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Full Steam announcements and update articles for this title.
Urban Conflict marks the beginning of combat in the Megacity. Alongside new missions, this update expands Haven's forces, introduces new vehicles and modules, and adds several quality-of-life improvements to your arsenal.
TL;DR
2 new vehicles
2 new modules
4 new Megacity missions
Expanded Haven enemy roster
Vehicle bookmarking
Staggered Fire weapon groups
Two new vehicles have been added to the third tier of the Dept. of Combat.
Marauder
A four-legged walker capable of carrying 2 large sized ballistic weapons.
Fury
A fast 8-wheeled gun platform capable of mounting one large ballistic or experimental weapon.
2 new modules have been added with this update,
Type
Name
Description
Structure
Braced Structure
Braced internal structure for improved armor performance.
Armor
Smart Polymers
Gradually repairs armor until it reaches 50% of maximum armor.
This update expands the Haven unit roster, giving them new combat capabilities. Some of these units include:
Peacekeeper: One of the more advanced units, specialized for urban combat. RReinforced side armor helps counter ambushes, while long-range autocannons and short-range beam weaponry make it a formidable combat unit.
Warden: Equipped with two steel shields to block any projectiles that slip past RIOT units.
Interceptor: A fast medium hovercraft equipped with dual grenade shotguns.
Combat has reached the Megacity. Large buildings, concrete streets and abandoned districts allow for more dynamic combat encounters than seen before.
This update introduces 4 new missions taking place here, with upcoming content updates planned to further round this out.
Bookmarking
With an ever-increasing list of vehicles, it became increasingly difficult to quickly select your preferred vehicle. With this update, you can now "bookmark" vehicles to ensure they are always at the top of their sub-list.
Staggered Fire
It is now possible to enable Staggered Fire for a weapon group from within the loadout screen.
With Staggered Fire enabled, weapons within the same weapon group will automatically stagger their shots, creating a more continuous barrage of bullets. You can freely mix and match weapons with different fire rates, and the system will handle the timing for you.
Alternatively, tapping the fire button will immediately fire the next ready weapon in the group.
Vehicles
Conqueror HBT
HP: 1800 > 1700
Armor: 0 > 100
Goblin
HP: 550 > 500
Armor: 0 > 50
Buster H-1
HP: 950 > 900
Armor: 0 > 50
Controller cursor speed now better takes screen resolution into account. Previously, it could be very slow on higher resolutions.
More content is already in development, including additional missions, weapons, and vehicles for the Megacity and beyond.
Thank you for playing Mech Havoc! As always, your feedback helps shape future updates.
MidDev here to share with you some info on Mech Havoc's second major update!
The upcoming update will have missions taking place in the new Megacity environment: heavily urbanized areas where concrete is more common than dirt.
Expect dense, fully destructible city blocks as the fight moves into Haven's home turf.
With the new Megacity missions, you'll be entering Haven territory. Fittingly, they’ll be bringing in some reinforcements.
A handy quality-of-life improvement is coming in the next update: Staggered Fire!
With Staggered Fire enabled, weapons within the same weapon group will automatically stagger their shots, creating a more continuous barrage of bullets. You can freely mix and match weapons with different fire rates, and the system will handle the timing for you.
Alternatively, when Staggered Fire is enabled, tapping the fire button instead of holding it will fire the next ready weapon in the group immediately.
Final preparations are underway. You can expect this update soon!
>> See you in the city!TL;DR
T3 Mech: Valkyr
2 new T3 Ballistic weapons: Hammerhead & Buckshot Cannon
The Valkyr has joined the test field: a new high-mobility mech built for prototype weapon trials under live combat conditions. Fast, responsive, fitted with increased radar range, and capable of carrying one large and two medium-sized experimental weapons, the Valkyr is made for aggressive field testing where staying still is not advised. Actual survivability is a secondary concern.
Hammerhead: A heavy cannon that fires high-explosive shells at a steady cadence. Slower than an autocannon, but much faster than most heavy guns.
Buckshot Cannon: A Combat Cannon variant loaded with enough smaller projectiles to turn the barrel into a giant shotgun.
Fixes & Improvements
Improved refreshing of unlockable items in the Engineering tab.
This update took a little longer than planned while I prepare the next major update. More news on that soon!
TL;DR
T3 Hover: the Goblin
T1 Walker: CS-Gunner
3 new weapons: RC-Large, Mini Jet, Rocket Booster
The first T3 vehicle for the Dept. of Science. Officially designated with an acronym so long nobody bothers, the platform is better known as the Goblin.
