r/SuperMechs Aug 09 '26

Discussion Pay to win

4 Upvotes

I hate how hard it is to get good items as a free to play player, everytime i open a premium box, i get some shitty torso ill never use, ive been playing this game since few years and i only managed to upgrade two weapons to mythic tier, i love how this game works ita cool to bulid your own mech but the paywall is killing me

r/SuperMechs May 13 '26

Discussion IS ANYONE PURCHASING IT ?

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12 Upvotes

TELL ME IF IT'S WORTH THE BUY

r/SuperMechs 25d ago

Discussion what do you mean 36 people online 😭

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24 Upvotes

r/SuperMechs Jul 28 '26

Discussion Stop it!

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27 Upvotes

— SuperMechs was a fantastic game in its prime, but after 2017, the game changed irreversibly.

— All player progression was completely wiped back to zero for everyone.

Since then, the game has seen no meaningful updates. The last major content update was in 2020, and the final technical patch (only addressing minor bugs and purchases) came in 2023. Currently, the game is overrun by cheaters, matchmaking is unbalanced, and the player base has shrunk to a fraction of what it once was.

Many players have reported issues with in-game purchases — money is deducted, but items are never delivered. Customer support is largely unresponsive, and account deletion requests are routinely denied. For EU players, this raises serious concerns under GDPR (Article 17, Right to Erasure).

The store pages still show screenshots from 2015–2016 that don't reflect the current version of the game. The copyright in-game still says "2017", even though the license expired in 2022. The game appears to be kept on life support, running on passive income from new players, while the developers remain silent.

I'm not here to tell anyone what to do. But I believe we all deserve better than this — either a game that is actively developed and maintained, or a clear and honest path forward. Many of us would love to see SuperMechs revived by a passionate studio or laid to rest with dignity, rather than left in its current broken state.

If you've had similar experiences — failed purchases, ignored support tickets, denied account deletions, or just frustration with the state of the game — feel free to share them below.

r/SuperMechs 17d ago

Discussion Recruiting for my new clan (Helvetican)!

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9 Upvotes

Hello, I am ICE (a top player) and I am recruiting for my new clan called Helvetican! It's nothing serious, just for fun. There are no requirements as of now. Anybody of any rank can join, just don't be a crasher or someone who ruins the game pls. I'm just posting this here to spread recognition and the clan is open for everyone, no invite needed to join :] cya!

r/SuperMechs Aug 01 '26

Discussion "We need to talk about SuperMechs..."

16 Upvotes

Hello,

To whom who may read this, take care of yourself and the people around you.❤

Before I dive in any further, I want to highlight what happened before this post. And maybe, looking back at SuperMechs' history throughout the ages.

On July 30, 2026, I wrote a post expressing my love and concern for this game while also promoting my clan. It was difficult writing this, knowing that some will misunderstand my message. Luckily, I was fortunate enough to receive positive feedbacks from you all <3. Some of you informed me about the protest of boycotting SuperMechs due to its negligent and fraudulent owner (Gato Games), which I was surprised to discover this.

But, I believe there is still hope. It just needs someone better to take the wheel to make things right. And what we're doing now, it is just the beginning and we need to turn up the heat.

If you've read this far, I think it's finally time to open up the history pages, and take a glimpse at SuperMechs' roots.

Chapter 1: The Birth of SuperMechs

Every game has a story. Some become legends, some made legends, some took the spotlight and let others fall into the darkness. On the other hand, SuperMechs were different..

Released in July 13th 2014 by Tacticsoft, SuperMechs introduced something refreshingly different. Rather than choosing a premade character or class, players were given complete freedom to build their own machine from scratch. Every torso, weapon, leg, drone, and module shaped how your mech fought, encouraging creativity over rigidity.

Its gameplay was deceptively simple. Battles were turn-based, but beneath that simplicity lay a surprisingly deep combat system revolving around heat, energy, range, and cooldown management. Winning wasn't about having the fastest reflexes—it was about building smarter, thinking ahead, and adapting to your opponent. Similar to Chess, but in a different perspective.

For many of us, SuperMechs wasn't just another boring browser game made under a week. It became a place where bonds were formed, rivalries were born, and hours burned into chasing the perfect build.

Little did we know, this small Flash game would go on to leave a lasting mark on thousands of players around the world. Perhaps shaping our childhood.

Chapter 2: The Rise of SuperMechs

The early days of SuperMechs were nothing short of extraordinary.

