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Mechabellum News

Update 0.7.1

[h2]Update 0.7.1[/h2]
[h3]Now you can choose not to display the player's full name in the settings[/h3]
[h3]Fixed an issue where Community Challenges were not updating[/h3]
[h3]Fixed an issue where the Recommended Formation for the first round was not updated[/h3]
[h3]Fixed some typos[/h3]

Update 0.7.0

[h2]0.7.0 The EA launch Update[/h2]
[h3]Here's what's been updated in the EA launch version[/h3]
[h3]Newly Added[/h3]
Added player level system, now players can get rewards by leveling up (Detailed in a previous announcement).
Added a report system. You can click on the player's name in the chat channel to report chat abuse now.
Added some tutorial levels.
Added Surrender Voting mechanic, now 2v2 surrender requires both people to agree (or one person asks to surrender twice more than 1 minute apart).
[h3]Optimization[/h3]
Optimized the Combat Power acquisition mechanism, the acquisition speed of Combat Power in the later stage became more gradual.
The Insight acquisition mechanism has been optimized. Now the Insight acquisition speed is significantly accelerated, and the benefits of using multiple Prediction Tickets are significantly increased.
Optimized the networking mechanism, making it easier for players to connect to the server closest to them, reducing the situation where some players are blocked by their own firewalls
[h3]Balance Adjustment[/h3]
The cost of Wasp's [High Explosive Ammo] has been adjusted from 300 to 200
The cost of Wasp's [Electromagnetic Shot] is adjusted from 300 to 200
The cost of Hacker's [Electromagnetic Interference] is adjusted from 200 to 100
Adjusted the range reduction effect of Stormcaller's [Launcher Overload] from 40 to 45
The effect of [Extended Range Stormcaller] is adjusted to: Stormcaller range increased by 40, attack reduced by 30%
The effect of [Extended Range Phoenix] is adjusted to: the range of the Phoenix is increased by 20, but the attack power is reduced by 20%
[Improved Phoenix]'s HP increase effect adjusted from 400% to 200%
The caost of [Advanced Fire Control System] has been adjusted from 300 to 250
[Elite Speicialist]'s player HP bonus adjusted from -100 to +400
[h3]Other[/h3]
Many bug fixes
Many small experience optimizations

Mechabellum Is Out Now In Steam Early Access!

The day is finally here, Commanders. Mechabellum is released in Steam Early Access RIGHT NOW!

While you wait for the game to download, enjoy our release trailer right here:
[previewyoutube][/previewyoutube]

We have been spending a lot of time testing this game in public beta with a large group of players who have already started formulating strategies, creating guides here on Steam, and putting together a wiki for unit statistics. Links to all these resources are available in the Community section of the game, so be sure to check this out as you take your first steps into Mechabellum and learn how to maximize each unit's true potential!
[h2]Counter For Victory[/h2]
Mechabellum is all about the counter-play.

Each new game starts with only a few units on the battlefield and grows slowly over rounds, allowing you to upgrade and recruit more of them; both in numbers and variety of units! Each round you will be guessing what your opponent will do next, but you will be able to see intel from previous rounds as to the units they already have in play.

Developing strategies to counter your opponent's previous round and trying to anticipate the next round is key to success. Unit recruitment and upgrades, offensive and defensive power-ups, and many possibilities to turn a defeat into victory make for very close matches and some of the greatest moments in the game.



Remember that if a round does not go in your favor, you can still turn it around in a clutch moment of genius and tactical prowess.
[h2]Join Our Community[/h2]
We have a growing community on Discord where you can talk strategy with other players, create/join dynamic voice channels and enjoy additional content that our community is creating right here.



Not a Discord user? No problem, because we have the Steam Discussion right here that is also available to you both to provide feedback and discuss the game with other players.

See you on the battlefields of Mechabellum, and best of luck getting those "GG" moments playing the game!

Player Level Progression

Hi everyone,

We want to let you know of a slight change to the game. If you were involved in the public beta test for Mechabellum, you will now notice that the Early Access version of the game has a new feature: player level. This is a system that we have been planning and developing for some time now, but it was not included as part of the beta test stage previously because our core purpose for that was stability.

We have always wanted to provide you with a more cosmetic reward system in the game, so we are doing a lot of work on really cool animated avatars and emoticons. The Player Level system is a way for you to get rewards through playing the game, and there are two parts to this system we're implementing: Research Level and Advanced Level.

[h2]Research Level[/h2]
Research Level increases quickly, with an average of roughly 25 minutes of play to increase on level. Each time you upgrade your research level, you will get a tech point which can be used to unlock new technology for units. Our goal behind this progression system of unlocking technology is to give newer players a more manageable and satisfying onboarding experience and not be overwhelmed by the depth and breadth of information!

[h2]Advanced level[/h2]
When the research level reaches the highest capacity (we estimate this will take rouhgly 20 hours of game time to complete), you will be able to level up your Advanced Level. Every time you reach an Advanced Level, you will receive 120 credits as reward. You will be able to use these rewards to buy your favorite items in the future when the cosmetic shop is available. The role of this Advanced Level system is to give you more rewards that can be obtained.

That is everything about the new progression levels in the game that is being added with the Early Access release. If you have feedback, please be sure to let us know!

See you in Mechabellum!

I can't stop playing this autobattling strategy masterpiece




It's the seventh round of the match, and my survival is balanced on a hair. My infantry are being mopped up by napalm artillery; infantry I bought to screen my tanks from enemy marksmen mechs, back in round two when that was the biggest problem I had. Once my infantry die to the rockets and fire, my now unprotected tanks die to the snipers. Without a frontline to protect them, my fast-firing autocannon trucks are the next to go, and before you know it my whole formation's fallen apart. My scattered survivors are mopped up, and as I lose the round, I barely avoid losing the whole match with it as my side's hit points get deducted once again for my defeat...
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