Mech Wars Launches a Indiegogo


Mech Wars Launches a Indiegogo

MECH WARS is split into a Single Player mode with a huge campaign and a competitive Multiplayer mode. Both modes are connected and achievements of one mode will affect the other one. Even coop and competitive single player games will be possible. The game takes place in a post-apocalyptic scenario and narrate an immersive story. The game includes a feature-rich crafting part which enables players to construct, modify and create mechs, creeps, weapons and equipment and use them in single and multiplayer.

The game progresses in two phases. In the first phase Mechs are built and prepared for combat. Afterwards every Mech is provided with a unit squad (creeps). Unit types will be built by the automated factories, which have to be conquered by the player. The right Mech and unit configuration is mandatory to dominate the battlefield.

In the second phase, which is the battle phase, every player uses his armed forces to battle the enemy.

Building Phase

The player has to find the right Mech configuration and save them for later usage in battles. Every Mech configuration has benefits and disadvantages. The sum of equipment will determine the Mechs character. An heavily armed Mech will be weak in early game, but evolve into a superior Mech destroyer later on. A lightly armed and fast Mech, is strong at the beginning and can crush creeps easily while losing effectiveness in end game. An example set of equipment and configurations will be presented in the next section.

The Mech is supported by units (creeps). The unit types can be chosen by the player and saved together with a Mech configuration. The weakness of a certain Mech type can be compensated by the right unit squad configuration.
Battlefield Phase

The map consists of different lanes connecting the player’s base on one side and the enemies base on the other. Each lane has byroads that lead to automated factories. The player has to conquer these factories to build more complex units. Every factory is guarded by a neutral defensive structure. Factories can be reconquered or completely destroyed during the whole gameplay.

Fast expansion and conquering factories is mandatory for being in advantage. However a player with less factories still has the possibility to compensate his disadvantage by working closer with his teammates.

The player will control his Mech and engage the enemies in a classical Hack’n Slay manner.

Nobody remembers the earth before the nuclear holocaust. For generations mankind has fought for the last resources on the planet.

Not only dust and destruction was left behind in the nuclear war. Automated factories all over the world still produce automated units waiting to be commanded. The weapons of the old world are now used to contest in a new conflict.

The modern war leaves behind more dust and scrap. To succeed in battle a much mightier and more powerful weapon is being created: the MECHs. An ultimate weapon, that will dominate its enemies, will end a never ending conflict.

The high technology weaponry initiated a fierce global competition. In huge workshops Mechs are being designed, built and optimized. Resources are limited, old technology needs to be recycled in a process in which trash evolves into a powerful weapon.

The game provides a full single player campaign, which is narrated from different perspectives. Three factions fight for victory:

  • The wealthy Alliance, a union isolated in mega-cities, last remaining huge infrastructure in the polluted nuclear barrens.
  • The poor Resistance, that lives in the deserts and is hardened by its unforgiving nature, they collect old technology and improve those, tinkering to survive.
  • The Unknown living in the forbidden area, polluted that heavily that no man could ever return to tell a story about the mysterious and dangerous land.

All factions insist on forcing their beliefs and ideologies on each other to rebuild the new world out of the ruins of a nuclear disaster.

The single player campaign tells the story of the Alliance and their endeavor to conquer all lands. As a young general you have to reconquer, what rightfully belongs the Alliance.

The single player mode includes an extensive and immersive story, with dozens of characters. The missions are rich in variety: from crusades to rescue missions over revealing the truth. Players that accomplish missions will be rewarded with exclusive items, weapons and Mech-Parts.

The gameplay is similar to the multiplayer part. The player will build Mechs, conquer factories, build creeps and destroy the enemies.

The possibility for coop gaming will make the single player campaign even better. The normal campaigns will be playable with up to 2 players. Alongside with the normal campaigns the game will provide exclusive coop campaigns with up to 6 players. The most interesting part is the PvP coop campaign (3vs3), in that the players can fight in teams against each other.

Mechs are the central actors of the game. Their configuration and paired unit types will drastically influence the game.