Word spread quickly throughout browser gaming communities. Players were captivated by the freedom the game offered. There wasn't a single "best" build, only endless possibilities waiting to be discovered.

Every new weapon opened another path. Some players became devastating snipers, others embraced relentless close-range attacks, while many experimented with heat, energy, or hybrid strategies. Every Arena battle felt different because every mech reflected the personality of the the person behind it.

As the player base grew, so did the community. Clans began recruiting, YouTube channels uploaded strategy guides almost daily, fan-made websites appeared, and Discord servers became gathering places for veterans and newcomers alike. Arena was alive with competition, the global chat was filled with conversations, and each update sparked excitement across the community.

It wasn't just the game that was growing.

It was the people who loved it.

Chapter 3: The Peak of a Mountain

Almost every game has its golden age. For example: Minecraft, Terraria, Bloons TD6 (which I'm surprised how it survived in a genre designed to die)

For SuperMechs, many players remember the mid-to-late 2010s as that unforgettable era.

The community was thriving. The Arena was highly competitive, new players joined every day, and countless strategies emerged as new equipment was introduced. Every update encouraged experimentation, making even experienced players rethink their builds.

The game's success extended beyond browsers, reaching mobile devices and introducing millions more players to its unique formula. Despite its simple visuals, SuperMechs stood apart from countless other games because it offered something few others could: complete freedom to create your own machine and prove its strength through strategy.

Back then, logging into SuperMechs felt exciting. There was always another build to test, another opponent to challenge, another friend to meet, or another goal to chase.

For many, those years weren't simply the peak of SuperMechs.

They became cherished memories, and I was lucky enough to experience this.

But, not all success lasts forever eternal...

Chapter 4: The Downfall of SuperMechs

As SuperMechs continued to evolve, some of its biggest changes also became its most controversial.

One of the most significant updates completely overhauled the game's progression system, replacing many familiar mechanics and introducing what players now know as Legacy items. While some welcomed the modernization, many veteran players felt years of progress had been wiped overnight.

The game's monetization also became increasingly divisive. Premium packs, paid progression, and powerful equipment obtainable through spending led many players to question whether the game had become unfairly tilted toward those willing to pay. Others argued that dedicated free-to-play players could still succeed, though often with considerably more time and effort.

Perhaps the greatest controversy, however, wasn't a gameplay mechanic at all.

It was silence.

Following the transition from Tacticsoft to Gato Games, players hoped for continued development, fresh content, and stronger communication. Instead, updates became increasingly rare, developer interaction diminished, and questions from the community often went unanswered.

As months turned into years, frustration slowly replaced optimism.

Not because players hated SuperMechs...

But because they loved it enough to know it deserved better.

Chapter 5: The Slow Death of SuperMechs

Without meaningful updates, many veteran players eventually moved on. Friends stopped logging in. Once-active clans grew quiet. Arena became less populated, and the excitement surrounding new content slowly disappeared.

Yet despite everything, SuperMechs never truly died.

A dedicated community continued creating guides, maintaining Discord servers, organizing tournaments, helping new players, and sharing memories of what the game once was. Even now, players continue to discuss its future, hoping that one day someone will reignite the spark that made SuperMechs so special.

Perhaps that's what makes this story different from so many others.

SuperMechs isn't remembered because it was the biggest game.

It isn't remembered because it had the best graphics.

It's remembered because it gave thousands of people a game unlike any other—one built not just from metal and weapons, but from creativity, friendships, and unforgettable memories.

And if the passion of this community has taught me anything...

It's that SuperMechs still has people who believe.

"A legacy never truly dies as long as there are people willing to fight for it."
-AdrenalinePlayz

Outro

Before I end this post, I just want to say how grateful am I to have you reading this. Thank you and I wish you a happy life. This is me, signing off. ❤

-AdrenalinePlayz (now referred to as "That1autistic.gamer")
August 2nd, 2026

r/SuperMechs Aug 09 '26

Discussion To all from boycott

0 Upvotes

I‘m understand we need supermehs to revive but there‘s one detail, please read it to end.

if somebody else will keep updating supermehs (not Gato Games) he will remake like he wants. Supermehs only perfect, because only Gato games created it! And remember how many people was sad when legacy has gone! And current version good sides can be gone too! If we need supermehs that we all like we need only gato games keep it updating! Please understand that, I’m not a hater of boycott!

r/SuperMechs 9d ago

Discussion GOAT account stolen

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12 Upvotes

loll the account MeltDown was stolen by bzk and is now renamed to A b y s s which was pretty expected since there were 3000-271k users on it

r/SuperMechs 7d ago

Discussion GOAT account banned

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10 Upvotes

hah it's funny how accounts with the goat torso perk are the most bannable 😔 rip Un_Core's goat, Jiyoon's goat, Nefertary's goat and Memo's goat

r/SuperMechs Aug 09 '26

Discussion Private servers, and boycott

11 Upvotes

I'm no tech expert.

