Early access strategy game Menace presents a compelling core of turn-based shooting and unit customization, but its overall experience is hampered by arbitrary annoyances and underdeveloped factional systems, according to Rock Paper Shotgun's Sin Vega.
The game's premise involves a stranded imperial space marine ship in a semi-rebellious region, where local factions can hire the player's services in exchange for resources and ship upgrades. This system replaces traditional in-game currency with "OCI" points for ship modules and experience for characters. Loot is traded on a semi-randomized black market, which also offers manpower and new recruits.
While the removal of money and the trade-in system for gear are seen as engaging, the faction interaction is described as a weak point. Players must complete every available mission for new ones to appear, and faction conflicts are absent. The primary enemies are consistently insectoid aliens, pirates, a "rogue" faction, and the titular menace, with no significant build-up or narrative justification for their presence. The appearance of the main antagonists, the "menace" faction, occurs late in the game and introduces unskippable, annoying characters that the player has no prior reason to care about.
Ship upgrades, a reward from factions, are often either poor choices, appealing but functionally inferior to alternatives, or so powerful that other options feel like mistakes. The random selection of upgrade options further complicates this, as players are frequently presented with numerous choices where only a few are actually useful, limiting strategic depth and encouraging min-maxing rather than flexible play.
Menace shines in its mission-based gameplay, particularly in character and squad management. Players select "squad leaders" and "pilots" who bring infantry or ground vehicles respectively. Unlike traditional class systems, these characters have tailored perk collections and gain levels through a shared pool of points, encouraging balanced character development rather than creating a few overpowered units. This system allows players to promote new recruits quickly, facilitating team cohesion. Though characters lack deep personality clashes or camaraderie, the design supports personalization and flexibility in team composition and equipment.
Each squad leader can bring between two and eight "squaddies," who inherit the leader's equipment. This allows for larger units with more offensive output and resilience, as bullets target individual figures rather than a single health pool. However, larger squads are also more vulnerable to area-of-effect attacks and attrition. Smaller, specialized two-man teams can also be effective, utilizing unique weapon synergies and leader perks to exploit enemy weaknesses and manage limited ammunition through scavenging perks.
The combat system itself models individual shots, making engagements tense and satisfying with effective sound design. Armor is not a flat damage reduction but a barrier that attacks must bypass or break, increasing the risk of subsequent attacks penetrating. This depth extends to squad composition, where strategic choices regarding squad size, weapon loadouts, and leader abilities can significantly impact mission outcomes.
Despite these strengths, Menace suffers from several annoyances, including UI elements that could better present information, especially in the absence of a save option during battles. Some mission designs, such as arbitrary turn limits or the need to manually evacuate uncontested zones, feel like placeholders. The morale system, where "wavering" units are less effective than panicked ones, and the reduction of the morale cap upon hiring new personnel, are also cited as negative aspects. These issues detract from the otherwise pacey and satisfying combat and strategic decisions.
The game's narrative and character development are significant weaknesses. The lack of distinct personality for player characters and the obnoxious, self-consciously "wacky" NPCs and factions detract from the game's potential for atmosphere and emotional investment. The central villain, the "menace" faction, ultimately feels like an underdeveloped chore rather than a compelling threat, lacking the humanity and charm needed to elevate the strong tactical mechanics.