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Mechabellum News

Update 1.7.1

[p]
As we anticipated, the 1.7.0 Building Layouts have had a significant impact on the overall balance of Mechabellum, and this makes fast balance adjustments necessary. In the past 24 hours, we have received a bunch of feedback and collected a relatively limited amount of data. After some internal discussion, we have decided to release a balance patch based on current data and feedback. And we are very likely to release multiple balance adjustment patches in the near future.
[/p][h3]Building Layouts[/h3]
  • [p]Adjustments have been made to all building layouts, and the new layouts will encourage asymmetric formation more.[/p]
  • [p]The number of Defense Walls in all building layouts has been reduced from 2 sets to 1 set.[/p]
[p]Developer's Note: The new building layouts will be more friendly to asymmetric formations, encouraging more dynamic gameplay.[/p][p][/p][h3]Defense Wall[/h3]
  • [p]HP 2030 → 1112 (-45%)[/p]
[p]Developer's Note: The adjusted defensive wall will be more easily breached by low-damage units, which will benefit the previously disadvantaged low-damage opening.[/p][p][/p][h3]Rapid-Fire Cannon[/h3]
  • [p]Range 135 → 130[/p]
  • [p]Attack target: Air & Ground→ Ground-only[/p]
[p]Developer's Note: The adjusted Rapid-Fire Cannon will be more easily countered by air units. And units such as the Mustang with \[Range Enhancement] can also fight better against it.[/p][p][/p][h3]Initial Units[/h3]
  • [p]Removed the starting scenario related to Stormcaller.[/p]
[p]Developer's Note: Players in lower MMR ranges have been disliking the Stormcaller opening for a long time, and we have been constantly looking for a suitable opportunity to address it. After the addition of building layouts in 1.7.0, players' dislike towards Stormcaller opening became even stronger, and players in higher MMR ranges have also begun to dislike it. This has given us a good opportunity to finally resolve this issue, and we can finally remove the Stormcaller opening. It is worth noting that after the addition of Hound, Tarantula, Sabertooth, and Void Eye, the number of units opening increased from the initial 12 to 25. Therefore, we believe that removing 4 Stormcaller openings will not have a significant impact on the opening diversity.[/p][p][/p][h3]Unit Reinforcement[/h3]
  • [p]Significantly reduced the number of units provided by each reinforcement card.[/p]
[p]Developer's Note: After the building layouts were added to the game, the snowball effect in the early rounds has been effectively curbed, which also allows us to rely less on the unit reinforcement cards, which have a similar function. The goal of this adjustment to unit reinforcements is to reduce the number of units on the battlefield in earlier rounds.[/p][p][/p][h3]More feedback[/h3][p]Currently, we are internally discussing the possibility of conducting larger-scale public testing for future patches. We are likely to adjust the testing process and scope in the coming months. Before that, we would like to ask you to leave feedback under this post if you want. More detailed feedback will help us make better adjustments in the future.[/p]

