Game review
Battle Suit Aces Review
4 / 10
- Developer
- Trinket Studios
- Publisher
- Trinket Studios, Outersloth
- Released
- 7 October 2025
- Platforms
- Windows
- Genre
- RPG
- Monetisation
- premium
- Players
- false
The short version
Battle Suit Aces is Trinket Studios' fully voiced, Saturday-morning-cartoon mech epic, a card-combat RPG that a Very Positive review sample overwhelmingly praises for its warm ensemble cast, excellent voice acting, and 90s anime aesthetic, but which draws consistent, detailed criticism from a substantial minority of the same sample for card combat that never gets meaningfully difficult and a deckbuilding system that doesn't let players actually edit their deck.
Biggest strengths
- A widely and enthusiastically praised ensemble cast of 75 fully voiced characters across five factions, with reviewers repeatedly singling out the voice acting, writing, and camaraderie as the game's strongest asset
- A distinctive 90s mech-anime presentation -- reviewers compare it favourably to Gundam, Macross, Escaflowne, and Super Robot Wars -- backed by a 40-track original score reviewers call a standout
- A card-combat system with real depth once players learn its systems, built around pairing pilots, energy-generating drones, and Command Cards for build variety within individual missions
Biggest weaknesses
- A widely reported lack of real difficulty, with multiple reviewers saying they cleared the default difficulty without losing a single fight and finding even hard mode insufficiently challenging
- A deckbuilding system that doesn't allow players to remove cards from their deck as new characters and abilities are unlocked, which several reviewers say clogs the deck over time and undercuts meaningful build decisions
- A heavy dialogue-to-combat ratio that a vocal share of reviewers describe as tipping the game closer to a visual novel with card-battle elements than a card battler with a story attached, sometimes with cutscene-to-combat ratios reviewers estimate at four-to-one or worse
Who it's for: Fans of narrative-driven RPGs and 90s mecha anime (Gundam, Macross, Escaflowne, Super Robot Wars) who want a character-focused story with card combat as a supporting structure rather than the main event.
Our recommendation: Recommended for players drawn in by the story, cast, and presentation, who are willing to accept card combat that stays comfortably easy throughout; players looking for a genuinely challenging or flexible deckbuilder should look elsewhere or wait for a difficulty and deck-editing pass.
4 / 10
A Saturday-morning mech cartoon with a card game bolted on
Battle Suit Aces is Trinket Studios' follow-up to the beloved Battle Chef Brigade, and reviewers who came in expecting a similarly tight, mechanically focused game describe something rather different: a fully voiced, 45-episode mech-anime epic that wears its Saturday-morning-cartoon inspirations proudly, with card combat serving the story rather than the other way around. Released on 7 October 2025 at NZ$30.99 after a clean, well-supported lead-up of demos and Next Fest showings dating back to mid-2025, the game launched to a Very Positive reception across 346 reviews -- a reception that, on close reading, reflects a sample largely won over by presentation and character work while remaining genuinely split on whether the card-combat half of the equation delivers.
The most consistent, near-universal praise in the sample lands on the cast and its execution. Reviewers repeatedly single out the 75 fully voiced characters across five factions, calling the voice acting, writing, and sense of camaraderie between crewmates the game's clear standout achievement. One reviewer, a longtime fan of the developer's earlier work, writes that Battle Suit Aces "wants very badly to be the TV show about mechs and friendship you watched as a 13-year-old" and succeeds at being "exactly as good as you remember without being any more complex" -- a framing echoed across dozens of other reviews that explicitly invoke Gundam, Macross, Escaflowne, and Super Robot Wars as points of comparison. The original 40-track score draws similar praise, as does the art direction, and several reviewers highlight the game's SIM puzzle interludes as a genuinely charming, well-designed break from the main loop. At a sub-NZ$31 price point with 20 to 30 hours of substantially voiced content on offer for a full playthrough, reviewers consistently frame the game as generous value regardless of where they land on its mechanics.
Where the sample turns sharply divided is the card combat itself, and specifically whether it holds up as a "deckbuilder" in any meaningful sense. A recurring, detailed criticism -- raised independently by a large number of reviewers -- is that players cannot remove cards from their deck as they recruit new pilots and unlock new abilities, meaning the deck simply grows and clogs over a full campaign rather than being actively curated. One reviewer calls this a fundamental problem that "makes it feel like you're being punished for advancing the plot," while another states flatly that people should "learn genres" before tagging the game as a deckbuilder, given how little agency players have over deck composition. Layered on top of that is a widely reported difficulty problem: multiple reviewers say they cleared the default difficulty without losing a single encounter, and that even hard mode fails to introduce meaningful challenge or force interesting decision-making, undercutting the sense of mastery that card-combat systems are typically built to reward.
