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Mech Armada News

Halloween Event in 0.6



Hi Everyone,

Happy Halloween!

The 0.6 update drops this Thursday and I've added a new mode specifically for Halloween. A lot of you have been asking for bigger maps, so consider this an experiment! If you like the mode, I'll make it a permanent entry (possibly minus the Halloween theming).



I don't want to spoil too much of what the mode is, but I'll tell you that you get to try cool parts, fully upgraded, even if you haven't unlocked them yet. The battle is much longer as the map is bigger, and everything looks and sounds spooky!

Oh, and to celebrate Halloween even further, I'm participating in the Halloween sale with 15% off, until November 1st, 10am (Pacific Time).

Besides the Halloween mode, a few more changes:
  • Save slot selection moved to the top-right corner
  • Fix Demon occasionally spawning only Bullheads
  • Cooldowns are maintained when Mechs are transformed
  • Initiative expansion limited to 3 uses per turn
  • Added edge scrolling

I hope you enjoy it!



https://store.steampowered.com/app/1389360/Mech_Armada/

Update 0.5: More enemies and more parts



Hi Everyone,

As promised, here's the next update. This one is mostly a content drop, adding 3 new enemies and 2 new parts. Typically the next update would be released around the beginning of November, but maybe there will be a surprise before that...

[h2]New Enemies[/h2]
The Swarm army keeps getting more dangerous. Are you up to the challenge?

[h3]Blob[/h3]
Don't let them split, or you may end up being overwhelmed.

[h3]Moth[/h3]
It flies, strikes at a distance and has armor. Terrified yet?

[h3]Sandworm Larva[/h3]
Now you see me, now you don't...



[h2]New Parts[/h2]
As usual, you will need to have enough keys to unlock these (earn keys by winning battles).

[h3]Raygun[/h3]
I know you've been waiting for it, so here it is, in full glory.

[h3]Resonator[/h3]
Lure the Swarm towards your tank, or into a trap!



[h2]Other Changes[/h2]
  • Wimp won't block if stunned
  • Drones/landmines don't give energy when destroyed and using Salvage
  • Fixed Shotgun cursor


Remember to join our Discord if you want to get these changes before anyone else, and if you're enjoying the game I'd really appreciate it if you could leave a positive review if you haven't already.

/Sergio

https://store.steampowered.com/app/1389360/Mech_Armada/

Update 0.4: Economy and Sandbox



Hi Everyone,

This is going to be the first major update to the game, which is why it's coming a bit later than I planned. Moving forward, I'll still try to release a major update at the beginning of every month, with a smaller one in between.

To celebrate this update, we're participating in a weeklong 15% off deal. You have until 10am PDT, Monday 18th! Get it while you can!

For 0.4 I wanted to really dig into your feedback and do my best to address it. If you haven't yet, I highly recommend you read the Design Principles post, as that will help explain a lot of the thinking behind the game.

[h2]Fog and Energy[/h2]
One very common piece of feedback I get is a dislike for the Fog Creature coming into the board every turn. It serves a purpose, as it prevents you from farming energy indefinitely, but you've also said you don't really like farming energy!

So in this update, I hope to kill two birds with one stone. I've redesigned the energy economy so that Energy Pods now hold a limited amount, and when they're depleted, you can't get any more out of them. Note that parts that give you extra energy (such as the Engineering body and the Harvesting 2.0 expansion) do it for free, i.e. they don't deplete the Pod any faster.

Besides Pods, there were some "tricks" you could use to get extra energy by spamming drones or landmines and scrapping them, and that could again encourage delaying the ending of a battle to farm. In 0.4 those units no longer provide energy when scrapping.



Thanks to these changes there's a ceiling to how much energy you can farm and that allowed me to push the Fog Creature back two turns. I still want to keep it, in part because it's important to the story, but you're not going to feel pressured by it nearly as much in this version: a typical battle is 5 turns, so you get 40% more time before the Fog bothers you.

To compensate the energy restrictions, you now start with 4 extra energy points. Besides, I've made a small tweak to the Basic body so the energy cost doesn't climb as you spawn more. This will let you spawn some Mechs a bit more cheaply especially at the beginning.