Update 1.7.0

[p][/p][p]Greetings, commanders![/p][p]Update 1.7.0 is finally here. This update will be carried out at 08:30 AM on August 28, 2025, UTC time. At that time, the server will undergo update maintenance for approximately 4 hours.[/p][p]Now let me introduce the main content of this update to you:[/p][p][/p][p][/p][p][/p]
Building Layouts
[p]The building layout consists of a series of buildings on the map. In version 1.7.0, there are 8 different building layouts, and currently, all building layouts are composed of the following 3 types of buildings:[/p][p][/p]
  • [p]Defense Wall: Defensive walls that block enemy fire. They retract into the ground when friendly units approach, allowing them to pass through.[/p][p][/p]
[p][/p]
  • [p]Anti-Armor Cannon: A slow-firing cannon that's effective against heavy units. It takes 10 seconds to reload after every 6 shots.[/p][p][/p]
[p][/p]
  • [p]Rapid-Fire Cannon: A fast-firing cannon that's effective against light units. It takes 2.5 seconds to reload after every 6 shots.[/p]
[p][/p][h3]What is unique about buildings compared to units and devices?[/h3]
  • [p]Currently, the building layout only appears in 1v1 and 2v2 battles.[/p]
  • [p]At the start of each game, the system selects 1 from 8 building layouts.[/p]
  • [p]Buildings appear on the battlefield in round 1.[/p]
  • [p]The building layouts of the two opponents are always mirroring or flipping each other.[/p]
  • [p]All destroyed buildings will be rebuilt at the start of a new round.[/p]
  • [p]Buildings cannot be upgraded or moved.[/p]
[p][/p][h3]Why is the building layout designed this way, and what are the design goals of the building layout?[/h3][p]At the design phase of the building layouts, we had three different levels of goals:[/p][p][/p][p]Main Goal[/p]
  • [p]Add more information to the round 1 board, reduce the randomness of round 1, and make round 1 gameplay more strategic.[/p]
[p](Note: In the past, the positions of all units of a player were completely hidden from the opponent in round 1, which led to insufficient information available for strategic decisions to be made. As a result, the deployment phase of round 1 is more or less like a game of rock-paper-scissors, with too much randomness and too little strategy. The main objective of introducing building layouts is to add more information to the battlefield in the first round, enabling players to determine their unit selection and position based on the building layout, thereby reducing the rock-paper-scissors nature of the first round.)[/p][p]Secondary Goal[/p]
  • [p]Encourage less formulaic and more emergent strategies by having a different building layout for every game.[/p]
[p]Optional Goals[/p]
  • [p]Reduce the snowball effect in the early rounds of a game.[/p]
  • [p]After adding more info to the round 1 board, we may now take the opportunity to remove some special rules introduced to counter the random nature of round 1.[/p]
[p](Note: In the past, to battle the random nature of round 1, we reduced the deployable area of round 1 by 20m. After introducing the building layout, we can now remove this special rule.)[/p]
  • [p]Utilize the building layout as a new balance tool for starting units.[/p]
  • [p]Reduce the impact of buildings on later rounds to ensure that the final outcome of a match is still determined by units.[/p]
