it focusing on ranged attributes until he can hit a target once in a while.
Throwing stuff is usually superior to ranged bow/crossbow. Later on I might have a dedicated archer but usually after level 6 or 7.

Note that I stated that depends on the origin. I might add that Battle Brothers is best experienced with all the DLC's, although is somewhat expensive. Half of the fun cames from stuff that's only present in the DLC's, like several origins to choose from (base game only has 2), champions wich drop famed gear, fencing sword, sword lance (2 tile range and 3 tile hit), polehammer and polemace (2 tile range), legendary locations, like the Monolith or Library and northern enemies, like the "chosen".
Post edited October 01, 2025 by Dark_art_
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Syphon72: You suggest having a good formation to ensure your other brothers recover from another brother's missed attack? Like having a couple of less experienced brothers absorb the damage likely to hit them, while the more experienced, heavily equipped brother does most of the killing?,

What's yours opinion on how many ranges units I should have at start. I don't hate the game but man I get my shit kick in fast playing.
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Dark_art_: .

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Syphon72: What's yours opinion on how many ranges units I should have at start. I don't hate the game but man I get my shit kick in fast playing.
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Dark_art_:
Thank you very much for reply. I'm going to take what you said, and start a new run on BB this weekend to see how far I can get with you advice.
Did a little research on reddit and it looks like Breakdown Epiphanies unfortunately did not return for the soundtrack of MENACE.
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JomVanFliet: Did a little research on reddit and it looks like Breakdown Epiphanies unfortunately did not return for the soundtrack of MENACE.
Indeed, it is a shame. The work they did for BB was terrific, it really enhanced the atmosphere. From the answer given here it seems as though there was at least some contact and potential interest between the parties, but things didn't work out this time. Such a shame. Although it may be difficult, hopefully those at Overhype Studios were to find a suitable replacement candidate.
[snooring] huh? What?! A game? Nuh uh.
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XYCat: does this game have Dennis?
If I get to name my platoon... I guess they'll have to be those of the Bash Street Kids. My max evasion unit can be called Roger.
The demo dropped a few days ago on the other store fwiw
Cinematic Trailer

"A new threat emerges...
Directed by Syama Pedersen, produced by Hoplite Studio."
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Swedrami: Cinematic Trailer

"A new threat emerges...
Directed by Syama Pedersen, produced by Hoplite Studio."
Explains why some shots look familiar to or even lifted straight from Astartes.
Fair enough though.