[h2]Transformation and easier Blueprints[/h2]
Another common request was the ability to apply Blueprint changes to Mechs. Up until now, you could apply part upgrades, but any Blueprint changes would require you to scrap a Mech and spawn a new one. In 0.4 there is a new option, you can Transform a Mech using a Blueprint, and the energy cost will be only for the parts that are different (also accounting for any upgrades). You can do this before or even during a battle.



This makes it a LOT cheaper to get new parts into the battlefield, makes it possible to spawn expensive Mechs even with low energy caps (you can now do it incrementally) and gives you more flexibility during a run, as you can react more quickly to new parts or other situations.

But wait, there's more. Some people were confused that each part could only be equipped in a single Blueprint. So I've changed it. In 0.4 you can use the same part in multiple Blueprints at the same time.
Previously you could still do this in practice, by spawning your Mechs in between battles as you could go back and reconfigure the Blueprints, but now it's a lot easier. As a result of this change I've also reduced the number of Blueprint slots from 9 to 6, I felt there were too many and it looks cleaner now.



One more quality of life change is that now whenever a Mech has pending upgrades, you can see in the tooltip the changes to the stats and abilities from those upgrades.

[h2]Sandbox[/h2]
With a roguelite and with the previous changes, I felt like there were already enough changes to make it exciting to try a new run, but I didn't want to stop there.

I understand that often, you want to experiment and try new strategies, and that's hard to do when the parts that drop every run are random. This can lead to starting a run, seeing the parts and doing it over and over until you get what you're looking for.

I still feel that having some randomization around the parts is important, but I also think it's valid to want to practice and try combinations. Enter Sandbox mode.

You select Sandbox mode from the Mech Armada Control Center, and it functions like a computer-simulated run. You have full control over which parts you want, the amount of resources (energy and credits) and even which battle you want to start at.







Besides, there are two restrictions that are lifted:
  • You can decide whether to allow using the same part in multiple Blueprints simultaneously or not.
  • You can see the enemies and configuration of the field before the battle starts.

[h2]More content[/h2]
With all of these new features I only had time for one new part and one new enemy.

[h3]Shotgun[/h3]
Blast'em. Preferably up close.

[h3]Wimp[/h3]
Sometimes the best offense is a good defense.



[h2]Other changes[/h2]
And finally, some other changes include:
  • Windowed resolutions are forced to a 16:9 aspect ratio. This should help UltraWide screens, until I implement proper UltraWide fullscreen in a future release.
  • Supercharged has been redesigned: it now gives you 2 energy after your turn if you're not occupying an Energy Pod (for the first 5 turns).
  • Hoppers no longer have 3 attack range in higher challenge levels.
  • Cannon fixes to take advantage of negative armor correctly.
  • Cannon upgrade cost reduced to 10.
  • Fog Creature animation doesn't speed up when you speed up the game.
  • Energy cost for Missile Head is now 5, cost for Triple is now 4.


As usual, if you want to get your hands on these changes as they are developed, join the Discord and become a playtester to get access to beta builds.

I hope you enjoy this update and keep sending me all your feedback. Also, please leave a review if you haven't yet!

/Sergio

https://store.steampowered.com/app/1389360/Mech_Armada

Vagrus - The Riven Realms Launches on Steam!

[h3]Our friends at Lost Pilgrims have just launched Vagrus - The Riven Realms into full release here on Steam.[/h3]
We love to support other turn-based titles, and there's few better than Vagrus: a turn-based, open-world, dark fantasy RPG. The game moves out of Early Access with well over a hundred hours of playable content. Vagrus and its haunting world were born from decades of tabletop RPG campaigns played by the founders of Lost Pilgrims, which adds vastly to the game’s unique atmosphere and the richness of its setting.
[previewyoutube][/previewyoutube]

Vagrus is an award-winning roleplaying game with a narrative focus, open-world exploration, and strong elements of strategy. The player takes the role of a vagrus - a caravan leader who strives to survive in a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.

[h2]Feature list[/h2]
  • A DARK REALM
    A vast realm is yours to explore, filled with unique locations, strange factions, lurking dangers, and a slew of characters you can interact with.