Originally built as a mobile Rail Cannon carrier for long-range fire support, trials showed the chassis could survive closer work than expected. Later batches were up-armored and up-gunned, shifting the Goblin into a front-line heavy weapons role.
An attempt to preserve infantry effectiveness in the age of combined mech warfare.
The CS-Gunner has proven especially effective in urban incursions: small enough to weave through buildings while maintaining the firepower to deal with any soft targets within.
RC-Large: A Large T3 Rail Cannon. Rushed into service by the UEE. It prioritizes decisive shots over efficiency, user safety and long-term durability.
Mini Jet: Small sized down scaled Plasma Jet. Uses an emitter with reduced damage output, but while firing it produces the same forward thrust as the larger Plasma Jet.
Rocket Booster: A repurposed portable rocket used purely for thrust. Provides short bursts of acceleration instead of dealing damage. Most effective on light frames, though can be difficult to control.
Updated the Hover vehicle icon to be more distinct
TL;DR
This update focuses on build customization and escalating combat encounters, introducing the new Module System and the Haven faction.
New Module System added
Haven sub-faction introduced
7 new missions across 3 maps
4 new vehicles
9 new weapons
Expanded workshop support
This update introduces the new Equipment Module System, allowing you to further customize your loadouts. Alongside your weapon selection, you can now equip different modules to tweak your vehicle's stats.
Similar to weapons, modules are split into different types that determine where they can be equipped. But unlike weapons, there are no size restrictions, with the only limitation being the slot count. In addition, modules have weight, making your vehicle heavier or lighter depending on your build.
Modules
The selection of modules will be expanded in the future, but for now includes:
Type
Name
Description
Structure
Reinf. Structure
Reinforced internal structure
LW. Structure
Lightweight aluminium structure
Armor
Improvised Armor
Adds additional health
Plasteel Plating
Adds extra armor that functions as an additional health bar
Systems
Observer
Increases Rearm Speed
Amplifier
Increases Radar Range
Weapon Systems
Loader
Improved weapon loading systems. Improved reload speed for all equipped weapons.
Mounted
M-LAPS
Adds a Mounted Laser Anti-Projectile System
AMT-MG
Automated Mounted Turret equipped with a Machine Gun
AMT-Seek-R
Automated Mounted Turret equipped with a Seek-R missile launcher
I’ve got a lot of ideas for expanding this system further, so I’m looking forward to your feedback (and
inevitable balance discussions) once you get your hands on it!
Four new vehicles have been added, expanding both heavy and light combat options.
Rex Mech
An artillery support walker.
Conqueror HBT
A heavy tank popular amongst militia forces.
Lancer
A mech designed to be about as small as possible, while being capable of carrying the Pilum.
Mathilde-H
Variant of the Mathilde capable of carrying a large rocket weapon on its back.
9 new weapons have been added, spread across various types and sizes. Also including the first 2 large sized weapons.
Plasma Jet
Fires a narrow plasma beam, while converting exhaust into forward thrust.
Shocker
Precise, non-lethal EMP weapon designed to disable enemy electronics.
Coilgun
A more refined electromagnetic accelerator. Mag-fed and a decent fire rate, but takes some time to get up to speed.
Combat Cannon
large-caliber cannon capable of taking down most targets in a couple of shots.
RG-Buzzsaw
Rotary gun with an exceptional rate of fire.
6 Shooter
Smart-munition weapon firing self-guided microjet projectiles.
RG-1
Portable rotary gun that's ideal for countering drone swarms.
Hedgehog
Fires a rapid salvo of indirect fire rockets. Not the most precise, but compensated with volume.
Sweeper
Fires an unguided rocket over its target, releasing cluster bombs along its path.
This update also introduces a new HIVE sub-faction: Haven.
These units are built from reverse-engineered Mega City Police Force equipment. Utilizing hover drones, guided missiles, and Anti-Projectile Systems that (try to) shoot down nearby rocket projectiles.
Unit List
A list of Haven units that are added with this update. If you don't want to get spoiled, skip this list. But feel free to read it if you're curious.
Tiny
Enforcement - reverse engineered from the robotic Special Enforcement Officer unit. Early scouting indicates that they are not much of a threat.
Hound - A drone that is not much more than 2 hover blades equipped with an SMG.
Small
Constable - The baseline and most common mech found in Haven forces.
Cruiser - A patrol hover cruiser designed for quick response.
RIOT - A small and stout mech with a surprising amount of armor and an APS system.
Fast Response - Quick walker armed with 2 guided missiles. Tries to keep its distance while reloading.
