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Mechajammer News

Mechajammer: The Refracted Update announced at The MIX 10th Anniversary Showcase

Announced during The MIX 10th Anniversary Showcase, Mechajammer: The Refracted Update will be released on March 24th 2022, bringing a host of new content and improvements to the game — free to all existing players.

Check out the new trailer below:

[previewyoutube][/previewyoutube]

The huge 1.1 update includes:

  1. NEW CHARACTER PORTRAITS
  2. NEW ARMOUR ITEMS
  3. NEW VEHICLES
  4. NEW GANG ALLIANCE QUESTS
  5. MORE COMPANIONS AND QUESTS
  6. ADDED EVENT LOG
  7. PLUS HUNDREDS OF ENHANCEMENTS


Mechajammer is a tactical cyberpunk turn-based RPG set on an off-world grindhouse jungle colony. Skulk through the shadows or charge in guns blazing. Recruit a unique party for large squad-based assaults as your adventure plunges you deep into the city’s secrets

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Mechajammer is part of The MIX 10th Anniversary Showcase

Be a part of cyberpunk horror set on a grim future colony world. As a part of MIX Next, you can see our latest updates, join the community and watch a BRAND NEW trailer we have made just for you.



Mechajammer uses simultaneous turn-based combat to create real-time tactics with the precision of turn-based controls.

Freely roam through the streets of an off-world cyberpunk city, the killer jungles outside its walls, and the occult syndicate hollows below.

You and your crew of deserters have crashed onto a hostile jungle colony. To escape, you must gather rumours, bribe enemies, and earn trust through completing missions. In this immersive sim choose your path wisely, as your story options will shift with every choice.

Recruit large squads of mercenaries, gang members, and thieves as companions. Issue commands to the whole squad to keep the turn-based combat fast and exciting.

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Mechajammer brings tactical cyberpunk turn-based RPG pixels to Linux

Whalenought Studios and Modern Wolf have today released a native Linux port of Mechajammer, a tactical cyberpunk turn-based RPG set on an off-world grindhouse jungle colony.

Read the full article here: https://www.gamingonlinux.com/2022/02/mechajammer-brings-tactical-cyberpunk-turn-based-rpg-pixels-to-linux

Mechajammer | The Linux Version Has Landed!

The Linux version of Mechajammer is here!

To our Linux community: thank you for patiently waiting to play or pick up Mechajammer, we hope that because of this wait, you're able to have a more stable build in your hands and a better experience overall.

We've had a few questions about why the timing of the Linux release had changed, and we'd like to give you some clarity on that.

After launch, we had to shift our focus to fixing pressing issues for those who were already experiencing the game. We were waiting on a different QA team to our regular testers to review and let us know it was ready to go live. For us, the Linux build has been around the corner and ready to release for a while. Unfortunately, we've had to wait on external parties for longer than we anticipated.

We can't wait for you to experience roaming the streets of Calitana and join with the rest of the community in solving puzzles, working out best character builds and fighting rats.

Testing has been difficult on Linux, and while it should now have parity with other platforms in terms of stability, if you come across any issues in the game, please head to the official Discord server to leave a bug report.

The recent push to main that we're calling v1.81 also comes with a few hot fixes, listed below:
  • Fixed an issue with vehicles where a pooling bug can lead to them not show up at all over time with character/NPC use, or show up invisibly while stationary or with drivers
  • Fixed visual anomaly with hitting non-combatants with vehicles where they pop between two tiles


As always, huge thanks. And until next time.

— Whalenought Studios & Modern Wolf

Mechajammer | V1.07 Patch Notes

The January segment of our Post Launch Roadmap is nearing it's end!

We've been cramming the v1.07 patch full of updates and are now well on the path to 1.1. Highlights from this update include keyboard re-binding, achievements and improvements to the tutorial (we heard you and we've shortened it, too).

(Quick Note: all achievements work as intended apart from one involving a gang of hackers. There’s currently a bug with their spawn node and it will be corrected in v1.08!)