  • BRANCHING NARRATIVE
    A large selection of longer and shorter stories make up the game’s narrative in the form of events and quests. The choices you make in these can significantly affect the characters and the world around you.



  • TURN-BASED COMBAT
    Take part in turn-based, tactical combat that involves your characters and a large variety of enemies, both humanoid and monstrous. Use a range of character skills and abilities to succeed. Fight against outlaws and monsters commanding your whole traveling company in pitched battles for resources.



  • RESOURCE MANAGEMENT
    Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, cargo, and crew effectively to survive. Take on contracts and follow rumors or trade opportunities.



  • UNIQUE COMPANIONS
    A wide variety of companions can work for you in versatile caravan roles, such as scoutmaster, guard captain, treasure hunter, or beast handler. Each companion comes with unique combat skills, background stories, and personal quest lines that can upgrade them further when you complete them.



  • POWERFUL FACTIONS
    Ally yourself with mighty factions that shape the Riven Realms with their influence on commerce, brutal wars, and constant scheming. From prosperous Trading Houses to criminal syndicates and religious organizations, these groups offer powerful rewards and boons to those loyal to their cause. But take heed - befriending a faction will more than likely antagonize others.


[h3]Centurion Edition[/h3]
A special Centurion Edition of Vagrus released alongside the full game. This special edition includes the base game, the original soundtrack, and the Patronage Pack at a special launch price during launch week. Those who already own the base game can also purchase the DLCs individually.

Try your hand at Vagrus to see if you can make profit while surviving in the wastelands!



https://store.steampowered.com/app/909660/Vagrus__The_Riven_Realms/?snr=1_5_1100__1100

[h3]Vagrus also has a FREE Prologue available here on Steam[/h3]
If you are interested in getting a glimpse of Vagrus, check it out here.

Mech Armada's Design Principles



Hi Everyone,

While I'm working on the next update, I thought it would be interesting to share some of the ideas behind Mech Armada and why some design choices are the way they are.

To really understand the game, I always refer back to a small set of guiding principles. This is what defines Mech Armada's identity and they help me make decisions during development. In game development circles they are sometimes called pillars. This is not the only way to analyze a game, there are many other frameworks that combine to create a clearer picture.

These are some of Mech Armada's pillars:
  • Each run is different
  • Reward mastery
  • Balanced and fair
  • Feed the power fantasy

In a nutshell, I want to provide replayability through variety and improving your skill. At the same time, I want the game to feel good, meaning fair and exciting.

[h2]Variety[/h2]



Fundamentally, for any game to be replayable there needs to be enough gameplay variety so that the game doesn't become repetitive and boring.

[h3]Variety through content[/h3]

Because Mech Armada is a single player game, variety must be accomplished through content, by which I mean player's tools (Mech Parts), enemies, environments, encounters, modes, etc.

I'm able to create some of this content procedurally (battles/encounters) whereas some of it needs to be handcrafted (parts, monsters, environments). Even the pieces that are procedural have a limited range of what they can generate, based on the code.

Adding more content is an obvious benefit to the game that follows the pillars well. So you can expect more parts and monsters, but also more variety in encounters as well as modes.

[h3]Variety through randomness[/h3]

There's another side to variety that is a bit more complicated.

One of the most common pieces of feedback I receive asks for more control over what Mech Parts you have available. This can be either selecting the parts you have when you start a run, being able to cancel out of the random part drop or having some other mechanism (like a tech tree or a store) where you can work towards specific parts.

I get it. You want to succeed and you feel like some parts are really strong, while others are not. Naturally, you want to be able to get the stronger parts. This is actually a well known problem in basically every game where you have a large collection of tools available to the player (like champions in League of Legends, for instance).

Even if a game is well balanced, players develop certain preferences and are reluctant to change. The downside is that this hurts variety. In the extreme, if you always have the same exact collection of parts, it makes sense for you to develop an optimal strategy with them, and then execute that over and over. The only opportunity for the game to offer variety is through the challenge (enemies and encounters), but that's not enough and it starts feeling repetitive, as you're basically doing the same thing again and again.

