Steel Hunters marks a bold new direction for Wargaming, a studio best known for its strategic, war-machine-driven multiplayer hits like World of Tanks and World of Warships. This time, they’re swapping historical battlefields for a sci-fi future where towering mechs clash in a high-stakes blend of hero shooter and extraction gameplay. Launching into Early Access on April 2, Steel Hunters promises a mix of tactical combat, diverse mech abilities, and an evolving live-service model.
Now, we know what you’re thinking. Does the world really need another hero-shooter-extraction-live-service hybrid when these games are shutting down faster than a full season of Fortnite comes and goes?
If the industry has taught us anything these past few years, it’s that the path to success for most free-to-play multiplayer titles is lined with the bodies of failed attempts that have come before. Concord, Spectre-Divide, Star Wars: Hunters, Level Zero: Extraction, Seekers of Skyfall, XDefiant. Just a few recent examples which have failed to find an audience and regrettably decided to close up shop.
But while many have stumbled, Wargaming seems to have learned from these missteps. After going hands-on with the game, it’s clear they’re not just experimenting - they’re aiming to carve out a unique space in the competitive shooter landscape.
Mechs, Strategy, and Destruction: Steel Hunters’ Tactical Core
The game’s only mode at launch, Last Stand, is a fast-paced, yet tactical take on the battle royale genre. Six pairs of mechs drop into battle, with early skirmishes over resources quickly escalating into mid-game clashes at high-value drone spawn points. Should you survive long enough, the match culminates in a climactic final battle at the extraction site. Victory comes either by wiping out all enemy squads or successfully extracting - delivering what Wargaming hopes will be a fresh experience each time you drop into the games three finished three maps.
Matches begin with players dropping onto the battlefield in a manner reminiscent of Titanfall. Once landed, players must quickly gather resources, eliminate AI-controlled drones, and make strategic decisions on when to engage enemy teams or lay low.
Crucially, drones aren’t just filler—they drop Starfall energy, which levels up your Hunter mid-match, unlocking new abilities and boosting stats. Deciding whether to farm Starfall or hunt enemy players adds a deeper layer of strategy beyond the typical "last team standing" formula.
Where Steel Hunters truly shines is in the diversity of its playable mechs. The game launches with a roster of seven Hunters, and obviously, that includes a few of the standard bipedal soldier types. However, the stars of the show are those resembling Zoids and designs clearly inspired by animals; including wolves, bears, and spiders.
This is where the hero shooter elements creep in, with each Hunter’s design reflecting it’s unique playstyle. Nimble quadruped creations like Fenris excel at mid-range combat but can easily ambush enemies and escape in the blink of an eye. Whilst more heavily-armored bear-like brutes such as Ursus can withstand more punishment and deal it in kind when up close. You might prefer sniping from a distance with Heartbreaker or leading the charge with Prophet’s abilty to summon support drones. Each Hunter has a well-defined role that, once understood, should hopefully encourage plenty of teamwork and synergy between players.
Importantly for a game centered around massive war machines, movement feels weighty yet responsive. Hunters stomp through terrain with a satisfying heft, but Steel Hunters avoids sluggishness by providing fluid controls and quick bursts of mobility. Players can dash, jump, and utilize Hunter-specific movement abilities - such as Fenris’ Blink - to outmaneuver opponents.
Environmental destruction also plays a big role, allowing players to smash through buildings and reshape the battlefield. While not as dynamic as Battlefield's destruction, it still adds a sense of raw power to these hulking war machines.
After a few rounds, it also becomes quite clear that where Steel Hunters manages to set itself apart from other battle royale shooters like Apex Legends or Call of Duty: Warzone is its deliberate pacing. Instead of non-stop, high-speed firefights, Steel Hunters takes a more measured approach.
Battles can be intense and frenetic, but more broadly the combat leans heavily into tactical decision-making rather than sheer reflexes. The slower, more methodical engagements are a natural extension of Wargaming’s experience with team-based vehicular combat—except this time, it’s mechs instead of tanks. And that’s no bad thing. If anything, this measured pace enhances the weighty mech power fantasy, making it feel all the more immersive.
Sure, Steel Hunters might only launch with one mode and three maps, but it already feels as though it has plenty of strategic depth and a compelling gameplay loop to keep players satified. With additional Hunters and modes, there’s no question it could go from strength to strength; but this is a promising start for Wargaming’s bold new direction.
Early Access, Big Ambitions: Wargaming’s Thoughtful Approach to Launch
It’s worth reiterating that the upcoming April 2 launch for Steel Hunters is only an early access release, not the full 1.0 version of the game. Refreshingly, Wargaming is also taking a measured approach to this launch, particularly in resisting the temptation to aggressively monetize the game from day one – arguably one of the most common pitfalls for free-to-play games.
Wargaming has been transparent about its launch strategy, confirming that there will be no monetization at the outset and no plans to wipe progression. This means that players who previously participated in the Alpha and Beta tests will retain any skins they unlocked.
Additionally, an introductory Battle Pass will be available at launch - free of charge - offering a variety of boosters and skins to help players get started. Looking further ahead, Dan Tanasescu, Publishing Director for Steel Hunters, emphasized that the primary focus at launch is on delivering a polished core gameplay experience.
‘Light Monetization’ we’re told will only be introduced cautiously, and only after the development team is confident in the game’s foundation. Throughout our visit to the studio, the phrase “It’s a marathon, not a sprint” was frequently mentioned, and it’s reassuring to see the publisher backing up this philosophy with concrete promises. Rather than prioritizing monetization, Wargaming appears committed to ensuring Steel Hunters launches with a strong gameplay experience first.
Monetization will eventually arrive (naturally), but with the developers planning updates every 5-6 weeks - including new Hunters, maps, cosmetics, and quality-of-life improvements - players can take some comfort in knowing that content cadence and gameplay refinement will be the priority before the teams starts thinking how to get you to open your wallet.
Steel Hunters’ Unique Mech Combat has Staying Power
Ultimately, Steel Hunters’ success won’t hinge solely on its pleasingly restrained approach to monetization - though it certainly helps! More crucially with the game less than a week away from launch, gameplay feels pretty solid, with a moreish and accessible gameplay loop for newcomers while offering enough tactical depth for veterans to master over time.
That alone would be a strong start for any hero shooter coming out the blocks, but given Wargaming are promising consistent content updates and the benefit of a genuinely unique selling point with its diverse roster of mechs, it’s possible Wargaming could have another free-to-play hit on their hands.