Strategy RPG MENACE Unveils Major Tactical Upgrades, Vehicles, Squads, and More

Written by Marcello TBL

News
MENACE Strategy Layer Overview

The developers behind MENACE, the upcoming turn-based strategy RPG set for Q3 2025, have been busy fine-tuning key systems that shape both the tactical and strategic layers of the game.

For those who still don’t know, MENACE is the new game from Overhype Studios, devs behind that little bastard hardcore RPG Battle Brothers. The team is on fire, constantly releasing updates about the development and gameplay dynamics of their new project through Steam Devlogs.

I’ve been following them closely and doing my best to share summaries of their posts on my pages. Before starting, you can find all the previous articles below.

Over the last few weeks, the team has shared detailed updates through a series of dev diaries, giving players a better sense of how the game is evolving as it heads toward Early Access. From customizable vehicle loadouts to a persistent manpower system, here’s a breakdown of everything new.

MENACE Vehicles Weapons

One of the biggest overhauls is the introduction of a fully modular vehicle weapon system. Instead of locking each vehicle to a fixed loadout, players can now customize loadouts using a slot-based chassis system.

Vehicles can carry light, medium, or heavy weapons depending on their frame, and each chassis features its own layout of weapon slots. The team explains that, due to 3D modeling constraints and size limitations, this modular approach required significant backend work, but the result is a flexible system that allows for creative battlefield configurations.

Weapon combinations also affect the appearance of each vehicle in real-time, with visual changes reflecting the mounted equipment.

On the infantry side, a major change has been made to how squads and hitpoints are handled. The Squaddie System, introduced in Dev Diary #27, replaces the abstract element-based health pool with actual soldiers, each with a persistent identity, background, and mission history.

Squaddie System

Squaddies are now drawn from a manpower pool, which acts as a persistent resource across operations. Once a soldier dies, they’re gone for good, and there’s no longer any automatic refill between missions.

You can field up to eight squaddies plus a leader in any squad, and adjust team size depending on strategy and budget, whether you’re deploying a heavy nine-soldier fireteam or a lean three-person recon group.

Vehicles have also received a deeper layer of realism through the Defect System. Depending on how much damage they take, vehicles now suffer escalating levels of malfunction: from minor fires and turret failures to full-on engine destruction or catastrophic explosions.

Defect System

What makes this system more compelling is the inclusion of unique defects tied to specific weapons and chassis types, like EMP feedback stuns, rocket cook-offs, or fuel leaks from flamethrower tanks.

Dev Diary #25 has also introduced a new Mission Walkthrough that shows how tactical decisions play out during a typical operation.

From loadout planning and squad deployment to mid-combat adaptations and objective capture, the devlog walks through every phase of a sample mission. The focus on mobility, timing, and risk-reward choices reflects how much attention the devs are giving to pacing and player agency.

Missions Walkthrough

For added tactical depth, the game now supports a wide array of accessories and special weapons, expanding customization beyond just guns and armor.

Infantry squads can equip gear like frag grenades, combat drugs, smoke canisters, and even demolition charges, each with distinct tactical implications.

Some accessories, like ammo bags or armor plates, enhance sustainability, while others, like the target designator or S12 stimulants, can turn the tide in key moments. Vehicles have their own category of accessories, opening even more loadout combinations.

Special Weapons in MENACE

Rounding out these updates is a closer look at off-map abilities, which provide limited-use support powers from the player’s orbiting strike cruiser. These include artillery barrages, missile strikes, supply drops, and high-tech options like energy beams or strafing runs.

Timing and placement are key; most of these powers have delays, and enemies won’t dodge incoming fire, meaning players must plan well ahead to use them effectively. Off-map abilities are unlocked via ship upgrades or strategic assets earned through successful missions.

Across all these devlogs, the central theme is clear: MENACE is doubling down on tactical freedom, resource management, and the weight of every decision.

Main Base - Ship

From choosing the right tool for the job to keeping your best soldiers alive across operations, the game seems to reward thoughtful play and punish recklessness.

MENACE remains on track for Early Access release in Q3 2025 on PC via Steam. Players interested in updates can subscribe to the official newsletter through the developer’s website or, of course, follow TBL, which will definitely keep you well supplied with news.

ABOUT THE AUTHOR

Photo of author

Marcello TBL

Italian Dad in love with Turn-Based RPGs and Indie Games. In 2018 he started Turn Based Lovers and now he can't live without it. A huge fan of RPGs in general, raised on the glorious video games of the '90s that shaped who he is today. Always hopeful that XCOM 3 will arrive one day.