Currently in Mech Armada you don't always get the parts that you want. Maybe you really want a Gatling Gun so you can buff it to do extra damage because that worked really well in a previous run, but it doesn't drop. So you have to adapt. Can you build a team around the Energy Shield you just got? Or what if you can't really do enough damage, but you have a lot of mobility? This creates different problems every time, with different solutions, which helps the game feel different.

[h2]Mastery[/h2]



I knew from the beginning that I wanted Mech Armada to reward skillful play. Not all players appreciate games that require mastery. There are plenty of great games that focus on story, or creativity, or immersion instead. Even games that have a clear win/lose condition sometimes offer players a way to succeed through means other that skill (e.g. grinding or paying).

[h3]Types of skill[/h3]

When we talk about mastery or skill, it's important to recognize that there are many different kinds of skills.

Mech Armada being a turn-based game doesn't require quick reflexes, mechanical precision to move a crosshair for a headshot or insane actions-per-minute numbers. This was actually one of the guiding principles behind making the game turn-based in the first place.

Instead, Mech Armada challenges you to think strategically. But what does that exactly mean?

Sometimes it's easier to define what something is by explaining what it is not. Some games function like giant virtual spreadsheets: the game is full of stats and modifiers, there are complicated calculations going on with every interaction and a 5% increase in one of the numbers has a huge impact down the line. Other games have enormous possibility spaces and you have to predict the long-term consequences of every choice, which means you have to create a very complicated mental model for how everything is connected.

Both of these style of games reward mastery, but I'm not trying to create either of them.

I want numbers to be small and calculations as simple as possible but, most importantly, I want qualitative differences, not just quantitative. I want the Rocket Launcher with area of effect to differentiate from the Cannon with armor piercing because they do different things, not because they have slightly different numbers.

And I don't want players to feel "analysis paralysis" because they are overwhelmed by the number and/or complexity of their choices. Instead, I want to have many smaller decision points that combine together to form an overall strategy, but that in isolation have a limited impact. Which Mech Part type do you need? Which one will you pick out of the two options? How do you combine them? Should you sacrifice a unit to accomplish some goal? Rush the enemy or wait?

So if strategy is making a series of decisions, I want Mech Armada's decisions to be clearly differentiated and "weakly" related to each other (so they add up slowly over time).

I should talk specifically about the part drops. The reason there are two options is to reduce the complexity of the decision; it's actually pretty easy for most people to compare two things. The reason you can't see what your options are in advance is to introduce an element of risk to buying a part. The strategy here is not finding the optimal path with perfect information, but rather mitigating that risk as best you can and finding creative solutions with the parts you got. As a thought experiment, would Slay the Spire be a better game if you knew from the beginning which enemies were in each encounter, and which cards were rewarded? I'm sure for some people it would be, but that wouldn't be the game I'm trying to make.

[h3]Mastery vs difficulty[/h3]

In order to encourage and reward skillful play, the game has to provide some kind of challenge to overcome. Some kind of "test of skill", which is effectively the game's difficulty.

The "skill floor" (the lowest skill that you need to succeed) of the game will always be too high for certain people. This is true of every game that requires skill, from Minesweeper to Street Fighter. Ideally, you want a game with a low skill floor and a high skill ceiling (the highest skill the game rewards), so there is a lot of room for people of different skills to be fairly challenged.

There is a problem I've found when the skill floor is too low. If it's too easy to win the game, the consequences of your decisions become unimportant and all the strategy basically disappears. It's not fun to play anymore. Picture someone playing a tennis match where they can't hit the ball properly so you lower the net and extend the court so they can win.

The flipside of course is accessibility. I want as many people as possible to play and enjoy Mech Armada, and I will make the game as accessible as I can. But without some degree of skill the game won't be enjoyable, so the focus shouldn't be on lowering the skill floor, but helping struggling players elevate themselves by learning how to play better.

The challenge system in Mech Armada (increasing difficulty levels from 0 to 12 that players can select when starting a run) exists to raise the skill ceiling. And trust me, at higher challenge levels, the game becomes hard.