That mechanical thinness feeds into a broader structural complaint about pacing. A significant share of the negative and mixed reviews describe the game as functionally closer to a visual novel with card-battle elements bolted on than a card battler carrying a story, with some reviewers estimating a four-to-one or worse ratio of dialogue and cutscenes to actual combat. Reviewers who came in primarily for the tactical card-combat side of the pitch describe this balance as a bait-and-switch, while those who embraced the narrative-forward framing tend to rate the same pacing as a feature rather than a flaw -- a genuine split in expectations that the sample never fully resolves. A handful of reviewers also flag rougher production edges at launch, including work-in-progress art still visible in some cutscenes, a loadout bug that one reviewer says bricked a playthrough due to an awkwardly timed autosave, and specific UI friction such as an unconfirmed Enter-to-end-turn keybind and no way to restart a single lost battle without restarting the whole game.
One further thread worth reporting plainly, since a meaningful number of reviewers raise it directly: the story's prominent, well-integrated LGBTQ+ character relationships. Many reviewers praise this content as thoughtfully written and consistent with the show's found-family themes, but a vocal minority object explicitly to its presence, with several saying the content isn't clearly signposted on the store page and that they would have made a different purchasing decision had they known in advance. That reaction sits alongside, rather than instead of, the far larger volume of the sample praising the same writing and characters -- but it's a specific, recurring point of friction in the reviews as written, and one prospective buyers may want to weigh for themselves.
It's also worth noting how the sample's two camps map onto playtime. Reviewers who log the most hours before writing a review skew toward the positive side, suggesting the game's pacing rewards patience: the slow-burn character writing and faction relationships pay off more the longer a player sticks with the campaign, and several of the harshest negative reviews come from players who bounced off within the first few hours, before the cast dynamics have had time to develop. That's a useful signal for a prospective buyer weighing the mixed early impressions against the far more numerous positive reviews from players who saw the story through -- this is a game that asks for buy-in upfront and mostly delivers on the back half of that bargain, rather than one built to hook players in its opening minutes.
Taken as a whole, Battle Suit Aces succeeds clearly at the thing it's most obviously trying to be: a warm, well-acted, visually distinctive throwback to a specific flavour of 90s mech anime, generous in scope for its price. Where it falls short for a meaningful share of its own review sample is the promise embedded in its card-combat marketing -- a deckbuilder that doesn't let players edit their deck, and a difficulty curve that several reviewers say never really arrives. Go in expecting a character-driven story with card combat as connective tissue rather than the main event, and the reviews suggest you'll likely come away satisfied; go in expecting a rigorous tactical deckbuilder, and the same reviews suggest disappointment is the more common outcome.
Pros and cons
Pros
- A widely and enthusiastically praised ensemble cast of 75 fully voiced characters across five factions, with reviewers repeatedly singling out the voice acting, writing, and camaraderie as the game's strongest asset
- A distinctive 90s mech-anime presentation -- reviewers compare it favourably to Gundam, Macross, Escaflowne, and Super Robot Wars -- backed by a 40-track original score reviewers call a standout
- A card-combat system with real depth once players learn its systems, built around pairing pilots, energy-generating drones, and Command Cards for build variety within individual missions
- 45 fully voiced story episodes offering strong value for a NZ$30.99 asking price, with several reviewers reporting 20-30 hours to substantially complete the campaign
- A clear creative evolution from developer Trinket Studios' earlier Battle Chef Brigade, with reviewers noting a serious step up in scope and ambition while retaining the studio's character-focused strengths
- Optional SIM puzzle sequences reviewers describe as a charming, well-designed break from the main card-combat and story loop
Cons
- A widely reported lack of real difficulty, with multiple reviewers saying they cleared the default difficulty without losing a single fight and finding even hard mode insufficiently challenging
- A deckbuilding system that doesn't allow players to remove cards from their deck as new characters and abilities are unlocked, which several reviewers say clogs the deck over time and undercuts meaningful build decisions
- A heavy dialogue-to-combat ratio that a vocal share of reviewers describe as tipping the game closer to a visual novel with card-battle elements than a card battler with a story attached, sometimes with cutscene-to-combat ratios reviewers estimate at four-to-one or worse
- Reports of unfinished or work-in-progress art still present in some story cutscenes at launch, alongside at least one reviewer describing a loadout bug that bricked a playthrough due to an awkward autosave timing issue
- Specific UI friction reported by multiple reviewers, including an unconfirmed Enter-to-end-turn keybind and no way to restart a single lost battle without restarting the entire game
- The story's prominent LGBTQ+ character relationships, while praised by many reviewers as well-written, drew explicit, repeated objections from a vocal minority who say the content isn't clearly signposted on the store page before purchase