Medium
Enforcer - A mech designed for an active combat role. With additional armor around its cockpit.
Armed Response - A heavily armed four-legged combat unit.
You'll fight against this new Haven threat in some of the new missions!
Main Missions
7 new main missions have been added, taking place across 3 new maps in the Fortress Pass location. These missions lead up to the upcoming Megacity area planned for the next Major Update.
Crossing
Respite
Crossing Escort
Holdout
Haven
Respite Escort
Field Research
Arena Missions
3 new "arena" missions have been added. Arena missions take place in dedicated combat training areas. These missions are designed for quickly testing builds, farming resources, and practicing against HIVE forces.
Industrial Arena
Industrial Arena #2
Haven Arena
Reinforcement waves
Enemy spawning has been reworked on the newer maps with a new reinforcement wave system. For now, this system is only active on the newer missions while I gather player feedback.
Previously, HIVE units spawned inside fixed "sectors" and respawned based on player proximity and unit counts. With the new system, enemy units now arrive in reinforcement waves, entering the map from its edges before moving to reinforce active combat zones.
Threat Level
Missions now feature a Threat Level that reflects the strength of HIVE forces in the area.
The Threat Level starts at the mission difficulty
It gradually increases over time
Destroying HIVE units accelerates this increase
It can rise up to +2 above the mission difficulty
The current Threat Level determines which, and how many, HIVE units can spawn.
For example:
A Difficulty 3 mission begins at Threat Level 3. If combat continues long enough, the Threat Level can rise to 5, allowing stronger HIVE units to appear.
Radar Changes
The HUD radar now shows where reinforcement waves are entering the map, allowing players to prepare for incoming enemies.
A small indicator in the top-right of the HUD also displays the current Threat Level.
Workshop support has been expanded:
Support added for all vehicle types (more example vehicles coming to the workshop soon)
Support added for particle emitters
You can now reload local vehicle mods without restarting the game. If you have any local mods, simply open the Escape menu and press the "Refresh Local Mods" button at the bottom-right. This button only appears when you're either in the base menu (where you can find the Strategic Map and Tech Tree) and any local mods were found when starting the game. Note: Some UI elements might not immediately update properly. But if you just click around a bit, it should be fine.
An expanded JSON reference sheet has been created, with all currently available properties listed. You can find it at: https://steamcommunity.com/sharedfiles/filedetails/?id=3668375183
Vehicles
Buster can now carry small weapons in slot 3 & 4
Tortoise can now carry small weapons in slot 2
Replaced integrated APS & Turret with module mount slots for Tortoise & Photon
Added Module mount slot to L1A1
Scout Car now has +25 Radar Range
Weapons
Rail Cannon:
Damage: 550 > 650
PL-S-Repeater:
Increased projectile speed
Damage: 35 > 40
PL-Slingshot:
Damage: 160 > 175
PL-L:
Increase projectile speed
PL-Scatter:
Increased projectile speed
AGL Thumper:
Firerate: 4.5/s > 5/s
GL-20:
Reload Time: 4s > 3.5s
HMG:
Reload Time: 2s > 1.5s
MG7:
Reload Time: 2s > 1.5s
AC-20:
Reload Time: 0.85 > 0.7s
L-Focus:
Reload Time: 8 s> 4s
l-16:
Reload Time: 1.25s > 1s
L-8:
Reload Time: 0.75s > 0.5s
L-8x2:
Reload Time: 1s > 0.85s
LCG-07:
Reload Time: 2s > 1.75s
Hooligan 25mm:
Reload Time: 8s > 7s
Changes to Reload and Rearm Speed bonus calculation
Previously, +25% Reload Speed actually equated to -25% Reload Time. This is technically not mathematically accurate, but easier to read and understand. However this method doesn't scale as well, which wasn't a big concern before, but has now become one now with the addition of the module system. As such, the math has been updated. Now the Reload Speed buff is calculated as: Reload Time = Base Reload Time / Buff.
So to give some examples for a weapon with 1s default Reload Time:
+25%: 1 / 1.25 = 0.8s
+50%: 1 / 1.5 = 0.67s
+100%: 1 / 2 = 0.5s
Tooltips: Tooltips have been added to some icons. Showing their meaning when you hover over them.
Destruction System changes: The destruction system should now be more performant and reactive.
Extraction reward is now a +20% reward multiplier.
MidDev here to share with you some info on Mech Havoc's first major update!
After several content updates, I’ve been working on the first major update for the game, and I’m excited to finally show what I’ve been building.