Here is the full v1.07 change-list:

UI
  • Tutorial messages updated to accurately reflect systems
  • Game feed additions: Faction resolution information
  • Game feed additions: Objects taking damage
  • Game feed additions: Objects breaking
  • Game feed additions: Learning percentage from deciphering text
  • Game feed additions: Show text from sign
  • Game feed additions: Show when time is added to next action from switching item
  • Game feed additions: Fire, oil, acid, traps
  • Fixed durability showing several decimals instead of whole integer for items in bag
  • Elevator keypad removed option to type alphabet keys
  • Fullscreen button fixed to match fullscreen status in Settings menu when starting the game
  • Added information about current noise radius to detection map and character sheet in “Crouch Radius” description
  • Added skip button for intro as an alternative to double click


Tutorial
  • Tutorial integrated into beginning of new games
  • Saving and loading functionality added
  • Skip functionality added
  • Tutorial shortened to reduce intro time
  • Clarity added to sight and hearing systems
  • Tutorial radio and help notice text updated to accurately reflect systems
  • Tutorial ending changed to trigger after last four training drones dispatched


Gameplay
  • Fixed bug where traps do not save correctly after being used
  • Fixed infinite traps from one bug
  • Fixed bug with plasma guns not hitting cars
  • Fixed visual issue with attack animation plays twice if you’re hit while prepping attack
  • Car lot note has corrected code for elevator
  • Fixed ferry that takes player to Arms Guild prison island
  • Fixed errors occurring on some machines while changing blocks during bridge cinematic
  • Fixed bug with cars not taking damage while parked
  • Fixed bug where companion group number saving unpredictably
  • Updated incorrect text displaying on Gershwein terminal to return player to train station
  • Fixed bug where equipping item did not add one turn to next action
  • Updated Gershwein's computer to shows accurate language when opening his study door
  • Closing gap between interactive objects more predictable
  • Reload noise on game load removed
  • Fixed bug where cars cannot hop curbs
  • Game correctly pauses when Faction map alert opens
  • Fixed bug where fight with boss in gangs triggers combat mode remaining active after combatants have left
  • Increased XP gained from allying gangs to balance with destroying gang
  • Gang reputation meter updated to be accurate between saves
  • Balanced various lockpick rolls
  • Sight cones in detection map shrink when you are in grass or shadow to reflect how far an NPC can see
  • Fixed bug with surface type modifier not updating noise radius
  • Fixed bug where interactive objects are not saving correctly when quick saving then leaving a map and returning
  • Updated armor item descriptions to clarify Armor Rolls and Threshold mechanics


Art
  • Fixed black box on top of house south of Faith Temple
  • Grubworm workers have a different sprite than guards to differentiate hostile workers (coming Tuesday)
  • Reduced number of guards in various areas of map for balance
  • Fixed bug with flickering lights in Copper Face lab
  • Fixed East Bridge block not connecting correctly to neighboring block
  • Removed excess new kidney NPCs in Old Town Bridge
  • Fixed texture issue with building flickering in Factus West
  • Fixed missing texture under building Factus Core South
  • Fixing flashing line of sight visual in Factus Core Northeast
  • Smuggler area south of Faith rock light of sight issue fixed
  • Factus Core west long wall flickering texture fixed


A very special thank you to all the players who have been reporting feedback and patiently waiting for new features! Here's a list of folks that have reported bugs via our Discord that have been fixed in v1.06 and v1.07:

Rithrin
Shizuwolf34
aure
cosplaydiver
D I N G| |xpoopanusx| |Andrew
Andre
Jordiii
fugori
Murdergurl
yarow12
prestoppc
Redglyph
floppy_glass
borkenal
MrMistersen
Toupzy
Doomguy
catmes
syke_low
Naiba
Scramster
yarow12
net8floz
kormakrtv
GamleKorp

For bug-reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.

We're looking forward to seeing what you think of the v1.07 patch and we're already hard at work on v1.08!

Thank you all for your comments and support, until next time,

— Whalenought Studios & Modern Wolf