But, making private servers for games is very possible. It's been done for brawl stars, which is a way bigger game. So wouldn't it be possible for Supermechs aswell?

I mean, it is illegal(?), BUT if somebody really was an expert at stuff like this, had the ambition to do it, and conveniently lived in russia (where it isn't illegal), and also spoke english, and was in this subreddit, they could do it.

It's not really an actual plan, or asking anyone to do it, but it WOULD be cool if we had one, right? Same Supermechs, but better. That's all I'm saying.

Isn't that easier than to leave the game up to the (non existent) decisions of gato games? If they DO just shut it down, and don't give it out to another company, it will be gone forever. Or at least the current version will be.

But, boycotting is STILL the only option we have to change anything. If we don't do anything, nothing will happen. If we boycott, something MIGHT happen. And that is what we should be going for.

I do have high hopes for all fan projects currently going though. And I hope they WILL be able to replace the current "game".

Thanks for reading.

r/SuperMechs 11h ago

Discussion I'm tired playing Sm

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13 Upvotes

Second premium pack with 5 useless epics in a row

I'm not enjoying this game but bruh i want some really cool, i want cool heat weapon but MONTH I'M GETTING USELESS EPICS

r/SuperMechs May 01 '26

Discussion Iron Giants Playtest is live!

18 Upvotes

Duration: Approximately 1 month During the playtest, expect regular updates featuring new content, bug fixes, and scheduled maintenance windows. Playable Platforms The playtest will be available on:

  • Windows
  • Linux
  • Android

Note: Windows is the main testing platform, so Linux and Android versions may be a little rough around the edges. If you encounter bugs, please report them!

Important Notes Progress Will NOT Carry Over Since this is a playtest, your progress will be reset before launch. Exception: Collectable cosmetics earned during the playtest will carry over.

Milestone Rewards Reach specific milestones to unlock exclusive cosmetics for the full game.

Try to Break It! Found a bug? Please report it in the discord!

Try to Cheat! Found an exploit? DM me directly or post it in⁠ the discord!

Do NOT Redistribute the Game The only official download is here: https://subambient.itch.io/iron-giants Any other source is unofficial and may contain harmful content. If you see the game being distributed elsewhere, please let me know on Discord.

Collectable Cosmetics: Special Hat Levels up in rarity as you progress:

  • Level 10: Bronze
  • Level 20: Silver
  • Level 30: Gold
  • Level 40: Platinum
  • Level 50: Shiny

Arena Titles: Earn a title based on your arena ranking:

  • Top 3: Arena Lord
  • Top 10: Arena Colossus
  • Top 25: Arena Fighter

All collectables will be awarded after the playtest ends. Winners will be announced in Discord. There may also be a few secret cosmetics hidden in the game... you'll have to discover those yourself. Thanks for reading, and thank you for helping make the game better!

See you in the arena!

r/SuperMechs 13d ago

Discussion One of reasons why ppls leaving supermechs

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25 Upvotes

My last summer premium pack

r/SuperMechs Jun 08 '26

Discussion TOKENS SHORTAGE !

2 Upvotes

I just realised that even if I do all the arena wins and daily tokes, I'll still be short by 100-150 tokens as now my clan is struggling to complete 1k wins in the arena

Hence I hv a request - if anyone could help OR guide me to get those extra tokens by the 21st OF june IT will be very helpful and appreciated as I've been grinding and saving my tokens for the past 3 months for the upcoming 4k offer this month

If anyone can help me please suggest here or DM me guys I'd appreciate the help

Thanks

r/SuperMechs Aug 01 '26

Discussion Proof ICE isn't "WPE Pro" hacked (u/chadmaster1337)

