[p]Mechanicus II is officially set to launch next spring. Since the Next Fest demo in October, we’ve been parsing every data-fragment of feedback, from long-time disciples of the Omnissiah and newly initiated alike. One of the most frequent requests was for the return of lingua technis, the distinctive machine-code language of the Machine God’s faithful that helped create the unique atmosphere of the original title. Given the demand, we’re committed to adding it as an optional setting at launch for anyone who prefers it over standard voiceovers.[/p][p]We’re also hard at work on performance optimisations and tightening up the moment-to-moment experience, particularly with regards to the speed of gameplay. Some of you noticed the animation speed-up settings in the demo, some didn’t – either way, it’s staying. On top of that, there’ll be an option for the Move action to be automatically selected when a unit is chosen, helping keep the pace snappy and reducing input overhead. Ultimately, our priority is to ship a version of the game that meets the standards you expect – and the ones we set for ourselves.[/p][p]In the meantime, there’s still plenty left to show you before release. A major focus will be systems that weren’t part of the demo, especially leader customisation. The first of five spotlight videos is now live, covering one Adeptus Mechanicus leader and one Necron leader – starting with Tech-Aquisitor Scaevola and the Necron Lord Ominekh.[/p][p][/p][previewyoutube][/previewyoutube][p]We’ll also be showcasing our non-leader units through a series of profile cards, beginning with the six units featured in the demo. While not exhaustive, they’ll give you a solid look at the key weapons, skills, traits, and upgrades that shape each unit’s identity. Expect new cards weekly from now through launch across all our social channels, including Discord – feel encouraged to drop in and take a look.[/p][p][/p][p]
![]()
[/p][p]Thank you for your continued support as we advance toward launch. The cog continues to turn.[/p]