[h3]Making the best strategy the most fun[/h3]

Players want to win and if the game requires skill they will use everything at their disposal to succeed. Unfortunately this means that sometimes they'll do something that's not enjoyable simply because it's effective.

The energy economy is the lifeblood in Mech Armada, you need energy to spawn new mechs. It's natural and expected for players to want to collect as much as possible. The Fog Creature and the energy cap exist to prevent players from indefinitely exploiting a state where they are not in danger and can collect enormous amounts of energy, therefore breaking the game's challenge. Even with this mechanism in place, energy is so powerful that many players feel compelled to do as much as they can, realize that just sitting there collecting energy is not much fun, but still feel frustrated that they can't do more.

Even though the design goals of limiting energy collection are valid, the actual way this is accomplished can be improved. This is an area I'll be exploring in future updates.

[h2]Balance[/h2]



Balance in a game means that the obstacles you face are fair, so that when you lose you understand the mistakes you made and feel that you can do better next time. Balance can also mean that all the tools available to the player have a time and a place where they are desirable, and none are always indisputably better than others (this is sometimes referred to as "dominant strategies").

It's basically impossible to reward skillful play if a game is not balanced well. Also, while a game where everything is the same would be perfectly balanced, it wouldn't be very interesting. Maximizing variety while pursuing balance is an important constraint.

Balancing a game is extremely hard, in big part because the balance can be quite different depending on the player. In practice, I use both spreadsheets and data regularly to balance Mech Armada, though most of the balance input comes from the community.

I will post with more details about how I use spreadsheets and what kinds of data I analyze in the future, but essentially it comes down to combining all the numbers that affect an element in the game (a part or a monster) into a single number (something like "power") that can be compared with others. Then you assign a cost to that element that is representative of their power.

Outside of the purely numeric analysis, there is also the idea of counter-play. Parts and monsters are designed so they can both combine and counter each other in interesting ways, providing challenge and strategy, but without becoming dominant or dictating a specific way to use them. Needless to say, this is a fine line to walk.

Unfortunately, these tools are generally too simple to fully solve the problem of balancing a dynamic, ever-changing game with complex strategies. They just provide a starting points. Fine tuning the balance is one of the main reasons why Mech Armada is in Early Access, and I will continue to make adjustments to the game's balance throughout, as a result of player feedback.

[h2]Power Fantasy[/h2]



This one's the easiest to justify: who doesn't want to feel powerful? Mech Armada tries to accomplish this in two main ways: visuals and progression.

I always wanted the game to look and sound good and move well. A big part of how a game feels comes both from the way it looks (clear and pleasant visuals, punchy sound) and how smoothly everything moves and responds to the player. Not being an artist by training, the current implementation is the best I can do with my resources. Hopefully you find the explosions rewarding.

The other part of the power fantasy is getting stronger over time. You start with almost nothing but by the end you're so ludicrously overpowered that it almost feels like cheating. As long as the sense of challenge remains (see Mastery), this feeling of power is wonderful and an integral part of playing Mech Armada.

[h2]The Early Access roadmap[/h2]

Understanding Mech Armada's pillars helps me read through player feedback and prioritize the work needed to get the game ready for a full launch, while staying true to the game's identity. This analysis is but a small portion of what goes on regularly as I sift through a long list of tasks and improvements.

My plan is to release a major update once a month, with a minor update in between. In this way you can see something new in the game every two weeks.

I will provide new parts and new monsters regularly. There will be some new features that will change the gameplay that I'm not ready to reveal right now (I keep a list of ideas to make the gameplay more varied and interesting). I want to have more variety in both encounters (enhance the procedural generation) and modes (going beyond the roguelite campaign).

At the same time I'm exploring solutions to some of the feedback I've received:
  • Energy farming is not fun
  • You want more control over starting parts
  • Being restricted to use parts only in a single blueprint at a time feels unintuitive
  • The Campaign needs some kind of world map

Lastly, there are some technical features that are needed to make the game feel complete, like Achievements, controller support, accessibility features and localization.

Be sure to Follow Mech Armada on Steam to get notified as these updates get released.

/Sergio

https://store.steampowered.com/app/1389360/Mech_Armada