A big new addition in this update is the new Equipment Module System that adds new ways to customize your vehicle builds. Alongside your weapon selection, you’ll be able to equip modules to tweak things like health, reload speed, radar range and more. Modules have weight, making your vehicle heavier or lighter depending on your build.
I’ve got a lot of ideas for expanding this system further, so I’m looking forward to your feedback (and inevitable balance discussions) once you get your hands on it!
This update also introduces a new HIVE sub-faction: Haven.
These units are built from reverse-engineered Mega City Police Force equipment. They're more advanced and better equipped than their Industrial counterparts, making use of hover drones, anti-projectile systems, and guided missiles.
Like any good major update, Modular Mayhem adds rotary guns, along with a nice selection of other new weapons.
Shred lighter enemies with the new RG-Buzzsaw medium-sized rotary gun. Or shock their systems with EMP damage using the experimental Shocker. If you prefer something more traditional, you can also look forward to the large Combat Cannon and the Hedgehog rocket artillery.
You can expect this update to drop in the first half of March.
>> See you on the battlefield!TL;DR
New Hover vehicle: the HT C32
2 new Dept. of Science weapons: the Rail Cannon and the PL-S-Catapult
The next step in hovercraft tech, and the first model deemed suitable for front-line duty. A nimble hover vehicle ideal for hit-and-run strikes. Capable of carrying 2 medium experimental weapons and 2 portable weapons.
The original electromagnetic weapon, using linear rails to accelerate magnetic slugs. It rapidly grew in popularity due to its ease of use, precision and heavy damage.
Fires an explosive plasma projectile at a high angle, functioning as a short-range mortar for indirect fire. Dept. of Science's answer to the petard, combining the results of the Grenadier and Slingshot plasma weapon systems.
Reordered Dept. of Science tier 2 layout.
Mission description box now auto-resizes based on description length.
A bit of a smaller content update this time around. I’m currently gearing up for the first major update, so I’m excited to share more about this soon!
TL;DR
Steam Workshop support added for custom mechs
New Dept. of Engineering tab for variant weapons and mods
Weapon Groups + backend now supports up to 12 weapon slots
New TacRadar HUD element
Enemy alert & spawn tuning, AoE damage changes, weapon tweaks, bug fixes
AKA: the Dept. of Independent Innovations
Official Steam Workshop support has been added!
Get started: Download the example mech Badger-ex from the Workshop (great as a template). Modding guide coming to Community Guides.
You can now make, upload and download modded mechs via the Steam Workshop. For now, only custom mechs can be made, with plans to expand this to other vehicle types in the future.
Each mod is essentially a collection of PNGs with a .json file to tie it together, which should make it reasonably approachable. While also being customizable enough to go wild with new mech ideas.
To start off, 2 example mechs have been added to the Workshop:
Badger-ex: A recreation of the vanilla Badger, using the modding tools.
Badger 6-Shooter: A badger with 6 weapon slots.
The modded Badger 6-Shooter in action. As the name suggests, it carries 6 weapons: 3 gauss rifles & 3 MRL4s.
Introducing: the Dept. of Engineering.
A new place dedicated to unlocking modified variants of equipment, and other items that don't really have a place in the Tech Tree.
To start, "variant" weapons have been moved from the main Tech Tree to the Engineering tab. This should also help with making the Tech Tree easier to read. These weapons include: AC-20-Canister, AC-20HB, GL40-AB, QL-Missile and the PL-L Scatter. 2 new variant mechs have also been added: the Badger-M and Uhlan-BL.
Equipment becomes available to unlock in the Dept. of Engineering, once you have unlocked their related item in the main Tech Tree. E.g. unlocking the AC-20 will make the AC-20-HB and AC-20-Canister available in Engineering.
In addition, modded items will also appear here.
Nodes
Changes have been made to the research nodes. Which should make them quicker to read, and easier on the eye.
Equipment names are only shown on hover.
Lines between unlocked nodes are now green, as opposed to white.
Weapon nodes have their weapon size icon shown.
If unlocking an item also makes something available in Engineering, the node shows a gear icon.
Connected Engineering nodes are also shown in the unlock information pop-up.
Weapon Groups
People were already changing their key bindings to group multiple weapons together. Now, it is an actual feature! There are 4 weapon groups that act similar to how the 4 weapons used to act. If you opt not to customize these weapon groups, you should not experience any difference in controls.
Changes to these weapon groups are saved per-vehicle, and can be customized in the loadout screen.