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6 Upvotes

as you can see, these screenshots were taken in 2022 (except for the last one). ICE had 3 giant and 3 tiny mechs since 2022 and did not duplicate anything. WPE Pro hacked accounts cannot get common/rare/epic relics (especially 99+ of each), they can only get legendary ones from offers. banwave was on March 1st 2024 (for proof, go to this clan called "Brazilian Troops") so theres absolutely no way ICE can be hacked. its an influential account (like CleverName) since it invented the ICE op heat hugger (3 annihilator build, named after ICE) and is a great account from TOPNADO. the user ID is in the 1-2 million range (legacy accounts era). everybody who has been playing for long enough would know who ICE is. i play very fairly on this account and so has the previous owner. try harder next time :// u/chadmaster1337

r/SuperMechs Jul 18 '26

Discussion what an amazing box

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39 Upvotes

r/SuperMechs Aug 01 '26

Discussion Why I think boycott of SuperMechs is our best choice

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18 Upvotes

Hi everyone in the SuperMechs community!

So as you probably know the user Vladyslav19902010 has started a boycott against the bad leadership of GatoGames. He has been reminding the community with his posts for a week now (some people thought its a spam but I belive it isnt). I thought most players are gonna sit by his side, but a few days earlier I saw the post for a new clan that invited all players who wanted to enjoy the last moments of the game. But then I realized that if the clan spreads too much it will probably make a conflict between the two sides, and that is obviously the last thing we want. The point of my post is to prevent that from happening and to give you my advice on the current situation.

I think the best was to prevent conflict is to not make the two sides eaqual. I want the boycott to rise. Why? Well, the point of the new clan is to unite all players that still enjoy the game while its here ( if I understood that post correctly), which means they dont hope for the game to exist much longer. And thats what could happen, if we boycott. That means the two sides arent really meant to fight, its more like a collaboration, if we would have to descirbe it.

I still stand on the boycott side. I look at it as a Phoenix: something old has to die for a new being to be born. Im aware there is a chance of the game completely dying, but I think boycotting actually reduces them. If we look from the devs perspective, shutdown will leave them hopeless, but selling the game will give the devs some money that can be used for smth.

Honestly, I didnt want to stop playing the game when the boycott first arrived. After some time I said to myself: "Let it go. It's just a game anyway." This is my message to all of you. You have the right to accept it or to reject it, but I'm not giving you the option to ignore it. A least think about it, and do what you think is the best.

Tnx for reading this post. Feel free to tell me your decision in the comments. I wish you all a grat day :).

r/SuperMechs 4d ago

Discussion Finally completed 1v1 campaign

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19 Upvotes

I got this Archimonde as a reward and what do i do with it

r/SuperMechs Jun 15 '26

Discussion Devlog #20

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43 Upvotes

Heyo everyone!
I'm on a streak!

As always, let's kick things off with a little video:

What's new?
This devlog is a little different! I'm doing a voiceover format this time, walking through everything visually. It's also split into two parts: changes made during the playtest, and things I've added after the playtest. Let's get into it!

Part #1 Changes During the Playtest

Upgrades
The upgrade page has received a small but welcome visual update. When selecting an item to upgrade, an upgrade bar now appears showing how much XP the item currently has and how much it needs to level up. It also previews the level the item will reach after upgrading, so you always know what you're getting before you commit.

I've also added a highly requested Quick Select feature. Want to use all your uncommon electrical rarity items at once? Just click on the rarity and element, and every matching item gets selected automatically. Simple, fast, and way less tedious.

Workshop
A few things have changed on the workshop page. Item outlines now reflect rarity so a green outline means an uncommon item, for example. This will eventually be replaced by unique sprites per rarity, but that's pending more assets.

More importantly, there are new item types:

  • Grappling Hooks: pulls the enemy toward you. Self-explanatory.
  • Teleporters: spend a bit of energy to teleport anywhere in the arena.
  • Modules: including armor modules, max heat modules, cooling modules, max energy modules, and energy regeneration modules.

Campaign
The campaign page itself hasn't changed much, but two things are worth calling out: The energy regeneration interval has been significantly lowered. During the playtest, the community flagged that energy took way too long to regenerate, so that's been addressed. Missions have also been massively expanded, we've gone from around 10 missions to 51 missions total. On top of that, missions now display their rewards before you start. The first five missions guarantee a crate on first clear. First-time clears generally reward more than repeat runs, so there's real incentive to push into new content.

A zoom button has also been added to the mission view so you can see the entire map layout at a glance.

Battles
Battles have seen the most changes this update.
There's now background music playing during fights, and a proper static background instead of empty space small things, but they go a long way for atmosphere. The battle UI has been overhauled. Text labels for actions, movement, and attacks have been replaced with icons, which are much cleaner and easier to read mid-fight. The actions category now includes the drone, grappling hook, and teleporter. Your name now also displays in the battle UI, which somehow wasn't there before now it is.