[p]As you can see, the building layouts are mainly designed to address issues from earlier rounds, and we try not to change the game too much while doing so.[/p][p][/p][p][/p][h3]Why not design more powerful buildings, and why can't buildings be upgraded?[/h3][p]Mechabellum's battle is automated, where powerful defensive structures will encourage both players to build a large number of static defenses in their own half of the battlefield, thus easily leading to the awkward situation where both players wait for the other to attack.[/p][p][/p][h3]Will there be more building types in the future?[/h3][p]In the future, we will gradually add more building types through updates. These future new buildings will not be overly powerful, but each will have its own unique and interesting aspect.[/p][p][/p][h3]How does the addition of building layouts affect the balance of offensive and defensive strategies?[/h3][p]With the introduction of building layouts, some of the more formulaic strategies will be forced to adapt. According to the test server matches, if properly utilized, these buildings can provide some interesting new opportunities for both offensive and defensive tactics. Both offensive and defensive strategies are pretty viable on the test server.[/p][p][/p][p][/p]
Balance Adjustments
[p]The following balance adjustments mainly target units that are significantly affected by Building Layouts.[/p][p]Titan Units[/p]
  • [p]Upkeeps 150 → 0[/p]
  • [p]Unlock cost 200 → 350[/p]
  • [p]Removed \[Efficient Maintenance][/p]
  • [p]The cost of all Techs increased by 200[/p]
  • [p]HP reduced by 10%[/p]
[p]Developer's Note: While the initial purpose of introducing the upkeep concept was to make the Titan one-round kill strategy more viable, we now believe that the Titan one-round kill strategy is too strong at higher MMR ranges, which leads to increased randomness in later rounds. Therefore, we've decided to remove the upkeep concept. This change will significantly weaken the Titan one-round kill strategy, while other Titan strategies will be largely unaffected. In addition, the removal of \[Efficient Maintenance] will provide an additional tech slot for most Titan strategies.[/p][p]Abyss[/p]
  • [p]HP 74395 → 66955 (-10%)[/p]
  • [p]Upkeep 150 → 0[/p]
  • [p]Unlock cost 200 → 350[/p]
  • [p]Removed \[Efficient Maintenance][/p]
  • [p]\[Range Enhancement] Price 300 → 500[/p]
  • [p]\[Dark Companion] Price 100 → 300[/p]
  • [p]\[Photon Coating] Price 100 → 300[/p]
  • [p]\[Disintegration] Price 200 → 400[/p]
  • [p]\[Swarm Missiles] Price 250 → 450, Missile Damage 550 → 400[/p]
  • [p]\[Wreckage Recycling] Price 100 → 300[/p]
  • [p]\[Vertical Sweep] Price 150 → 350[/p]
[p][/p][p]War Factory[/p]
  • [p]HP 126214 → 113593 (-10%)[/p]
  • [p]Upkeep 150 → 0[/p]
  • [p]Unlock cost 200 → 350[/p]
  • [p]Removed \[Efficient Maintenance][/p]
  • [p]\[Range Enhancement] Price 300 → 500[/p]
  • [p]\[Phoenix Production] Price 300 → 500[/p]
  • [p]\[Steel Ball Production] Price 250 → 450[/p]
  • [p]\[Sledgehammer Production] Price 200 → 400[/p]
  • [p]\[Missile Interceptors] Price 250 → 400[/p]
  • [p]\[Launcher Overload] Price 200 → 400[/p]
  • [p]\[Armor Enhancement] Price 200 → 400[/p]
  • [p]\[High-Explosive Ammo] Price 150 → 350[/p]
  • [p]\[Photon Coating] Price 200 → 400[/p]
[p][/p][p]Mountain[/p]
  • [p]HP 151841 → 136657 (- 10%)[/p]
  • [p]Upkeep 150 → 0[/p]
  • [p]Unlock cost 200 → 350[/p]
  • [p]Removed \[Efficient Maintenance][/p]
  • [p]\[Gun-launched Rocket] Price 200 → 400[/p]
  • [p]\[Mountain Plating] Price 200 → 400[/p]
  • [p]\[Saturation Bombardment] Price 200 → 400[/p]
  • [p]\[Extended Range Ammo] Price 200 → 400[/p]
  • [p]\[Smoke Bomb] Price 150 → 350[/p]
  • [p]\[Photon Loop] Price 200 → 400[/p]
  • [p]\[Anti-Aircraft Ammunition] Price 100 → 300[/p]
  • [p]\[Range Enhancement] Price 300 → 500[/p]
[p][/p][p]Death Knell[/p]
  • [p]HP 139457 → 125512 (- 10%)[/p]
  • [p]Upkeep 150 → 0[/p]
  • [p]Unlock cost 200 → 350[/p]
  • [p]\[Energy Diffraction] Price 300 → 500[/p]
  • [p]\[Range Enhancement] Price 300 → 500[/p]
  • [p]\[Steel Ball Production] Price 250 → 450[/p]
  • [p]\[Barrier] Price 500 → 700[/p]
  • [p]\[Energy Absorption] price 200 → 400[/p]
  • [p]\[Electromagnetic Bomb] Price 300 → 500[/p]
