Capes

Superheroes clash in this turn based strategy game. Recruit, train, and deploy your team in order to take back the city from the villains that hold it hostage.

Capes is a turn-based tactics, superhero and turn-based strategy game developed by Spitfire Interactive and published by Daedalic Entertainment.
Released on May 29th 2024 is available on Windows, MacOS and Linux in 10 languages: English, French, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Spanish - Latin America and Traditional Chinese.

It has received 382 reviews of which 268 were positive and 114 were negative resulting in a rating of 6.7 out of 10. 😐

The game is currently priced at 25.99€ on Steam and has a 35% discount.


The Steam community has classified Capes into these genres:

Media & Screenshots

Get an in-depth look at Capes through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 64-bit
  • Processor: Quad-core Intel or AMD, 2.5 GHz or faster
  • Memory: 8 GB RAM
  • Graphics: NVIDIA 960 GTX / AMD RX 590
  • DirectX: Version 11
  • Storage: 4 GB available space
MacOS
  • OS: macOS 10.14.6 Mojave
  • Processor: Intel Core M
  • Memory: 8 GB RAM
  • Graphics: Metal 1.2 Compatible Graphics Card
  • Storage: 4 GB available space
Linux
  • OS: Ubuntu 18.04
  • Processor: Quad-core Intel or AMD, 2.5 GHz or faster
  • Memory: 8 GB RAM
  • Graphics: NVIDIA 960 GTX / AMD RX 590
  • Storage: 4 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Sept. 2024
Tactical superheroes is an underserved genre, and particularly after the updates the game has received, this is a welcome entrant. It's got issues, but I think, at least on sale, it'll be worth your time if you enjoy the genre. Strengths Include: * The game gets pretty challenging as you progress, but after the patches, I think it manages to mostly avoid the "puzzle" vibe many complained of at launch, and is a proper tactics showdown. It's not XCOM, but it's not Hard West, either. * While not all of the heroes are great (see weaknesses below), there's enough options with enough upsides to each that I found myself often having to stop and consider just who to bring on any given mission. * While it can take a bit to get the right advancements, some of your more offensive heroes evolve into satisfying, mook-legion wasting unholy terrors. * "Team Ups" are a neat gimmick, where heroes in close proximity to one another can utilize modified versions of their powers, bolstered by their companion. Having each hero not be standalone but also a source of mobile powerups adds another layer to positioning and helps give each character a bit more mechanical identity. * Another mechanical widget I found novel is disarmament; enemy weapons, as well as certain boss and miniboss big moves that take time to wind up, can be "disarmed", which can make your life *much* easier when applied well. Heroes vary significantly in their effectiveness at this, so depending on what you anticipate facing and how disarmable it might be, this will be a factor in who you pick out of your roster. * As Tactical Breach Wizards has illustrated to us all recently, defenestration is a must for the genre, and I was pleased to see it offered here in abundance. * It's a neat little thing to me, but you can replay previous missions to try to perfect them, and some of the dialog differs based on who you bring to the party. This includes heroes you wouldn't have had access to when running the mission initially, which is a cute touch! Weaknesses: * The enemy variety is ultimately a bit lacking. * Even post-patches, a few of the heroes are pretty lackluster. "Facet", one of your starting characters, is a good example; pretty much a pure tank with near nothing offensive power, but doesn't really have the durability to do that, either. Most of the characters are in a decent place, but when a mission demands that you bring along one of the stinkers, you really feel it. * On a similar note, other than Facet, the next two characters you get are the squishiest in the game (3 HP, when attacks typically do 1-2), and they're all you get for a while. It's probably educational to have to learn to be very, very careful with your positioning, avoiding greed and the like, but it's also not a gentle introduction. * Advancement is... odd. You earn a small amount of Skill Points from completing missions, but the lion's share of them come from completing optional side objectives. These SP are spent to unlock upgrades and new moves on any hero. Characters also get XP and level up from going on missions, but all this does is raise the tier limit on what upgrades can be bought with SP. You don't have to pursue that side SP if you don't want to, particularly if one seems very annoying, but they're not wholly ignorable either. Neglect them entirely, and you'll eventually start feeling underpowered. As stated above, you can go back to earlier missions to try to score those side objectives (and do so with heroes and upgrades you've unlocked since), but I did get bogged down at a few points where particularly difficult main missions had me going back and hunting down spare SP wherever I could to try to bolster my odds. * The writing is... bad. Very bad. Seemingly still an earnest labor of love, but a bad one. Mood and tone whiplash all over the place, characters are flat and sometimes inconsistent, and the plot demands a lot of idiot ball holding. Lastly, because apparently this is *the* controversy for the game: there's a lot of histrionics over the involvement of Sweet Baby Inc, "DEI", "wokeness", and so on. The cast of heroes *is* very diverse, and most of them don't have much going for identity outside of that... but that is, again, because the writing is bad. In other timeline, instead of flat, dull intersectional heroes, we'd have a team of flat, dull, mostly white ones. Just completely missing the forest for the trees, because they're apparently the wrong color. Whining about the one bit of character detail they do manage to have, when even that apparently needed outside consultation to get, is the only thing more cringy than the writing itself. To sum up: this probably isn't a Buy At Full Price title, but provided you enjoy the intersection of genres and think you can stomach routine eye rolling, there's a good bit of fun to be had here.
