$39.99MENACE Hard battles, heavy choices
Command improvised squads of marines and convicts through a grim, tense campaign where every loss stings and every run plays out differently.
Is MENACE worth it?
MENACE is worth it if…
- you like turn-based tactics built on suppression, flanking and careful positioning
- you like kitting out squads, tanks and walkers with lots of gear
- you like branching campaigns where mission choices shape faction relations
- you like harsh fights where losses stick and force new plans
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Hard fights where cover breaks and nerves fail
Battles are deadly. You move infantry squads and vehicles from cover to cover, flank firing positions, blast cover apart with heavy ordnance, and pour fire to suppress and pin enemies in place.
Every shot counts for suppression, even a miss. Heavy fire pins squads down better than small arms, and it lands on friend or foe standing too close. You watch weapon ranges and armor, closing in with flamethrowers and SMGs or staying back with snipers and EMP cannons, while weather and biomes complicate the ground.
Lose a squad leader and the squad goes with them. Plans rarely survive contact, and superior tactics decide it.
Operations that branch across whole worlds
With communications cut, you are in charge. Distress calls pull you from planet to planet, and each operation runs as a branching chain of missions rather than a single fight.
You choose which calls to answer and which mission comes next. Knock out air defenses so you can land tanks, or push straight in to rescue hostages and earn local trust. Your choices shift how pirate warlords, corporations and planetary governments feel about you, which decides what intel, repairs and tech they offer.
Procedurally generated operations and maps mean no two campaigns unfold quite the same way.
Tanks, walkers and jury-rigged war machines
You kit out squads and vehicles before every mission from limited supplies. Infantry swap armor for protection or utility, add drones, grenades and target designators, and pick from sniper rifles to specialist weapons.
Vehicles range from troop carriers and self-propelled artillery to MLRS, pickup trucks, tanks and walkers. A tank hits hard, a walker turns fast to meet moving threats, and every pilot and weapon system costs you something elsewhere. Bring the big guns and your infantry goes lighter.
With no naval arsenal, you live off black market dealers and battlefield spoils, from pirate scrap machines to high-end mercenary arms.
Squad leaders with histories and bad days
Pike is the model marine, Rewa carries old scars and a short temper, Lim trusts few outsiders. Every leader has a past, and what happens in battle follows them.
Kills can lift morale for the next fight, while losing a whole team can leave a leader shaken for a while. You decide whether to field them anyway or bench them to recover and risk going short-handed.
Survivors earn promotions through varied trees, gaining active and passive abilities. Each run draws from a large pool of characters, so new combinations and rivalries keep showing up.
What else should you know?
Where do you operate from?
The strike cruiser TCRN Impetus. It ferries you between missions, supplies orbital support, and gives your troops somewhere to rest. You upgrade and customize it to fit how you fight, and local allies can open up extra advantages for the work ahead.
How does the Wayback system work?
An isolated frontier cut off from the Core Worlds, held by pirate warlords, questionable corporations and fractured governments. Your Republic Marine Corps force arrives to pacify it, finds something alien taking hold, and has to unite the locals to stand a chance.
What enemies will you face?
Human foes first, from pirates to rival armies, often in greater numbers and sometimes with better tech. Then something worse. The alien presence fights in unpredictable, unrelenting ways, so tactics that worked on marines and mercenaries need rethinking.
How much can you change between runs?
Quite a lot. Operations, battle maps, available squad leaders and equipment options all vary, with a large character pool and countless loadouts. One campaign leans on stealth scouts and snipers, the next on nine-strong assault squads and artillery.

