[p][/p][p]Fortress[/p]
  • [p]ATK 5807 → 6213 (+7%)[/p]
[p][/p][p]Fang[/p]
  • [p]ATK 61 → 63 (+3%)[/p]
[p][/p][p]Stormcaller[/p]
  • [p]ATK 796 → 772 (-3%)[/p]
[p][/p][p]Sandworm[/p]
  • [p]ATK 8324 → 8906 (+7%)[/p]
  • [p]\[Sandstorm] Price 250 → 200[/p]
  • [p]\[Underground Maintenance] Price 200 → 150, Health Point Recovery per Second 15% → 20%[/p]
[p][/p][p]Crawler[/p]
  • [p]\[Loose Formation] Unit spacing 4.0m → 3.7m[/p]
[p][/p][p]Farseer[/p]
  • [p]\[Burst Mode] Price 150 → 200[/p]
[p][/p][p]Vulcan[/p]
  • [p]\[Scorching Fire] Price 200 → 300[/p]
[p][/p][p]Specialist[/p]
  • [p]\[Giant Specialist] adjusted to: Decreases the unlock cost of Giant and Titan units by 200[/p]
  • [p]\[Aerial Specialist] adjusted to: Decreases unlock cost of Aerial units by 200, increases their ATK by 13% and HP by 13%[/p]
  • [p]\[Rhino Specialist]'s Player HP bonus -200 → -300[/p]
  • [p]\[Typhoon Specialist]'s Player HP bonus -100 → -300[/p]
[p][/p][p]Battlefield Power[/p]
  • [p]The area of the Sticky Oil Bombs has been reduced by 20%.[/p]
[p]Developer's Note: Due to the introduction of building layout, the importance of Sticky Oil Bombs in offensive vs defensive match-ups has decreased, so we have decided to reduce the area of Sticky Oil. In the future, we are likely to make even more adjustments to Sticky Oil Bombs and other battlefield powers based on statistical data.[/p][p][/p][p][/p][p][/p]
Both Season 5 and Season 6 will arrive one week earlier
[p]To avoid the season update time coinciding with holidays in the second half of the year, we have advanced the launch time of Seasons 5 and 6 by one week. Season 5 will arrive on September 25th.[/p][p][/p][p][/p]
Assitant Grid
[p][/p][p][/p][p]Now, when players move a unit, a grid that covers the entire map will appear. Players can use the shortcut Ctrl+G to toggle the grid, and players can also change the grid's color in the settings.[/p][p][/p][p][/p]
Deployment Area
[p][/p][p][/p][p]The deployment area of the first round has been expanded forward by 20m, and now it is consistent with subsequent rounds.[/p][p]Developer's Note: In the past, to battle the random nature of round 1, we reduced the deployable area of round 1 by 20m. After introducing the building layout, we can now remove this special rule.[/p][p][/p][p][/p]
Lobby Rooms
[p][/p][p][/p][p]Hosts can now remove players from lobby rooms.[/p][p][/p][p][/p]
Optimization
[p][/p][p]We have significantly reduced the performance pressure caused by the Abyss's \[Swarm Missiles].[/p][p][/p][p][/p][p][/p]
Steel Crawler Skin
[p][/p][p][/p][p]The Steel Team defeated the Mobile Force Team in the community event in April. According to the event rules, we have added a new skin to the Steel Skin Pack: Steel Crawler.[/p][p][/p][p][/p]
Bugfixes
  • [p]Fixed the issue where the game could not be played offline[/p]
  • [p]Fixed the issue where community challenge replays will not play[/p]
  • [p]Fixed the issue where takeover 2v2 replays cause the game to freeze[/p]
  • [p]Fixed the issue where the Experimental Overlord's Barrier could not be broken by Melting Point and Death Knell[/p]
  • [p]Fixed the issue where flying Void Eye sometimes ignores EMP.[/p]
  • [p]Fixed the issue where the Longbow and Fortress could not clearly determine the forward direction in some cases[/p]
  • [p]Fixed a Mountain targeting issue[/p]
  • [p]Fixed a Melting Point visual effect issue[/p]
  • [p]Fixed a \[Damage Sharing] visual effect issue[/p]
  • [p]Fixed a Phantom Ray visual effect issue[/p]
  • [p]Fixed a visual effect issue with various Production Line Equipment[/p]
  • [p]Fixed multiple display issues of various maps[/p]
  • [p]Fix the volume issues of multiple sound effects[/p]
  • [p]Fixed some localization issues[/p]
  • [p]Fixed many other issues[/p]