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June 2024
Lots of fun. The game feels quite tightly balanced on hard, at least until the very later missions (arguably too easy). The powers are interesting and there's a fair amount of utility in the heroes's kits, and each hero has a pretty distinct style and feel. From reading other reviews, there seems to be a complaint about how 'puzzle-like' the game is. This is somewhat true, but it only really holds early on, when there are a limited set of heroes and thus powers to operate with. Especially on hard, the first few missions really do play like puzzles as you have to play in a very specific manner to get all of the SP achievements in a single go. Later on, however, there are a lot more options and many more ways to approach the problem. Sure, certain heroes have advantages with certain objectives, but that's the whole point of having a diverse set of skills. I'd almost say the latter missions are too easy because of that, compared to the early ones - there are many ways of handling the problems once you have all the heroes leveled up decently. Also, I don't really understand the complaint about having to grind. There's basically zero forced grinding in this game. While XP is used for gaining levels, levels by themselves don't actually increase your power directly; levels only control what talents you can learn, and you need to spend SP to actually learn and upgrade powers. So while you can get XP by re-running a mission, you are primarily limited by the SP availability, which is quite finite as they can only be earned once by doing achievements in the missions. You can get all the SP you can get from a mission in just one run. While there are character specific non-mission achievements you can theoretically grind, I never felt like I was behind the curve power-wise by simply doing each mission once to get the SP achievements. It's also a fairly hefty game given the missions are all hand-made. This is both good and bad since it does mostly limit replay value (it's linear, though some of the dialogue seems to change depending on your team comp) but it's a good deal of content given the nature of the missions. The game is really more Fire Emblem than X-Com in terms of the tactics, though it's also much more utility focused than either. Also, as the missions are set pieces, you should expect to reload a couple of times on the harder ones until you find a good strategy for approaching it. Straight damage is not really the focus (though damage is good); instead, positioning and utility abilities tend to be much more important considerations. The numbers and map sizes are small, yes, but I don't see that as being a downside; instead, it keeps the focus on maneuvering and precise actions rather than trying to deal with blobs. The game is not a grand strategy and it's not massive in scope; it's a small-unit TBT with strong focus on CC and movement. Within those lines, it does a good job and it's pretty well tuned in terms of challenge.
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June 2024
Had to write a review because there are so many negative ones out there. If you expect XCOM, then don't buy game, it is closer to Into the Breach. Especially during the early missions the game is much more like a puzzle game, because if you only have like 3 heroes and 2 of them die instantly when attacked (on the highest difficulty), then YES you don't have many options or room for mistakes. But the game opens up more when you unlock more heroes. Also you don't have to complete all optional objectives first try (that's why they are optional). Usually I play a mission once and then come back when I know what to expect and maybe have more upgrades/levels.
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May 2024
I thoroughly enjoyed the first few hours! From the first trailers I've seen, the game gave me strong XCOM vibes - and I'm here for it. CAPES is doing a swell job! The tutorial is straight to the point, so that the butt-kicking can start right away! The gameplay in combat feels super smooth, and the interface is intuitive & it doesn't overwhelm the player. The variety of attacks is refreshing so that even after round 13 or so, attacks don't feel boring nor repetitive. Quite the contrary, everything I do feels EPIC... but that's what you want in a superhero game, right!? :D (One pro-tip from me: FIRE HURTS... it hurts a lot. Don't just smash those barrels.) The characters are super likeable and the dialogues are quirky in the most positive sense. Plus, I *love* all the different accents and dialects I'm hearing from the characters! The character skill trees look great and I can't wait to get enough XP to make my heroes invincible. *insert evil laugh* I'm having a lot of fun with CAPES. It's the kind of strategy game I've been craving for a while now. Now excuse me... I need to save King City.
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May 2024
It's a fun indie Xcom-like fighting game. It doesn't have the base building aspect, just the fighting part. There's nothing groundbreaking, but the things it does it does well. There is no base building (shame), no mini-games (good), and the story makes thematic sense. The writing could have been finessed a bit more. And the voice acting isn't the best. But I'd take that over no voice acting! Honestly, it's a solid thumbs up for me. We'll see how it holds after a few more hours.
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Last Updates

Steam data 16 November 2024 04:09
SteamSpy data 19 December 2024 08:46
Steam price 23 December 2024 12:50
Steam reviews 23 December 2024 15:57
Capes
6.7
268
114
Online players
25
Developer
Spitfire Interactive
Publisher
Daedalic Entertainment
Release 29 May 2024
Platforms
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