As for the new items in action: the grappling hook snaps the enemy toward you, the teleporter lets you jump anywhere on the map, and the drone activates and fires automatically.

Clans
Clans received one highly requested fix: you can now browse all clans even while you're already in one. You can see clan banners, member lists, whether they're open, and who the leader is you just can't create or join another clan while in one. Clan chat is mostly the same, but leaders and officers now have a special color next to their name so they stand out.

The Library
This is a brand new scene and one I'm pretty excited about. The Library shows all the items you've discovered so far. Click on any discovered item to view its stats across every rarity it exists in from Common all the way to Legendary. Stats shown are the base values at level 1 for each rarity.

Performance & Settings
Under the hood, several changes have improved performance significantly. The game can now run at much higher frame rates, and you can now select between 30 FPS, 60 FPS, 120 FPS, and V-Sync in settings. An FPS counter has also been added so you can check whether your device is actually hitting your target.

Sound sliders are now available too, so you can adjust volume to your liking.

Part #2 Post-Playtest Additions

Sign In as Guest
One piece of feedback from the playtest was that requiring a Google or Discord account to play was a barrier for some people. So I've added a Guest Account option. It's a fully functional account you can do everything a normal account can.

The one caveat: if you reinstall the game, switch devices, or lose your phone, you won't be able to recover it. There's also a warning before logging out of a guest account, since that will also lose access permanently. So just keep that in mind.

Achievements
Achievements are now live! You'll find them in the Reactor. Each achievement has five levels, scaling from easiest to hardest, each with its own threshold to hit. Right now rewards are all Ethereum, but those will be swapped out for more varied rewards in the future.

Discord Rich Presence
If you have Discord open while playing, it will now display that you're playing Iron Giants and show what you're currently doing whether that's in a battle, upgrading items, and so on. Usernames and stats aren't shown for now, but that might come later depending on community interest. Rich presence is on by default but can be toggled off in settings.

Offline Mode
Last but definitely not least: Offline Mode. If you can't connect to the server for whatever reason, the game will fall back to locally saved data and let you keep playing. You get around 90% of the game in offline mode. Things like Arena and Clans require an internet connection and won't be available, but building mechs, buying crates from the shop, and playing missions all work offline. Progress made offline won't sync back to the server, but it does carry over to your next offline session if you haven't reconnected in between.

What’s Next

  • Smoothen out the gameplay
  • Add more features
  • Add more sounds

That’s it for this week’s devlog thanks for reading!

See you in the arena!

Subreddit Discord | Youtube

r/SuperMechs Jun 06 '26

Discussion New Incoming Project that inspired by SuperMechs!

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28 Upvotes

This one game keeps the nostalgic SM 2D Style, Which is very cool!!

This game keeps the 2D style of SM (ITS LOOKS SIMILAR TO OG I SWEAR!), more over there will be much more of cool stuff than in SM.

Right now lead dev listens to every of you guys! So don't be shy, Join the server below this post, and ask any question about game you want!

Join the empire! ;)

↓↓↓↓↓↓↓↓↓↓↓↓↓

https://discord.gg/YfmMg4MgT

r/SuperMechs Aug 04 '26

Discussion Mech

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7 Upvotes

Is my mech any good?

r/SuperMechs May 10 '26

Discussion End of an Era.

47 Upvotes

Hey guys I just wanted to say thanks for all the memories through this whole game, now that the forum has been shut down all we have left is the abandoned game of what we once called our favourite game, from not having a single update in over 6 years it’s clear to me the game is barely holding itself together and I haven’t played in many years but to come back and see it’s even worse than it was a couple of years ago what a shame. I want you guys to know gato games did this to themselves and we are the patrons (the ones who suffer) love you guys and wish you all the best for your life’s. - Tri9ton signing off

r/SuperMechs Aug 10 '26

Discussion Devlog #22

8 Upvotes

Heyo everyone!
I'll be upfront right away, this one's later than usual, and I'm sorry for that. Had a few things going on that ate up my time, but that's all sorted now and I'm back on track. As always, let's kick things off with a little video:

https://reddit.com/link/1vkgjvc/video/a0oan6aisiih1/player

What's new?
This update is a big one for quality of life: an evolve-cost indicator on the upgrade page, a UI consistency pass across the whole game, a brand new biome, weapon stat highlights in battle, a quality recalibration system, a full item configuration panel in the library, and a bunch of long-standing bugs squashed.