In addition, this also opens the possibility for more than 4 weapons per vehicle (while still retaining 4 weapon groups). Together with this update, I have also made some changes to the back-end to make sure it will also support this. Putting the new (theoretical) limit at 12 weapon slots. Currently, no in-game vehicle makes use of this. But with the addition of mod support...
Auto generated stats
Stats are now calculated in-game instead of manually entered. Numbers may differ, but behavior shouldn’t.
Radar
The nifty new TacRadar has been added to the HUD. Using this radar, you can see stuff like:
Main objectives
Extraction
Enemy units within a 100m radius
Secondary objectives within a 100m radius
Weapon groups
The weapons list has been updated to now show the weapon groups.
Weapon aim lines are now also colored based on their weapon group (blue for group 1, orange for group 2). Settings to customize these aim lines further are planned for a future update.
Enemy behavior changes.
Enemy units will now only alert nearby units of your location if they were the one to spot you. Previously, they would also alert nearby units if they were alerted themselves. In some missions, this could cause nearly the entire map to be alerted of your position.
Enemy spawn changes.
Increased time between sector spawn attempts.
Made it less likely for enemy units to spawn at a sector you came from.
Enemy unit cap setting
A setting to modify the enemy unit cap has been added. You can lower it to 50%, or double it if you like a challenge. This setting is applied at the start of a mission. Note: putting this setting too high might cause some performance issues. But I figured it's better to at least give the option.
AoE damage changes
Previously, AoE damage falloff was calculated from the center of a unit. Now the closest point is used, making direct hits more reliable.
Damage falloff starts at 25% of the explosion radius. At the outer edge, damage is reduced to 25% of base.
If anything is between the explosion source and a target (e.g. a wall, shield or another unit), the damage is further reduced.
Damage type tweaks
Plasma: Damage to Health: x0.75 > x0.85
Energy: Damage to Armor: x0.75 > x0.8
Damage type properties are now shown in the loadout selection screen when pressing the "help" button
Weapon spread changes.
Changes have been made to how weapon spread is calculated. Because of this, the first shot of all weapons should be more accurate.
Proximity fuses
Changed projectiles with proximity fuses to not detonate the moment they detect a nearby target. Instead, they measure the distance to nearby targets, detonating once this distance increases (i.e., after the projectile passes the closest point to the target). This should make them more reliable.
Applies to: Cluster Launcher, Cluster Pod, FL4K, AB-Rocket, GL40-AB
Weapon size icons
Updated weapon size icons to be more readable.
Added "Pierce"
Some weapons now have a "Pierce" function, allowing them to shoot through certain objects/ components/units. This is most noticeable with the "Pilum", which can now shoot through the Barriers' shield, and some small units. Note: This system is being slowly rolled out, and currently mainly affects the Pilum. A more detailed explanation will follow.
Increased Artillery explosion radius
Howitzer: 10 > 13
Mortar: 6 > 7
MRL4
Now fires all 4 rockets in a salvo, similar to other MRL weapons.
Reduced max spread.
Hooligan 20mm & 25mm: Increased time it takes to reach max spread
AGL Thumper: Reload time: 6 > 5
Cluster Pod: Reload time: 8 > 7
Fixed Slagger rear component not being attached to rest of the unit.
Displayed language on the dropdown language selector now properly updating when a different language was selected.
Take a Tortoise-C1 Cargo Hauler, remove most of its cargo, bolt on armor plates, add extra guns. Now you have the C1b, better classified as a mobile fortress than a mech.
It has both an integrated APS and turret system, plus the highest HP of any playable vehicle to date. It absolutely lives up to its name by also being the slowest playable vehicle.
One of the first combat-ready mechs fielded by the UEE. It’s big, heavy, and dated. But the armor is thick and the chassis is easy to maintain. These machines were instrumental in securing early UEE territory and remain in limited production today, mostly for collectors, honor guards, and parade duty.
It can carry 2 medium-sized ballistic weapons, allowing it to pack quite a punch.
8 new weapons, mainly for the Dept. of Combat, rounding out the explosive arsenal, plus a 25mm variant of the Hooligan rapid autocannon.
AB-Rocket Fires a proximity-fused airburst rocket that scatters a high-explosive payload over a wide area. Ideal for deleting HIVE clusters and destroying walls.
AGL Thumper Drum-fed grenade launcher firing 20mm impact grenades. Decent magazine capacity and steady rate of fire enable sustained short-to-mid-range suppression.
Cluster Pod Multi-round variant of the Cluster Launcher, firing smaller cluster grenades at a higher rate, making it excellent at clearing large groups of soft targets. Originally developed as a riot-control solution on newly liberated worlds.
