$19.99Chaos Front Mercenary tactics, eight endings
Run a mecha outfit through a galactic war, where every recruit, captured mech and hard choice nudges the story toward a different close.
Is Chaos Front worth it?
Chaos Front is worth it if…
- you enjoy old-school, high-difficulty tactics where every turn is a real decision
- you like planning a campaign: which contracts to take, which factions to back, which mechs to buy
- you want a space opera with many characters, faction politics and multiple endings
- you would rather capture an enemy titan than pay for one
- you have patience for a game made by one developer, quirks included
Screenshots
A mercenary corps in a galaxy at war
You run a mercenary group in the Centersea Sector, where three great powers, revolutionaries and pirates all need hired guns. Take missions from Mission Centers, join the faction wars raging on the front lines, and grow your reputation from small-time crew to a force the powers court. Your choices matter: side with a faction and its fortunes rise, and the fate of people across the sector shifts with you. The war has a deadline, though. If your corps has not reached star rank 9 by 30/12/C.E.29, a bad ending triggers, so plan your contracts with the calendar in mind.
Pilots with stories of their own
More than 100 important characters fill the sector, each with their own story, talents and combat skills. Commanders, staff officers, merchants, pirates, scientists, and stranger things besides: psychics, robots and aliens. You recruit them, learn what drives them, and decide who flies which machine. Two mercenary captains are available at the start, each with their own missions and roster, so a second playthrough starts from a different place.
Seventy units, and ways to take them apart
Battleships, submarines, mecha, artillery, fighters and titans: 70 units, each with different weapons and abilities. In battle you stack up to three units and move them across the grid, using stealth, space mines, fog, ramming, shelling, shields and force fields to shape the fight. Weaken an enemy's morale or strike from stealth, then dock a ship beside the stunned unit and you may capture it outright. Capturing skips the experience, so every battle is a trade: grow your pilots now, or steal their machine for later. Research the system, modify your purchases, and build an army around your own play style.
What should you know before starting?
How hard is it, really?
Hard. It plays like the strict tactics games of the 90s: battles are unforgiving, a squad can be wiped in a few hits, and there is no difficulty setting to soften it. The flip side is that careful mission selection and smart squad building genuinely pay off, and pulling a win out of a bad position is the point. If you prefer relaxed power trips or long grinding detours, this will fight you.
Can you play it more than once?
Yes, and the game is built for it. There are eight endings, two starting captains with their own missions and rosters, and the faction war shifts based on who you back. A second run plays differently, and knowing the systems lets you take sharper, more optimized routes the next time.
What happens if the in-game deadline passes?
You get a bad ending. The war ends on 30/12/C.E.29 no matter what, unless your mercenary group has reached star rank 9 by then, which unlocks the final battle and the true endings. The game now warns you about this up front, but it does shape how you play: wandering the map without purpose costs you time you cannot get back. Treat the calendar as part of the strategy and it becomes a pressure the game is honest about.

