Mechs types, weapons and tools can be combined individually. Every weapon and tool of each Mech will have requirements to energy generation output, engine torque and computer processing power (these are the equivalents to fantasy game attributes like agility, strength and intelligence). Three slots are available on every Mech for installing a power generator, engine and processor. Only one of them can be improved. For example, by integrating a more powerful processor. In that case energy and engine power will be reduced:

OR an alternative configuration will result in this:

These are the main stats of a Mech. Every equipped tool and weapon will decrease them. Heavier and more complex weapons and tools will use more capacity. Lighter and simple equipment will use less capacity. Every player needs to evaluate his Mech configuration and create a balance between stats and equipment to be effective early game.

Every stat results in a bonus in the battle phase:

  • ENERGY: Increases ability power regeneration (consumed by special abilities [mana]), health regeneration and attack Speed.
  • TORQUE: Increases movement speed, health points and armor points (for damage reduction).
  • MIPS: Increases available ability power, increased experience gain, increased weapon precision.

The stats go up with each level. The starting amount of stats will determine the bonus in early game.

The usable weapon and item categories are constrained by Mech types. The type will additionally determine available slots and carrying capabilities. A Mech can be one of the following types:

  • LIGHT MECH: Are fast and agile actors, that can carry light and energy weapons. Light Mechs are used in early game to control the map and eliminate units.
    The usable equipment amount is limited, but this guarantees high resource availability, which results in huge stat bonuses on game start. This will make the light Mech superior to other Mech types in early game.
  • MEDIUM MECH: Are strong and well-equipped Mechs. The medium Mech can use every equipment category. Medium Mechs are effective Mech eliminators and tend to be dominant in mid-game. The medium Mechs will scale slower but constantly.
  • HEAVY MECH: Are overwhelmingly strong and massively equipped Mechs. They scale very slow but dominate the end-game. They can eliminate Mech groups and destroy the enemy base. To reach this state heavy Mechs must be protected and supported by teammates in early-game.

Every type of Mech can hold a different amount of equipment. The usable power sources, engines and processors are the same for all types.

Every Mech type can hold different amounts of weapons and items. Some slots are suitable for heavier weapons; some are limited to light weapons. The weapon type will define its basic attributes:

  • LIGHT WEAPONS: shoot projectiles. These weapons have less stat requirements. The usage of light weapons will keep stat bonuses high in early game. The light weapons have advantages in attack rates and are excellently suited for unit (creep) elimination. These weapons have a low range and an average damage output. Light weapons are mainly used by scouts, anti-creeps, support or hit and run players.
    Examples: Machine Gun, Gatling, Cannon, Light Missile Launcher, Grenade Launcher
  • HEAVY WEAPONS: Are also projectile based. These weapons have high requirements to CPU and engine. This will lower the starting stats. The advantage of heavy weapons is the convenient attack range and high damage output, at a cost of low attack rates. Heavy weapons cannot be carried by light Mechs.
    Heavy weapons are used by anti Mechs, AoE damage dealers (Area of Effect), ranged attackers.
    Examples: Heavy Cannon, Heavy Missile Launcher, Sniper, Minigun
  • ENERGY WEAPONS: Are energy based, armor piercing weapons with medium damage output. These weapons have an average attack rate and range. The CPU and energy supply requirements are high.
    They are mostly used by universal-combaters, anti-creeps and supports.
    Examples: Laser Cannon, Laser Gatling, Phaser, Plasma Cannon, Railgun

Every weapon (and item) will provide an unique ability. Every Mech will have a maximum of 5 slots for abilities. The player has to fill these slots with abilities enabled by equipped weapons (and tools).

Tools are support equipment increasing stats and enabling special abilities. The tool slot count is much lower compared to other slots. Abilities are described in detail later.

To enable maximum balance and enable player equality we introduced our stat system. This system will provide a circle, that is divided into three main areas with overlapping in-between areas.

The areas represent the bonus damage for one particular armor type. A weapon will only have a maximum of two bonuses. Weapons can move between two areas. They will address both armor types, but this will split the resulting damage bonus between the armor types. Specialized weapons will have a stronger bonus in one category.

The closer a weapon is to the border, the stronger the weapon will be, but the higher the requirements will get.



Sugi is Owner of MobaMonster. He likes to try/play different Moba games in the market and is very competitive gamer. Currently is looking forward to Strife and Core Masters. Sugi's grammar is bad.

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