Firecracker A portable launcher that fires a proximity-fused cluster missile that bursts into a forward-facing cone of bomblets. Low-angle submunitions strike directly, shredding groups and softening larger targets. The missile is essentially a single-use, flying explosive shotgun.
Hooligan 25mm A modernization of the Hooligan 20mm: improved reload mechanism and up-gunned 25mm shells with a small explosive filler. The tradeoff is bulk and lower muzzle velocity.
MML16 Upsized MML8. Offers the same advantages, now with double the missiles.
MRL4 The result of an extended R&D miniaturization effort. The MRL4 delivers the same mission profile of larger MRL systems. But now as a portable quad-tube rocket launcher.
QL-Missile Guided variant of the QL-Launcher. The added guidance system reduces rate of fire and magazine capacity, but delivers reliable on-target damage.
You might be wondering where you could try out these new weapons and mechs. Good news! Introducing the Militia HQ Training Grounds. A secured area where you are free to try out new builds on some deactivated HIVE targets.
Mr. Riggs changes
Weapon slots 2 > 4
Movement Speed: 29 > 36
L1A1 Changes
Movement Speed: 27 > 34
Can now have Portable Experimental weapons equipped in slot 3
Some minor tweaks to the enemy spawning system. Shouldn't affect gameplay too much, but is a part of a larger effort to revamp the current system.
AC-20 & AC-20-HB should now properly apply their explosive damage.
Some weapons now have a "Max. Range" stat listed.
Minor fixes ⦁ Swarm-Rs description mentions firing 24 missiles, while actually firing 21. It now fires 24 missiles. ⦁ The EXOR Railgun now deals energy damage, as suggested by its description. ⦁ Fixed HMG incorrect description. ⦁ Fixed QL-Launcher incorrect reload time. ⦁ Field Sabotage description fixed. ⦁ HT E28 description fixed.
Other
⦁ Improved AMR accuracy
Falcon - Light Assault Mech
Added the Falcon Light Assault Mech
A tier 2 Department of Science mech. Sacrifices hit points for speed. Can carry 1 medium experimental weapon, 2 small experimental weapons and 1 portable experimental or rocket weapon.
HP
340
Speed
54
Weapon slots
4
Balance Changes
⦁ QL-Launcher
- Reload time: 12 > 8
- Max Spread: 5 > 3
- Radius: 3 > 2.5
⦁ Rocket Launcher
- Radius: 2 > 2.5
⦁ AMR
- ROF: 2/s > 1.5/s
- Reload speed: 2s > 3s
Other
⦁ Minor bug fixes
A quick hotfix with UI corrections and small balance updates. More fixes later this week.
Bug Fixes
⦁ Mr. Riggs. Fixed an issue where an incorrect number of weapon slots was displayed.
⦁ XOR Railgun. Corrected size: previously shown as Portable, now correctly listed as Medium.
Balance Changes
⦁ Mathilde - Slot 1 now also accepts Experimental weapons. - Added Slots 3 & 4. Each can equip one Portable Rocket weapon. - Added a dozer blade at the front which can block enemy shots. It has 20HP and 80 Armor.
⦁ Jackrabbit - Fixed stats incorrectly displaying 4 weapon slots. It now has 4 weapon slots.
⦁ Arachne - HP: 500 > 600.
Price: USD $9.99 / EUR €9.75 / GBP £8.50 / CNY ¥32.00 / JPY ¥1,200 (10% launch discount)
Platform: PC (Steam Deck playable)
Roadmap
To start with the good-stuff. Here is a general overview of what you can expect from early access! The early access is planned to last for 1 year and will include 4 large updates. With smaller patches in-between.
Differences between demo
On initial launch of the Early Access, you'll gain access to Tier 2 equipment. As compared to the current demo, that'll contain 25 new pieces of equipment to unlock! From new mechs to deployable drones, and a nice treat for fans of The Riftbreaker. With additional content planned for the coming weeks.
In addition, the launch will contain 15 additional missions to test these pieces of destruction on!
Would you like to know more?
Here are some nice video's that showcase what to expect in Mech Havoc.
Splattercat returns to Mech Havoc! Many of you found the game after his demo coverage 8 months ago, so I’m especially happy to see a new video right before launch!
Also: a great video by Jarboe Gaming! A nice 10-minute overview of what you can expect
Thank you for the support! And I'm excited to see how what you all think about the launch!
For all the Mech lovers and The Riftbreaker fans, we have a special treat. The Rift Jump and Exploration Mecha-Suit, Mark IV - Griffin variant, AKA Mr. Riggs from The Riftbreaker is joining Mech Havoc!