Building Layout Preview

[p]Greetings, commanders![/p][p]Over the past few weeks, we have been testing the 1.7.0 patch on the test server. Since the number of BUGs found during the test is more than we expected, we have decided to reschedule the release date of Update 1.7.0 from the originally planned August 21st to August 28th, so that we have enough time to ensure a stable launch of 1.7.0.[/p][p]Players on the test server have also raised many questions regarding the building layout. So I would like to take today's preview post as an opportunity to answer these questions. Today's preview is like a short essay explaining our design goals, and you can be the professor if you want.^_^[/p][p][/p][h3]What is the building layout?[/h3][p]The building layout consists of a series of buildings on the map. In version 1.7.0, there are 8 different building layouts, and currently, all building layouts are composed of the following 3 types of buildings:[/p][p][/p][p][/p]
  • [p]Defense Wall: Defensive walls that block enemy fire. They retract into the ground when friendly units approach, allowing them to pass through.[/p][p][/p]
[p][/p]
  • [p]Anti-Armor Cannon: A slow-firing cannon that's effective against heavy units. It takes 10 seconds to reload after every 6 shots.[/p][p][/p]
[p][/p]
  • [p]Rapid-Fire Cannon: A fast-firing cannon that's effective against light units. It takes 2.5 seconds to reload after every 6 shots.[/p]
[p][/p][h3]What is unique about buildings compared to units and devices?[/h3]
  • [p]Currently, the building layout only appears in 1v1 and 2v2 battles.[/p]
  • [p]At the start of each game, the system selects 1 from 8 building layouts.[/p]
  • [p]Buildings appear on the battlefield in round 1.[/p]
  • [p]The building layouts of the two opponents are always mirroring or flipping each other.[/p]
  • [p]All destroyed buildings will be rebuilt at the start of a new round.[/p]
  • [p]Buildings cannot be upgraded or moved.[/p]
[p][/p][h3]Why is the building layout designed this way, and what are the design goals of the building layout?[/h3][p][/p][p]At the design phase of the building layouts, we had three different levels of goals:[/p][p]Main Goal[/p]
  • [p]Add more information to the round 1 board, reduce the randomness of round 1, and make round 1 gameplay more strategic.[/p]
[p](Note: In the past, the positions of all units of a player were completely hidden from the opponent in round 1, which led to insufficient information available for strategic decisions to be made. As a result, the deployment phase of round 1 is more or less like a game of rock-paper-scissors, with too much randomness and too little strategy. The main objective of introducing building layouts is to add more information to the battlefield in the first round, enabling players to determine their unit selection and position based on the building layout, thereby reducing the rock-paper-scissors nature of the first round.)[/p][p]Secondary Goal[/p]
  • [p]Encourage less formulaic and more emergent strategies by having a different building layout for every game.[/p]
[p]Optional Goals[/p]
  • [p]Reduce the snowball effect in the early rounds of a game.[/p]
  • [p]After adding more info to the round 1 board, we may now take the opportunity to remove some special rules introduced to counter the random nature of round 1.[/p]
[p](Note: In the past, to battle the random nature of round 1, we reduced the deployable area of round 1 by 20m. After introducing the building layout, we can now remove this special rule.)[/p]
  • [p]Utilize the building layout as a new balance tool for starting units.[/p]
  • [p]Reduce the impact of buildings on later rounds to ensure that the final outcome of a match is still determined by units.[/p]
[p]As you can see, the building layouts are mainly designed to address issues from earlier rounds, and we try not to change the game too much while doing so.[/p][p][/p][h3]Why not design more powerful buildings, and why can't buildings be upgraded?[/h3][p]Mechabellum's battle is automated, where powerful defensive structures will encourage both players to build a large number of static defenses in their own half of the battlefield, thus easily leading to the awkward situation where both players wait for the other to attack.[/p][p][/p][h3]Will there be more building types in the future?[/h3][p]In the future, we will gradually add more building types through updates. These future new buildings will not be overly powerful, but each will have its own unique and interesting aspect.[/p][p][/p][h3]How does the addition of building layouts affect the balance of offensive and defensive strategies?[/h3][p]With the introduction of building layouts, some of the more formulaic strategies will be forced to adapt. According to the test server matches, if properly utilized, these buildings can provide some interesting new opportunities for both offensive and defensive tactics. Both offensive and defensive strategies are pretty viable on the test server.[/p][p][/p][h3]What will be continuously tested and adjusted in the next 7 days?[/h3][p]We have been making experimental changes on the test server over the past few weeks. The following are things that we are still experimenting with:[/p]
  • [p]We are currently testing different selling prices for buildings. The goal is to ensure that players can sell buildings they don't like while not significantly accelerating the game's economic pace. We will decide on this within the next few days.[/p]
  • [p]We are currently testing the impact of removing Sticky Oil Bombs from the Research Center. And we will make a decision on whether to remove it within the next few days.[/p]
  • [p]We are testing the impact of the building layouts on units such as Fang, Crawler, Steel Ball, Stormcaller, Mustang, Sledgehammer, Fortress, and Sandworm, and we will finish adjustments to these units within the next few days.[/p]
[p]The above is all the information I can share about the Building Layout System for now. The actual 1.7.0 patch includes content beyond the building layouts, which we will share in detail in the patch notes to be released next week.

