I’ve realized that my favorite games are those where the strategic layer outside of combat carries significant weight and is just the right level of complexity. Of course, this doesn’t mean I disregard the combat system—quite the opposite. That aspect also needs to be top-notch, and perhaps that’s why titles like XCOM have been so successful and, in my opinion, will continue to thrive. They manage to deliver exceptional quality in both parts of the game.
Since there’s no sign of a new XCOM, fortunately, Overhype Studios—the masterminds behind Battle Brothers—have been releasing new devlogs over the past few days. They’re currently working on MENACE, a sci-fi strategy game that’s finally starting to reveal more of itself, and it seems to have everything I love about this genre. Recently, we got a glimpse of the strategic layer, featuring the planetary map, unit development, ship upgrades, and much more. Today, with the latest devlog, we’re learning more details about how missions work, biomes, units and equipment and combat mechanics.
- Missions and Objectives
- Combat Maps and Biomes
- Action Points and Alternating Turns
- Units and Equipment
- Cover and Line of Sight
Missions and Objectives
Each tactical engagement in MENACE is structured as a mission, forming part of a larger operation. These missions are procedurally generated, promising varied and unpredictable challenges. Objectives range from rescuing civilians to defending critical infrastructure or capturing key locations. Unlike the traditional “eliminate all enemies” approach, MENACE introduces nuanced goals that demand tailoring squads, vehicles, and equipment to meet specific objectives that will be pivotal to achieving success.
Combat Maps and Biomes
MENACE features square-based maps designed to appear organic and immersive, diverging from the overtly rigid grid layouts typical in tactical games. Environments vary by planet and encompass diverse biomes such as temperate forests, deserts, snowy terrains, and jungles. Each biome introduces unique challenges, such as dense forests impeding movement or plains offering limited cover.
Maps also incorporate procedurally generated “Chunks,” which are human-made structures like settlements, outposts, or factories. Using a custom editor, these set pieces are crafted to feel logical and intentional, enhancing immersion while maintaining variety.
Action Points and Alternating Turns
True to its genre, MENACE employs an action point system where every action—be it movement, attacking, or using skills—consumes points. Once a unit exhausts its points, its turn ends. The tactical twist comes in the form of alternating turns between player and AI units. This dynamic ensures both sides alternate activating individual units, creating opportunities to outmaneuver and counter your opponent. Strategic mastery involves manipulating turn order, baiting enemies, and leveraging numerical advantages.
Units and Equipment
Players will command two unit types: infantry squads and vehicles. Infantry squads range in size from 1 to 9 members, led by distinct squad leaders who also serve narrative and strategic roles. Squads share a unified health pool, with individual members lost as damage accumulates, reducing their firepower. Customization options for squads include primary and special weapons, body armor, and utility-focused accessories like grenades or motion scanners.
Vehicles, including piloted walkers, operate as single entities with fixed configurations and unique health mechanics. Damage can inflict “defects” like disabled systems or catastrophic failures. Players can further customize vehicles with accessories and upgrades, while multiple variants ensure flexibility in tactics.
Cover and Line of Sight
MENACE emphasizes the use of cover and clear lines of sight. Cover—provided by buildings, terrain, and even vehicles—offers substantial protection, often necessitating creative approaches to dislodge entrenched enemies. Techniques such as flanking, suppression, and the use of explosives or smoke grenades will be essential. Line-of-sight mechanics are designed for clarity, allowing units to shoot through smaller objects while only large structures block visibility. This ensures predictable and satisfying tactical decision-making.
Let me remind you that there’s still no release date for MENACE. All we can do for now is keep following these detailed updates and hope to get our hands on what’s shaping up to be another potential gem as soon as possible. You can check out the latest devlog for all the details.