Accompanying Mr. Riggs will be the new EXOR Railgun. A devastating rail gun, capable of piercing through walls and weaker opponents.
Join Mr. Riggs in the Mech Havoc Early Access release TODAY!
Mech Havoc launches on October 27th. Here’s what you need to know: Launch time: 8 AM PDT / 11 AM EDT / 3 PM GMT / 4 PM CET / 11 PM CST (China)
Price: USD $9.99 / EUR €9.75 / GBP £8.50 / CNY ¥32.00 / JPY ¥1,200 (10% launch discount)
Platform: PC (Steam Deck playable)
Splattercat returns to Mech Havoc! Many of you found the game after his demo coverage 8 months ago, so I’m especially happy to see a new video right before launch!
Also: a great video by Jarboe Gaming!!
Thank you for the support! Tomorrow I’ll share what’s next for Early Access and share the roadmap.
If you know someone who might enjoy Mech Havoc, please let them know about tomorrow’s launch. Let’s make it huge!
MidDev here to share with you some intel on HIVE units.
HIVE isn’t one monolith. It consists of multiple groups. At Early Access launch, you’ll face the Industrial variant: machines cobbled together from construction equipment and scrap.
A compact mech built from a forklift frame. Fitted with 2 pincher arms with slag throwers bolted on. These weapons fling superheated metal fragments. Cheap, crude and common, so you’ll see them often. They’ll try to close to short range where their weapons are most effective.
Counterplay:
Prioritize other targets first. A single Lifter isn’t much of a threat.
Use splash or multi-target weapons to clear them quickly.
A small construction chassis rebuilt to carry a thick slab of plasteel as a shield, plus a grenade launcher in its off arm. The Barrier attempts to close the distance while tanking damage.
Counterplay:
Aim for the chassis, not the slab.
Destroy their exposed weapon to make them harmless.
Use impact force to expose their weaker side.
The largest HIVE unit so far, and the first truly “original” HIVE design. Looking like a walking chunk of metal without much thought or reasoning in its design. It fields an impressive kit: rapid slag thrower (short-range), large slag cannon (mid-range) and an MRL artillery system (long-range).
Note: Due to its “Slapped-together” nature, multiple variants of this unit have already been reported.
Counterplay:
Target the sensor array first to reduce accuracy.
Then destroy whichever weapon gives you the most trouble.
That’s today’s intel. Ready to create some scrap metal? Wishlist now, and create some havoc on October 27th!
>> Go get 'em!
It’s been a while since update V0.1.7.5 (April). This update brings the demo closer to the upcoming Early Access build. Here are the highlights, plus important save info.
Beta
A beta of this update ran over the past week. Want in on future playtests? Join the Mech Havoc Discord: https://discord.gg/ZzZRa6Upqq
⦁ Tech tree reshuffled. ⦁ New equipment added for Tier 1. ⦁ Some items moved to Tier 2, so no longer in the demo (should remain usable if you had them already unlocked). ⦁ New missions, existing missions swapped out or tweaked. ⦁ New component-based damage system. ⦁ Enemies rebuild under the new system. ⦁ Graphical changes.
⦁ Due to the tech tree reshuffling, some items that were previously reachable have moved out of the demo's scope. ⦁ Save compatibility: Existing demo saves should be automatically imported. If you had items unlocked before the move, they should remain available in that save.
The Tier 1 layout changed. Some previously accessible items are gone from the demo, but new Tier 1 options were added to compensate.
⦁ Raider-LT - Light Tank: Lacking in health, compared to heavier tanks, but compensated by being one of the fastest vehicles in its category. ⦁ Uhlan - Light Rocket Skirmisher: The smaller sibling to the Wojtech. Quite a bit smaller and lighter, but still capable of carrying a fair amount of rockets. ⦁ QL-Launcher - Rocket Launcher: Not quite an MRL, not quite a Rocket Pod. The QuickLoad-Launcher is what you get when you slap an autoloader to a rocket launcher. ⦁ S-LAPS - Deployable Turret: The stationary laser anti-projectile system. A new deployable turret that doesn't engage enemy units, but targets incoming grenade projectiles.
⦁ Wojtech ⦁ L1A1 ⦁ Hotwizer ⦁ Motivator
The old damage model has been replaced with a new component-based system.
