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Mech Engineer News

Update 21



Added displaying speed parameter for motors
Added displaying of cabin parameters
Added a layer with a mass of modules
Added a pause command in battle
Added artillery avoidance in battle
Updated code for moving away from effects. Mechs are now better at avoiding dangerous areas.
Added accuracy display to weapon
Added resistance text in the mech construction menu
Updated characteristics for most guns
Added damage output per second to the weapon window

The update came out small.
Got a little sick this week, but I already feel better.

In the next updates, I plan to display more information on the screen and increase the difficulty in the middle and the end of the game.
I am also working on adding at least three more special places.

Update 20. Big one.


Added a backstory intro to the game
Improved access to city repair and research menus
Added wheel effect to the menu in assembly
Increased the influence of the wheel
Corrected the removal of power with the negative wire
Fixed a bug with saving power parameters when pulling out a module
Fixed a bug with the accrual of resources from the entire map when retreating
Fixed a bug with an infinite loop when finding a place to shoot a crab
Improved mechs AI. They should now get stuck less.
Added a condition to help pull the bellows out of the walls.
Removed the restriction on the appearance of enemies in some situations. For normal cards, the waves are now infinite until the task is completed.
Added calculation of the evasion of mechs from attacks during combat
Removed the chance of pilots getting bad thoughts about each other.
Improved repairing by drone
Added damage to mech by overheating
Changed type of display of the health of pilots
Added item generation after special missions and cities.
Added a new battle map with a task. (satellite crash site)
  • Added a new monster. Frog.
  • Added a new map. Map.
  • Added a new task. Take the satellite away.
  • Added description for successful mission completion.

Added level-ups for pilots
  • Special cards for different levels of pilots.
  • For each successful mission, pilots gain 150-200 experience. When they reach 200, they gain a level. Maximum 10 levels.
  • Orders are performed faster by 5*lvl %
  • Level 3,6,9 pilots get one perk of their choice
  • Gives + 15% evasion.
  • Increases accuracy by 30% and gives 1% critical chance.
  • Can repair allied mechs with a drone. The drone is in constant use.
  • Speeds up recovery from overheating by 150%. Overheating does no damage.
  • The chance to return the mechs is increased to 75% and also returns the pilot.
  • Once every 3 seconds, with a 15% chance, draws all enemies to itself for 3 seconds.
  • The speed of all mechs is increased by 15% if the pilot is a captain.
  • The reload speed of all mechs is increased by 15% if this pilot is a captain.
  • The drone repair speed of all mechs is increased by 15% if this pilot is a captain.


Old saves will not work.
If you want you can continue your old plays in the beta branch (oneversionback).

Plot for the game.



I've been thinking about adding a plot to the game for a long time and came up with something like this.


The year is 2198. The main asteroid belt of the Solar system.
At the Plato space research station, an experiment is underway to create a long-term traversable wormhole in a dodecahedron filled within antimatter. The experiment is broadcasting to the entire system.
Inside a 12-kilometer cage, during the experiment, for a moment is created a wormhole. In its place, a large alien ship appears, similar to a sea clam with two rings around it.
The ship with acceleration breaks through the structures and, after a short pause, starts an attack with missiles.
AI at the production space ship Vodorod-Yug receives an order to evacuate people from distant lines to Earth. Vodorod-Yug is a mining facility with human-based artificial intelligence which using mechs to mine and deliver ore.
The clam catching up with the Vodorod-Yug near the Earth and launches a rocket. The facility is heavily hit and settles to the bottom of the Atlantic Ocean. Soon, an orbital bombardment of the main cities of the planet begins, and then an invasion.
AI decides to wait out underwater and rebuild the ship into a walking city.
The artificial intelligence of the station will have to arm the miner-mechs to fight the invaders and find the necessary parts in order to fly away from Earth.


It's the first version.
Feel free to make suggestions.

Update 20 is delayed.
I plan to add storyline, pilot skills, and unique locations on the map.

Update 19



Changed the defense menu
Changed power settings menu
Two types of wires:
  • Plus wire adding 5 energy consumption to the module and 4 to the total energy supply.
  • Minus wire taking 5 energy from the module, and 6 energy from the total supply.
  • Wires can be added to the module three times.

Added energy dependency for all energy weapons
Updated description of energy weapons and tutorial for new menus
Added save and load parameters to the mech defense menu
Added additional parameters output next to the reactor
Removed the limit of battles per day
Added fatigue for mechs and pilots (only one battle per day)
Added saving new attributes.
Added energy dependency for all motors
Increased radius for possible mechs lag
Added the influence of upgrading the city gun district on artillery.
Doubled the number of battle card options for each area.
Added a new monster spawning system.
Fixed a graphical bug when moving reactor rods with the mouse
Fixed bug with non-saving pilot infection
Fixed crash on successful completion of the mission with a couple of dead mechs.

The previous version saves will not work. You can continue your game in oneversionback branch.
All fixes are also added to the demo version.
I hope that all is working right.

Update 18



Added highlighting new modules
Added message about creating new modules
Added message about resources amount changing
Added paint display on small mech's icons
Added more modules on the start
Reduced all researches times by one day
Added menu change and pilot removal when trying to remove mechs from the hangar
Added ricochet for tesla cannon with Shards buff
Added descriptions for weapons on the top right in the customization menu
Added a description of the city upgrade to the book

In a few days, I'm gonna release a new free demo of the current version of the game.
All next updates, except major bug fixes, will go only to the full game.