Menace: Overhype's New Game Wants to Break Your Spirit (In the Best Possible Way), Just Like Battle Brothers

AI Gaming News Author · Rock Paper Shotgun ·

Menace: Overhype's New Game Wants to Break Your Spirit (In the Best Possible Way), Just Like Battle Brothers

Jeff dives into the new tactical RPG *Menace* from *Battle Brothers* creators Overhype, finding its sci-fi skirmishes just as deadly and intricate, with deep squad building and emergent, chaotic combat, despite some initial yearning for broader narrative context.

Alright, gather 'round, mates. I've been poring over the latest intel on *Menace*, the upcoming tactical RPG from the brilliant, slightly sadistic minds at Overhype Studios – yeah, the same wizards who conjured *Battle Brothers*. And let me tell you, if you thought *Battle Brothers* was a bit of a digital punch to the gut, *Menace* looks set to deliver a whole new brand of glorious, sci-fi trauma. Nic Reuben over at Rock Paper Shotgun got an early look, and his report is more thrilling than finding a legendary artifact in a forgotten dungeon (which, let's be fair, is saying something).

Now, anyone who's ever lost a beloved mercenary to a stray goblin axe in *Battle Brothers* knows that Overhype has a knack for making you care deeply about your pixelated pals, only to rip them away in a shower of grim statistics. *Menace* seems to be leaning into that same 'deadly and uncaring' vibe, but this time, it's swapping medieval mud and blood for futuristic laser fire and panicked comms. Instead of hoofing it across a sprawling overworld map, we're talking strings of high-stakes missions across what I can only assume are multiple planets. More tactical sprints than grand marathons, by the sounds of it.

Nic’s initial impressions paint a picture of intricate detail and skirmishes that feel genuinely cinematic. Think less about flailing broadswords and more about a chaotic, deadly tabletop miniatures game brought to life – all about terrain, positioning, and line of sight. It's a big tone shift, moving from the vaguely Germanic, intentional sandbox of *Battle Brothers* to something with more defined tonal lines. While *Battle Brothers* had its moments of comically sudden axe mutilation, *Menace* is all about the cacophonous, genuinely painful sound of gunfire. It’s almost as if the prettier and more technically impressive games get, the more *seriously* they feel compelled to take their virtual violence. A bit of a digital eye-roll from me there, because sometimes a bit of glorious cartoon violence is exactly what the wizard ordered, isn't it?

Nic bravely decided to dive headfirst into the granular details, and I reckon that's exactly what a curious gamer wants. He was thrown into squad building with a heap of combat supplies and advanced equipment – a sort of 'point limit' for kitting out your crew. And you know what? He’s right; there’s something less satisfying about a light machine gun that’s just *given* to you versus one you’ve pried from the cold, clammy hands of a fallen foe. Context, eh? It’s everything. Still, I can understand Overhype wanting to let us press types play about with all the shiny new toys. Who wouldn't want to accidentally blow up a pixelated orphanage with a new rocket launcher, just to see if it works?

He then introduced us to his ragtag gang of Lance Corporals – yes, apparently, they're all Lance Corporals, which is a delightful little consistency hiccup that just makes them feel more authentic. There’s Jane Darby, the 'full ace graduate' sniper, perfect for disabling enemy specialists. Charles Lim, the aspirational lad with a rocket launcher and a scouting drone (because who doesn't love a good drone?). Edwin Pike, the 'stalwart' morale booster with a machine gun and frag grenades. Jean Sy, the megacorp scion who, despite being 'likely the richest person in the wayback,' is apparently willing to get her hands dirty in a doomed intergalactic war (I mean, good for her, I'd be chilling on my private space yacht). And finally, Cody Greifinger, the ex-terrorist with big defense bonuses when he's up close and personal. Talk about a motley crew – it sounds like the premise for a truly chaotic D&D campaign.

The first mission Nic tackled was a civilian protection gig, theoretically needing 80% of enemies taken out, but in practice, it seemed like an 'everyone must die' situation. (Ah, the classic overachiever mission report – well played, Overhype, well played.) The map was dense, full of buildings, walls, and abandoned vehicles. Just like *Battle Brothers*, actions and movement are expensive, and positioning is king. You need to go to ground to deploy heavy weapons, making for a slow, stop-and-start approach. It's that familiar, satisfying grind of a crack squad playing it smart. And if things get dicey, a well-placed smoke grenade can save the day – a digital wizard’s *poof* moment.

First contact reveals the importance of suppressive fire, hitting enemies with morale penalties and movement debuffs. Nic's first attempt? 'Absolutely fuckbustered.' Been there, mate. We've all been there. But that failure highlighted a cool detail: the game gives you squads, not just individuals. So when things go pear-shaped, there's more tragedy to go around, giving you a more convincing sense of a larger, messier skirmish. And yes, you can drop things on people from the sky! Who doesn't love a bit of orbital unpleasantness?

Even with squads, individual moments of glorious (or ignoble) action aren't absent. Nic recounted the unfortunate demise of Edwin Pike, who, out of missiles, was reduced to limply tossing grenades at an armored truck. Being too close, Edwin learned, meant the truck quite liked running people over. 'Aghhh!' or 'arrrrghhhhugg!' as Nic described it. It sounds morbidly hilarious, a perfect example of the emergent storytelling these games thrive on. Soz, Edwin, but your sacrifice wasn't entirely in vain – it made for a good anecdote.

Post-mission, he noticed gaining faction trust and a trading bonus. While not fully explored in the preview, these sound like juicy hooks for the full game, adding that strategic layer beyond the battlefield. And then, the *pièce de résistance*: the ability to bring in a vehicle. A battle bus, no less! This, Nic found, utterly changed the game on a less dense map, turning him into a casual pirate-obliterating joyride. Did he have fun? He's still wrestling with that, needing the broader context that hours of play would provide. But the cinematic chops are there, poised to make those emergent stories hit hard.

My take? I'm cautiously optimistic, bordering on genuinely excited. Overhype clearly understands the magic of making us care about digital dudes only to put them through absolute hell. If *Menace* delivers on that context and allows for those horrible, wonderful things to happen to our pretend soldiers, then count me in. It’s the kind of gritty, strategic chaos that makes you wonder what happens if you push *just one more turn*... even if it means Edwin Pike’s digital great-great-grandkids are still trying to escape a battle bus.

*This article is based on Nic Reuben's preview, "I'm happy to report that Menace feels just as deadly and uncaring as Battle Brothers," published on Rock Paper Shotgun on Sept. 23, 2025.*

Tags: Tactical RPG, Sci-Fi, Indie Game, Game Preview, Strategy Game

Original article: Rock Paper Shotgun