⦁ Armor Points (AP): Protective layer that must be depleted before the hull can be harmed. ⦁ Hull Points (HP): Structural health of a component. ⦁ Internal Components: Subsystems inside a component (e.g. servos, sensors). Damaging these causes malfunctions instead of raw bonus damage. Enemy units are made of multiple components (e.g. Center, Arms, Rear, Side, Turret). Each component has its own AP and HP. You must break AP before HP can be damaged. When a component's HP reaches 0, that component is destroyed. Destroyed a key component (e.g. the center) will destroy the entire unit.
When HP takes damages, there's a chance to also hit an internal component, this causes a malfunction on that subsystem. Change formula Internal hit chance = (damage / remainingHP) * InternalHitModifier The InternalHitModifier depends on the damage type (see table below)
These are the internal components that can currently be found: ⦁ Servo: Reduces rotation speed. Common on arms/turrets. ⦁ Sensors: Causes sensor drift leading to lower accuracy. Usually in the center. ⦁ Reactor: Lowers movement speed and deals extra damage on destruction. Often in the rear. ⦁ Leg Actuator: Reduces movement speed. Often on side components. ⦁ Autoloader: Increases weapon reload time. Found on weapon-bearing components.
HP Modifier
AP Modifier
InternalHitModifier
Special
Kinetic
x1.0
x1.0
x1.0
Energy
x1.0
x0.75
x1.4
Plasma
x0.75
x1.25
x0.75
Explosive
x1.0
x0.75
x0.75
Can perform internal hit on armor damage
Under the new system, enemy units were rebuilt. Familiar enemies should behave similarly, and the new setup will allow me to add more types faster. Enemy units now have actual names, shown in the fancy new "Combat Log" upon their inevitable destruction.
A bunch of minor graphical tweaks: Ground textures have been replaced, Lighting changes, Explosion effects, etc.
Some old missions have been swapped out, existing missions have been tweaked and 2 new missions were added.
A multitute of crash & bug fixes have been implemented
I’m excited to announce that Mech Havoc will enter Early Access on October 27!
To celebrate, a brand new trailer premiered on IGN, revealing more of what awaits you in the chaos of Mech Havoc.
Join the Mech Havoc Discord to be the first to catch sneak peeks, share your feedback, report bugs, or just hang out and chat about games, mechs, and everything in between.
Click here: https://discord.gg/ZzZRa6Upqq
In the coming weeks, I’ll be sharing a roadmap and talking more about my plans for Early Access. Stay tuned, there’s a lot I can’t wait to tell you about!
The official Mech Havoc Discord channel has been created!
I'll use it to share dev updates, sneak previews and the latest news. It'll also be a place for you to ask questions, provide feedback, report problems and discuss anything related to the game.
Join here: https://discord.gg/ZzZRa6Upqq
Over the past few months, I've been analyzing feedback from the demo, prioritizing features based on feasibility, how many times it was suggested, and whether it fit in the overall game design.
I’ve also been working on both exciting new content and some important behind-the-scenes improvements. Most notably is a complete rework to how the damage system works for enemies. Enemies now consist of subcomponents, making combat more tactical. More details soon.
To create extra insight in the current development, I'll list some of the most suggested features, and their status, here:
Adjustable weapon groups: High priority, but after more content.
Module system: Same as above.
Allied units: Expect allied units in certain missions, and AI units that can be equipped as support abilities.
Indirect fire weapons: Yes.
Multi-legged mechs: Can confirm.
More weapons/vehicles/explosions/havoc: Of course.
Enough talk. Here are some nice GIFs of new toys (and explosions).
>> Until next time!
Hey everyone! MidDev here, the solo developer behind Mech Havoc. I’ve got some exciting news to share: Mech Havoc now has a publisher! Thanks to you, Mech Havoc has become a much bigger thing than I had ever planned. I’m excited about delivering the best game possible to all of you. But for this, I’ll need help. So I have partnered up with Pretty Soon, an indie publisher that focuses on supporting solo devs and small teams. I’m still leading the charge, but now with some much-appreciated backup.
And now, we’d love to hear from you. Together with the folks at Pretty Soon, we’re setting up some one-on-one chats with players who’ve already tried the demo. Nothing fancy, just casual conversations to help us better understand:
what you liked (or didn’t),
what kind of stuff you usually enjoy in games,
and how we can make Mech Havoc even more fun, clear, and satisfying.
Sound like something you’d be into? Awesome! You can sign up right here: 👉 Click here to register
Thanks so much for playing, sharing your feedback, and being here. Let’s make something awesome, together.
– MidDev & the Pretty Soon team P.S. Pretty Soon is working on a bunch of other cool games from solo devs and small teams. If that’s your thing, feel free to check them out and give them a follow:
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Mech Havoc, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Mech Havoc statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.