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Rally Point: Strong simulation and team building can’t carry Menace forever
In this Rally Point column, Rock Paper Shotgun's critic reviews Menace, an early-access turn-based tactical shooter, describing a game they enjoy but find repeatedly frustrating. The core loop of turn-based combat combined with simulation and character-levelling systems works well, but faction interactions and ship-upgrade mechanics undermine the experience, with the reviewer arguing these flaws could either be fixed in future updates or leave the game's premise permanently underused.
The review explains that players control a stranded imperial space marine ship working with three local factions, earning "OCI" points, experience and loot instead of money, with loot traded on a semi-randomised black market. While this system and the recruitable characters are praised as more engaging than typical random generation, the reviewer criticises the fact that faction choice is largely meaningless, as every mission must be completed regardless of allegiance, and enemies are limited to a few repetitive types. Ship upgrades are also flagged as poorly balanced, often either useless or so essential that alternatives feel like mistakes, while faction rewards are randomly restricted rather than freely chosen.
In short
- Menace is an early-access tactical shooter with strong combat and simulation systems
- Reviewer says faction choices and interactions feel meaningless and repetitive
- Ship upgrade rewards are criticised as poorly balanced or restrictive
Steelman: both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
Menace is an early-access game, so its promising combat, simulation systems and memorable recruits provide a strong foundation that future updates could build on. The faction and ship-upgrade systems also have potential to make choices consequential, and their current limitations may be fixable before release.
The case against
The reviewer’s concern is that these systems currently promise meaningful strategic choice but rarely deliver it: faction allegiance has little effect, missions remain compulsory, and upgrades can feel either pointless or essential. Repetitive enemies and randomly restricted rewards further weaken the variety, leaving the game’s broader premise underused despite its enjoyable combat.
Explained simply
Menace is a turn-based tactics game in early access, meaning it is still being developed and may change. Players command a stranded imperial marine ship and its crew, taking on missions alongside three local factions. Between battles, they recruit and develop characters, collect equipment and improve the ship.
The game combines tactical combat with simulation systems: missions earn OCI points, experience and loot, which can be traded through a black market. The review says the crew and progression make the game engaging, but questions whether faction choices and ship upgrades have enough meaningful options. Those systems matter because they shape how much variety and strategic choice the game can offer over time.