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M.A.S.S. Builder Summer Sales is Here

M.A.S.S. Builder will be on sales for 15% discount in the Steam Summer Sales from June 24th to July 8th!

Accessories System in Detail and Patch 0.7.0 Announcement

Hey there everyone! We know that you're all waiting for the 0.7.0 update, and the WIP update snippets aren't helping much. But before that, let's have a final talk about the accessories system, an overview of everything to come. We've been showing a lot how the system will be, how the accessories are going to look like, and how many of them are going to hit the game in 0.7.0.

First, we've categorized accessories into four types: Primitives / Armors / Components / Connectors. We know this might be a change of what you've seen before in our screenshots, but we think they represent what's in each category better.



Primitives: These are basic and simple shapes like geometric shapes, polygons, and the likes of them. It also include small elements that can be placed to create a more distinct shape.



Armors: These are basically armor parts that can be attached onto another armor. They are mostly based on existing armor parts with some unique creations that can be attached to add another layer on another piece.



Components: These are mostly "extra" and non-standard parts such as wing pieces, horns, thruster-like parts, and a lot more. We'd like to use them to create new looks in itself, and we hope you can use it further than what we can.



Connectors: These are parts that work very well with length extension and scaling, be it joints, cylindrical shapes, tubes, antennas, and a lot of other things that represents some kind of connnecting piece.

Now how do we unlock each accessory piece? We know there's a lot of accessories available and we don't want you to have a hard time to acquire them, so it'll all going to be credits-unlockable. You pay a tiny amount to unlock any of the accessories in the game, no need for blueprints farming or anything.



Accessories are further classified into size (S, M, L, XL) and each will have differing prices (250, 500, 750, 1000) to unlock. Also, there's a few that are already unlocked for you to play around with, and accessories unlocking will be almost instant.



Before we go, here are some samples for you all to look at, created by our developers. We know you players can do better, much better than that glimpse of a limit tester shown in the image, and we're waiting to see you do it when the patch drops. When is that happening? Next Saturday June 26th. Time will be announced later in our social media.







Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe

WIP: 0.7.0 Added Close Combat Combo

Hello everyone! We're approaching 0.7.0 soon and we still got more things to show in our WIP update. This week, it's a bit different than what we've been showing through the 0.7.0 update, which is mainly focused on the aesthetics side. With that said, we'd like to make close combat smoother than it was before... so here's the upcoming new close combat attacks and combos!





Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe

WIP: Accessories Preview Part III

Some of you might have thought we're finished with accessories at part II, but we're not. Here's a lot more accessory parts you'll be able to use in the coming update. We know you all are waiting for the update to come, and are asking when is it coming? We'd like to say we don't have a specific date down yet but soon! Stay tuned for more info!

Discord: http://discord.gg/quS7E46
Feedback Hub: http://bit.ly/3wpWofe































WIP: Upcoming 0.7.0 Game Balance Preview

We've been showing you a lot of artistic changes over the past few weeks, let's talk about some balancing in the upcoming 0.7.0 update for a change. There's a lot coming, but it'll mostly be buffs don't worry. As you might have heard from our team in the discord channel, our philosophy is to "don't nerf the OP ones, at least not a lot, while buffing the others to that level."

Melee Gameplay
Close combat has always been a very alluring playstyle against normal enemies but fall short against bosses where the window of attack gets very small. To this, we're buffing their damage by a to compensate for this small window of attack. We're also changing Quantum Break for some experiments. Players will be able to activate it slightly faster but much more frequently. Each type is also more specialized, but ends a lot faster than before.



Ranged Gameplay
Detonators have proven to be much above everything else, still, we don't want to nerf their damage and make it an obsolete weapon, so we're nerfing their ammo once again, but this time to a much lower level. More investment into MAG.LOAD will help you regain its lost ammo count, and this should bring it more in line with other ranged weapons by forcing players to reload more.



We're also buffing other shooters damage base, all of them, especially two that required help, energy auto shooters and energy wave shooters. One has their acceleration relation raised to a much higher level and the other much more power to down and enemy.

Property Damage Gameplay
We're raising BURN and SHOCK to a much higher effectiveness (sorry freeze, your Crowd Control power is too much to get a buff). BURN will most likely be a contender for the highest damage now if used efficiently , while SHOCK will be a very strong supporting weapon that helps raise the power of every other weapon if it is applied.



Enemies and Challenge Missions
Introduced in 0.6.0, challenge missions have proven to be both a good farming mission as well as a record race for you all, we're very relieved it was able to achieve that. In 0.7.0, we're making the most controversial one, Battlegrounds, to be more of a survival thing. It's time gate will be much higher, while enemies will also grow stronger at a faster rate. We hope this will provide more of a threatening survival feeling, but we're monitoring how it performs.

Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe