Compara los precios de Metal Slug Tactics en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Leikir Studio. Publicado por Dotemu. Lanzado el 5/11/2024. Disponible en PC, Xbox. Géneros: Action, Indie, RPG, Strategy.

If the words 'grid-based tactics' and 'Metal Slug' in the same sentence sound like a fever dream to you, give it three missions. The Dodge-Adrenaline movement loop makes a strong case for itself fast.

I went into Metal Slug Tactics fully expecting a nostalgia cash-in dressed up in tactical clothes. What I found instead was a genuinely considered isometric grid game that borrows more from Into the Breach than from Final Fantasy Tactics, and largely benefits from that lineage. The core conceit is clever: rather than rewarding you for turtling behind cover and inching forward like an XCOM veteran, the game punishes passivity. Move your squad aggressively and they accumulate Dodge points, which directly cancel incoming damage, and Adrenaline, which fuels your heavy special abilities like airstrikes and weapon overloads. Hang back and you starve both meters. That single design decision does a lot of heavy lifting, and once it clicks the whole game starts to feel like a tactics translation of the original series' run-and-gun energy in a way that is genuinely surprising. The mechanical layer on top of that foundation is deep enough to satisfy anyone who enjoys optimizing a squad build across a run. You pick three fighters from the Peregrine Falcon roster - Marco, Eri, Fio, Tarma, and others unlocked through play - each carrying an infinite primary weapon and a finite-ammo special weapon. Eri, for example, opens with grenades versus a grenade launcher, which immediately forces a resource-management call on turn one. The SYNC system adds further texture: position two or more soldiers in a straight line of sight to an enemy and they pile onto each other's attacks without spending extra actions. Chaining SYNC hits around a boss's weak side is satisfying in the same way a good combo in a fighting game is. Across four regions - a desert, ancient tombs, a jungle, and Sirocco City as the final zone - the meta-progression unlocks new characters, 36 weapons, and a reported 176 weapon mods. The raw number of build permutations is genuinely large for a game at this price point. Here is where the honest caveat comes in, and it matters for purchase timing. The tutorial is shallow. Crucial mechanics hide behind small tooltip pop-ups that appear mid-mission, and the UI during pre-run loadout screens is genuinely cluttered. The first three or four runs serve mainly as a slow resource accumulation phase before you can afford meaningful upgrades, which creates a rough onboarding stretch that will shed roguelite-averse players before they reach the game's actual depth. Escort missions in particular have a punishing failure condition that can terminate a well-built run through bad positioning. Launch reviews also flagged sprite bugs and some performance dips during boss transitions; check the current patch notes before buying if that history concerns you. Community sentiment on the roguelite structure is polarized: players who wanted a linear campaign are genuinely disappointed, while those comfortable with run-based progression tend to find it compulsive once the unlock gates open. For strategy players specifically, this is an accessible entry point framed as something approachable rather than a 200-hour commitment. Individual missions run only a few minutes. The turn-undo system, which lets you reverse any unit's movement and even roll back an entire previous turn, reduces the frustration of learning new mechanics without removing consequence at the run level. A lower Cadet difficulty exists for those who want to experiment with ability combinations without the full pressure. The pixel art is pristine, the isometric perspective makes threat lines readable at a glance, and the soundtrack by Tee Lopes brings the same arcade-hall energy the series has always traded on. Fans of SNK's aesthetic heritage will get their money's worth from the presentation alone. Diego, Scout Team

Metal Slug Tactics

Metal Slug Tactics

5 nov 2024Leikir StudioDotemu
GamerScout opina

If the words 'grid-based tactics' and 'Metal Slug' in the same sentence sound like a fever dream to you, give it three missions. The Dodge-Adrenaline movement loop makes a strong case for itself fast.

