- Dev Log: meet the "Eber" - 30 July 2026
EFD H-89 "Eber"Europäischer Föderativer Direktorat Hauptkampfplattform H-89 Eber(European Federal Directorate Main Battle Platform H-89 "Eber")The H-89 "Eber" is the standard combat platform of the European Federal Directorate (EFD), designed for sustained, high-intensity operations. While lacking exceptional performance in any specific category, the combination of reliability, modular design, and seamless integration into the combat network makes the H-89 one of the most effective Mechs on the modern battlefield. While capable of autonomous operation, the vehicle demonstrates its greatest effectiveness when deployed with other mechanized units, where the advantages of Directorate doctrine (coordination, logistics, and reliance on heavy ballistic weapons) can be fully realized.The EFD's Mechs appear less technologically advanced than those of other manufacturers, reflecting a lack of re…
- Dev Log 4-2 - 15 July 2026
Hello everyoneThis is the second and final part of our monthly progress report. There will be lots of pictures, so let's get started.Working on the First LocationSince we don't have our own level artist yet, we decided to keep the level design as basic as possible. We agreed that for the first location we would have just one house in the middle of the desert, but we didn't agree on what kind of house it would be or how big it would be, so I decided to have a little fun and started creating an orbital elevator.I sketched out a 3D concept, and this is what I came up with:I'm currently finalizing the elevator model and have already started transferring its individual parts into the engine. This work requires not only the creation of the model itself but also the development of new procedural materials, as we don't have a whole team of environment artists to hand-paint every rivet and stone…
- Dev Log 4-1 - 14 July 2026
Hello everyoneWe're starting our monthly progress report, this is the first of two.This report won't feature videos, as we've been busy with several large-scale tasks and haven't finished them yet. We'll be releasing videos as we complete various stages of current tasks. However, we still have a lot to tell and show, so let's get started.A new missile launcher.You can never have too many missiles. This launcher's unique feature is its simplicity: it fires infrared-guided rockets at the player's active target, meaning it doesn't require a separate target lock, allowing for a salvo to be fired much faster than other missile launchers. True, the missile guidance isn't very good, and a mobile enemy can easily dodge them, but against large, slow targets, this missile launcher will be ideal.Damage modelIn short, fairly large enemies will have several modules that can be destroyed individually…
- DevLog 3-2 - 15 June 2026
We're continuing our monthly progress report. Let's go over the remaining items.5.New weapon - Micro Missile Array This back mounted missile launcher fires a swarm of small missiles that can tear apart anything in any quantity. It's a kill-all button, but it has a very long reload time, so you need to carefully choose the location and moment to launch it to avoid wasting its ammo. This may be our most controversial weapon right now, and we'll likely continue to tweak its mechanics and role in the future, but for now, this will do. In total, we already have seven different weapons. This isn't enough for a full-fledged mech sim, but we've only just begun. The project is only three or four months old, in fact, when we talk about full-fledged development and there's still a lot to come. You can see how it works in the video below: 6. Medium Transport CopterAn aircraft for delivering heavy e…
- Devlog 3-1 - 14 June 2026
Okay, let's start the monthly report. This time it will consist of several separate posts and will stretch over several days, because I've been stuck fixing bugs and haven't had time to take screenshots, record and edit videos, and come up with descriptions for everything we've managed to do this month.Let's start point by point. 1. First StratagemWe've created our first Stratagem, which essentially means my partner has written the mechanics of how abilities work, how they recharge, how they're summoned, and so on, all the mechanics. Now we can add new Stratagems of various kinds. This particular Stratagem summons drop pods with a squad of unmanned drones that support player in battle. We call them VE-Droids (official name Versatile Expendable Drone) This is a play on words and transcribed into our language vedroid means a robo bucket. This VE-Droids won't win the war for you; they're v…
- MECH OPS 2092: Devlog 2 - 13 May 2026
Hello everyoneWe've accomplished a lot for the month for only two people in the team.We're currently working on the core mechanics, developing the game architecture, and preparing the first build (closed to the public for now). It's hard to show things like that, as they're just lines of code and blueprints, but we do have some things we can show.The model and rig of the Light Elite Mech have been completed, and rough animations for it have been prepared. It's a fast enemy unit which actively maneuvers and quickly retreats in case of danger.Unit painting mechanics have been implemented. This mechanic is universal: every unit in the game will be painted in the colors of its faction. The player's mech can also be painted, and the troops the player commands will be painted in the player's colors.Weather mechanics have been added. In different biomes, all units will become dirty according t…
- Devblog: New content - 13 April 2026
We've added a new gun, a medium-caliber anti-tank weapon. We've also added recoil, a multitude of new effects, developed a system for interaction between the VFX and various surfaces, and prepared a new weapon architecture to make adding new guns quick and easy. Join our Discord where we share screenshots, gameplay tests, and just chat.
- Pathfinding and projectiles optimization - 12 April 2026
Imagine two AIs playing an RTS, with the player’s mech as one of the units. Sounds epic, doesn’t it?Over the past three months, I haven’t really done anything new for the project, but I’ve been rewriting the existing systems so we can handle a large number of bots.And here’s the result:So you understand what’s happening in the video: I launched the build from Steam. I started spawning bots. At 100 bots, the FPS dropped to 30. I turned off impacts. 70–80 FPS. I spawned up to 200 bots. 70–80 FPS. In other words, the number of enemies has almost no effect on performance thanks to improvements in the architecture. So what’s causing the FPS to drop? It’s the purchased VFXs (impacts and explosions). Now we’re going rework them, and we’ll be good to go.Join our Discord—that’s where we share screenshots, gameplay tests, and just hang out.
- 10,000 wishlists in a week! - 31 March 2026
No ads, no marketing. We just needed a place we could show our friends and say, “This is what we’ve been working on for over a year.”Today, exactly one week later, we have 10,000 wishlists.To be honest, that number took us by surprise. It threw us off balance. It stunned us. At one point, I even got scared.There are two of us. I work on the game in my spare time between my day job, my six-month-old son’s dirty diapers, and trying to get some sleep. My partner recently quit his job and now lives solely for this project. And we just sat there looking at the stats, not believing our eyes.Thank you to everyone who clicked that button. To us, your wishlists aren’t just numbers. They’re a massive vote of confidence and a huge show of trust. Now we have 10,000 pieces of proof that, yes, our game is needed.We’ve set ourselves a goal—to live up to your trust. To make the game exactly as we envis…