See you on the battlefield, commenders![/p]

Update 1.6.2.1

  • [p]Fixed an issue related to Discord[/p]
  • [p]Fixed an issue related to tournaments[/p]
  • [p]Fixed an issue related to Wraith[/p]
  • [p]Fixed an issue related to Abyss[/p]

This Week in Mechabellum

[p][/p][p]Hello, Commanders!

This week, the battlefield is going to get messy. We have an action-packed next few weeks ahead of us, starting with the second event of the community-hosted Mechabellum Mini Masters, and wrapping things up with the BeastyQT Mechabellum Invitational. [/p][p][/p][p]More on that below. Here’s the full calendar with everything on it, just to give you an overview before we dive in.[/p][p][/p][p]📅 Friday, August 8, 6pm PST | Mechabellum Mini Masters[/p][p]📅 Saturday, August 9, 7am PST | MAG1 Finals[/p][p]📅 Sunday, August 10 - Tuesday, August 12 | Invitational Coaching & Creator Streams[/p][p]📅 Tuesday, August 12, MechaBuzz Podcast[/p][p]📅 Wednesday, August 13, 7am PST | Invitational Day 1

[/p][p]📅 Thursday, August 14, 7am PST | Showmatches Day 1[/p][p]📅 Friday, August 15, 7am PST | Invitational Day 2 & Team Draft[/p][p]📅 Friday, August 15, 6pm PST | Mechabellum Mini Masters[/p][p]📅 Saturday, August 16, 7am PST | Showmatches Day 2 & Lower Team Champs[/p][p]📅 Sunday, August 17, 7am PST | Captain’s Cup & Upper Team Champs[/p][p]📅 Tuesday, August 19, 7am PST | MechaBuzz Podcast[/p][p][/p][p]For more details about each of these events, keep reading, or tune into the Discord for daily event updates![/p][p][/p][h3]Mechabellum Mini Masters[/h3][p][/p][p]📅 Friday, August 8, 6pm PST[/p][p]📅 Friday, August 15, 6pm PST[/p][p]
Mechabellum Mini-Masters is a community-hosted tournament featuring skilled players in the 1.8K-2.2K MMR range, showcasing the community's rising stars and highlighting their exciting and unique play styles. This tournament will take place over three weeks, where only one champion will rise from the ashes of an eight-player Double-Elimination B03 bracket.[/p][p][/p][p]💰$250 Prize Pool[/p][p]📋See the Bracket.[/p][p]📜Join the MMM Discord.
📺 Twitch Links & Returning Casters can all be found in the Discord Event details! [/p][h3] MAG1 Season 4 Finals, featuring Flower fairy and Shark Hunter![/h3][p][/p][p]📅 Saturday, August 9, 7am PST
[/p][p]In the finals, we’ll see Flower Fairy and Shark Hunter, who's seen the mecha ocean before but never quite made it this far until today, competing for their share of the $2k cash prize pool. [/p][p]Will Shark Hunter’s bloodthirst be enough to take down Flower Fairy, or will Flower Fairy prove once again, that he can tread the battlefield with ease?
[/p][p]Mechabellum Advanced Group 1 is a community-owned and driven Mechabellum esports league, producing high quality broadcasts with pro casters, pro players, and some of the biggest names in each division. They run cash-prize tournaments, provide pro-level strategy guides and coaching sessions, and unite top players across the globe to elevate Mechabellum as a serious and competitive esport.[/p][p][/p][p]They have also been huge contributors and producers of our YouTube channel, where you’ll find the PlayPerfect, Clinic, and MechaIn30 series, and our Official Game Trailer and Unit Preview videos![/p][p][/p][p]📺 Tune-in to MAG1.LIVE at 7am PST on Saturday, August 6th, to watch the showdown![/p][p][/p][h3]MechaBuzz Podcast w/ Gretorp and Vibe[/h3][p][/p][p]📅 Tuesday, August 12 [/p][p]📅 Tuesday, August 19 [/p][p]