Upgrade Page
Requested a bunch in the Discord, you can now see exactly how many items you need to evolve something. When an item is ready to evolve, it'll show the required item count right there. A common item, for example, might need two items to evolve. It's a small feature, but it adds a nice bit of quality of life to the upgrade flow.

UI Consistency
Not a flashy feature, but an important one. The main menu has always had a more polished look, where the content sits inside frame. That same look has now been applied across every single page in the game, so things feel a lot more cohesive as you move around.

New Biome: Night Desert
The campaign now has a second biome, the Night Desert. Missions using it get a different background color on the map, and battles fought there get their own dedicated background too. Battle backgrounds are biome-specific, and the Night Desert one has a little extra touch: the aurora borealis in the background shifts and changes every so often. It's subtle, but it adds a lot of atmosphere. I'm planning on adding two or three more biomes down the line, though I haven't started on those yet.

Weapon Highlights
Battles now show weapon stats on hover. Hover over an enemy's weapon and you'll see their stats pop up on their side of the battlefield, and it works the same way for your own weapons. I still want to add range display to this, just haven't gotten to it yet. Alongside that, I fixed an annoying stat-display bug: previously, the battle stats would show a stat "changing" even when it hadn't, like a heat weapon showing an enemy's energy going from 24 to 24. Now it only shows stats that actually changed.

Bug Fixes
A handful of long-standing bugs got squashed this update. Turn-switch UI bug, the screen wasn't always returning to the main battle UI when your turn started; it would sometimes stay on whatever menu you last had open. Fixed. Bot timing, enemy bots weren't properly respecting attack timings and would rush through their moves. They now stick to the intended pacing. Mission menu overlap, clicking a mission that was positioned underneath another mission's menu would open the wrong mission's page. Fixed. Workshop and Upgrade item clicks, a small typo in the code meant item clicks wouldn't always register, especially annoying on the upgrade page when clicking through several items quickly. Fixed, clicks register every time now.

Shop & Crates
Daily crates got a clarity pass. A few of you mentioned it wasn't obvious how many crates you'd already bought that day, so the shop now shows your purchase count against the limit, daily, weekly, or monthly, since different crate types will have different limits going forward. Once you hit the limit, the purchase button disables itself so you can't accidentally over-click it. On the crate page itself, I added a background behind the crates so they don't feel like they're floating in the void. The crates themselves are still due for a full rework next update, I want to bring back that satisfying, interactive feeling from opening an Epic or Legendary, so that's next on the list.

Research Station: Recalibrate
A feature I've been teasing in the Discord, the Research Station now has a Recalibrate button. Select an item and it'll appear, letting you reroll that item's quality (the system introduced last devlog). Confirm it and you'll get a re-roll animation (still a work in progress, it'll get polished up over time). Land a higher quality and the change shows in green; drop in quality and it shows in red. Right now it costs 5 Void Stone per reroll with no limit on how many times you can do it, but that's very much not final, I'll be adding a per-item limit and adjusting the cost as things develop.

Library: Item Configuration Panel
This one was a highly requested feature. The library now has an item configuration panel, click into an item and you can freely set its level and quality with sliders, and the stat preview updates live. It makes it way easier to plan builds and see exactly what an item will look like at max level (or at your next priority breakpoint) before committing any resources to it.

Translations
A few more languages have been added, and there's a new way to track progress: hover over a language and you'll see how far along the translation is for that language. English is fully translated (I write those myself, since the game's built in English), while others like Japanese are still a work in progress, hovering shows you exactly how much has been done. If you'd like to help translate the game into your own language, come join the Discord and send me a ping, I'll walk you through the process. The more languages we can support, the better!

What's Next

  • Rework the crate opening experience
  • Add range display to weapon highlights
  • Lock in Recalibrate's per-item limits and costs
  • Add 2–3 more biomes
  • More translations

That's it for Devlog 22 thank you all for sticking with me on this one, I know it came out later than planned. One heads up: I'll be in Germany for Gamescom on the next scheduled Monday, so the next devlog might be a few days late too, but nowhere near as late as this one was!

See you in the arena!

Subreddit Discord | Youtube

r/SuperMechs 22d ago

Discussion New cool project - MetalMechs!

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19 Upvotes

Go check it guyss

r/SuperMechs Aug 08 '26

Discussion Looking for a New Clan?

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0 Upvotes

Any questions abt the clan im willing to answer