PCXbox
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €0.58

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I went into Metal Slug Tactics fully expecting a nostalgia cash-in dressed up in tactical clothes. What I found instead was a genuinely considered isometric grid game that borrows more from Into the Breach than from Final Fantasy Tactics, and largely benefits from that lineage. The core conceit is clever: rather than rewarding you for turtling behind cover and inching forward like an XCOM veteran, the game punishes passivity. Move your squad aggressively and they accumulate Dodge points, which directly cancel incoming damage, and Adrenaline, which fuels your heavy special abilities like airstrikes and weapon overloads. Hang back and you starve both meters. That single design decision does a lot of heavy lifting, and once it clicks the whole game starts to feel like a tactics translation of the original series' run-and-gun energy in a way that is genuinely surprising. The mechanical layer on top of that foundation is deep enough to satisfy anyone who enjoys optimizing a squad build across a run. You pick three fighters from the Peregrine Falcon roster - Marco, Eri, Fio, Tarma, and others unlocked through play - each carrying an infinite primary weapon and a finite-ammo special weapon. Eri, for example, opens with grenades versus a grenade launcher, which immediately forces a resource-management call on turn one. The SYNC system adds further texture: position two or more soldiers in a straight line of sight to an enemy and they pile onto each other's attacks without spending extra actions. Chaining SYNC hits around a boss's weak side is satisfying in the same way a good combo in a fighting game is. Across four regions - a desert, ancient tombs, a jungle, and Sirocco City as the final zone - the meta-progression unlocks new characters, 36 weapons, and a reported 176 weapon mods. The raw number of build permutations is genuinely large for a game at this price point. Here is where the honest caveat comes in, and it matters for purchase timing. The tutorial is shallow. Crucial mechanics hide behind small tooltip pop-ups that appear mid-mission, and the UI during pre-run loadout screens is genuinely cluttered. The first three or four runs serve mainly as a slow resource accumulation phase before you can afford meaningful upgrades, which creates a rough onboarding stretch that will shed roguelite-averse players before they reach the game's actual depth. Escort missions in particular have a punishing failure condition that can terminate a well-built run through bad positioning. Launch reviews also flagged sprite bugs and some performance dips during boss transitions; check the current patch notes before buying if that history concerns you. Community sentiment on the roguelite structure is polarized: players who wanted a linear campaign are genuinely disappointed, while those comfortable with run-based progression tend to find it compulsive once the unlock gates open. For strategy players specifically, this is an accessible entry point framed as something approachable rather than a 200-hour commitment. Individual missions run only a few minutes. The turn-undo system, which lets you reverse any unit's movement and even roll back an entire previous turn, reduces the frustration of learning new mechanics without removing consequence at the run level. A lower Cadet difficulty exists for those who want to experiment with ability combinations without the full pressure. The pixel art is pristine, the isometric perspective makes threat lines readable at a glance, and the soundtrack by Tee Lopes brings the same arcade-hall energy the series has always traded on. Fans of SNK's aesthetic heritage will get their money's worth from the presentation alone.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:aaaInto the Breach-likeSYNC MechanicAdrenaline-Dodge SystemTurn UndoSquad BuildMeta-ProgressionIsometric GridArcade AestheticTee Lopes OST

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
NVIDIA GeForce GT 730, 2GB or AMD Radeon HD 7570, 1GB
Processor
Intel Core i5-2550k or AMD FX-6300

Recomendados

OS
Windows 10
Memory
12 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
NVIDIA GeForce GTX 650 Ti, 2 GB or AMD Radeon HD 7770, 1GB
Processor
Intel Core i5-4570 or Ryzen 5 1400

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Información del juego

Desarrolladora
Leikir Studio
Distribuidora
Dotemu
Fecha de lanzamiento
5 nov 2024

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¿En qué plataformas está disponible Metal Slug Tactics?

Metal Slug Tactics está disponible en PC, Xbox.

¿Cuándo se lanzó Metal Slug Tactics?

Metal Slug Tactics se lanzó el 5 de noviembre de 2024.

¿Quién desarrolló Metal Slug Tactics?

Metal Slug Tactics fue desarrollado por Leikir Studio y publicado por Dotemu.