MechaBuzz brings Gretorp and Vibe, long-time friends and iconic Mechabellum duo, front and center, discussing the current meta and Patch Notes updates, answering your questions live, and solving in-game puzzles and challenges!
[/p][p]Catch up on the first and second episodes, where they do all of that, and more – including a tier list you can’t miss![dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]📺 Watch it live on Vibe’s Twitch![/p][p][/p][h2]Last, but not least: The BeastyQT Mechabellum Invitational[/h2][p][/p][p]The BeastyQT Mechabellum Invitational is a full week of chaos, with tactical mind games, top-tier creators, a $10k cash prize pool, and special creator-focused events – hosted by none other than Serbian Age of Empires IV pro and former StarCraft II pro player BeastyQT, who has a knack for picking up new games and dominating. [/p][p][/p][p]The full event schedule and details are below! [/p][p][/p][p]📅 Sunday, August 10 - Tuesday, August 12 | Invitational Coaching & Creator Streams[/p][p][/p][p]Top players from the Age of Empires and StarCraft communities will be playing, streaming, and getting coached in Mechabellum! Join discord.gg/mechabellum for notifications as they go live![/p][p][/p][p]📅 Wednesday, August 13, 7am PST | Invitational Day 1
[/p][p]The first creator broadcast of the BeastyQT Mechabellum Invitational kicks off on Wednesday, August 13 at 7am PST. Invited players will be playing throughout the broadcast on a private ladder with an overall prize pool of $10k cash prizing. [/p][p][/p][p]📅 Thursday, August 14, 7am PST | Showmatches Day 1[/p][p][/p][p]MAG1 will also be hosting the first day of BeastyQT Invitational Showmatches, where invitees have the chance to win cash prizes![/p][p][/p][p]📅 Friday, August 15, 7am PST | Invitational Day 2 & Team Draft[/p][p][/p][p]One of the most exciting days of the invitational ladder event is going to be Friday! This is the day that team captains will be selected, and those captains will be choosing the teammates that will progress into Saturday and Sunday’s Team Championship Events.[/p][p][/p][p]📅 Saturday, August 16, 7am PST | Showmatches Day 2 & Lower Team Champs[/p][p][/p][p]Saturday we will see our first of two team events, with the Lower Team Championship featuring players from the bottom half of the ladder competition! Our last showmatches of the event will also wrap up today, as we prepare for the big day on Sunday![/p][p][/p][p]📅 Sunday, August 17, 7am PST | Captain’s Cup & Upper Team Champs
[/p][p]On Sunday, the final day of the BeastyQT Mechabellum Invitational, we’ll start with the Captain’s Cup, a 1v1 competition featuring all of our selected Team Captains. We’ll wrap the entire event up with the final showdown: the Upper Team Championship.[/p][p][/p][p]📺 Tune in every day to watch on Twitch or Bilibili.[/p]