Mechabellum
by Game River · 26 Sep, 2024
13 downloads
About the Game
Mechabellum is an infinitely replayable, turn-based tactical auto battler in which you gain victory by adapting your strategy and outhinking your opponents. Select, customize, and deploy a variety of powerful mechs in a futuristic battlefield face-off, and watch as they wreak epic mechanized havoc.


From the nimble Wasp to the massive, flame-wielding Vulcan, learn the strengths and weaknesses of dozens of unique units. Between matches, visit the unit workshop to refine your army, access new technologies, and develop advanced tactics to maximize your squad’s destructive power.

Utilize dozens of battle-ready mechs in a chaotic, tactical dance between battalions. Anticipate your opponent's moves, select the perfect combination of units, and strategically position your mechs on the battlefield to annihilate the enemy’s forces.

Hone your skills with community-created challenges and tutorials. Spectate live matches. Battle against bots and complete challenges in the game’s solo modes. Take control of replays of past battles to explore different strategies. Then face off against other human commanders in intense 1v1 duels, strategic 2v2 team battles, and chaotic four-player free-for-all competitions.

Watch shrapnel, incendiary bombs and huge lasers cut through the air as battles between massive armies of war machines unfold in front of your eyes, and watch the scale of destruction escalate with every round.

Screenshots
17 images
Version Information
Steam Patch Notes
Official update history
Balance Adjustments
Stormcaller
\[Heavy Missile] ATK modifier +120% → +80%, missile HP modifier +250% → +200%
Developer's Note: Currently, we are still collecting more balance data on \[Heavy Missile]. Early data show that the strength of this Tech is unstable, sometimes strong and sometimes weak. To play it more safely, we have decided to make a minor nerf to it for now and plan to make further adjustments after obtaining more data in the future.[p align="start"]Bugfixes
Now Missile Interceptor Tech will also show an indicator of the area like other Techs.
Fixed a visual issue with the Experimental Death Knell
Feedback & Bug Reports
[p align="start"]Feel free to submit feedback, suggestions, or report bugs for this update via the following channels.Mechabellum Discord: https://discord.gg/mechabellum
Mechabellum Reddit: https://www.reddit.com/r/Mechabellum/
Mechabellum Steam Discussions: https://steamcommunity.com/app/669330/discussions/
Balance Adjustments
Stormcaller
\[High Explosive Anti-tank Shells] changed to \[Heavy Missile]: Increases ATK by 120%, increases Missile HP by 250%, but increases Attack Interval by 25%
Developer's Note: This Tech provides players with a means to counter Missile Interceptors. It is worth noting that the significantly increased Attack Interval makes Stormcaller particularly ineffective against Light Units.[p align="start"]Sledgehammer
\[Armor-Piercing Bullets] Cost 150 → 100
Developer's Note: After the nerf to \[Mechanical Rage], \[Armor-Piercing Bullets] seems a bit too weak.[p align="start"]Mustang
\[Culling Rounds] Cost 200 → 250
\[Armor-Piercing Bullets] Cost 300 → 250
Developer's Note: We have adjusted both the most and least popular Tech for the Mustang, aiming to make the Mustang's Tech choices more diverse[p align="start"]Vortex
\[Grid Integration] Cost 200 → 250
\[Mobile Power Station] ATK modifier +20% → +30%
Developer's Note: We hope this adjustment will allow a small number of Vortexes to have a larger impact[p align="start"]Void Eye
\[Aerial Mode] Cost 200 → 150
Developer's Note: We have buffed the relatively less popular Tech of Void Eye[p align="start"]War Factory
\[Photon Coating] Cost 250 → 200
Developer's Note: We have buffed the relatively less popular Tech of War Factory[p align="start"]Scorpion
\[Convergent Fire] Cost 150 → 100
Developer's Note: We have buffed the relatively less popular Tech of Scorpion[p align="start"]Fire Badger
\ Cost 300 → 250
Developer's Note: We have buffed the relatively less popular Tech of Fire Badger[p align="start"]Abyss
\[Photon Coating] Cost 300 → 250
Developer's Note: We have buffed the relatively less popular Tech of Abyss[p align="start"]Tarantula
\[Spider Mine] Cost 200 → 150
Developer's Note: We have buffed the relatively less popular Tech of Tarantula[p align="start"]Raiden
\[Energy Shield] Cost 200 → 150
Developer's Note: We have buffed the relatively less popular Tech of Raiden[p align="start"]Typhoon
\[Reactive Armor] Cost 200 → 150
Developer's Note: We have buffed the relatively less popular Tech of Typhoon[p align="start"]Hacker
Attack animation time 0.9s → 0.6s
ATK 645 → 600 (-7%)
Developer's Note: This adjustment will slightly increase the efficiency of Hackers against Units like Sledgehammers and Typhoons[p align="start"]Vulcan
HP 32559 → 30279 (-7%)
\[Incendiary Bomb] Cost 300 → 250
\[Sticky Oil Bomb] Cost 200 → 150
\ Cost 250 → 300
Developer's Note: Vulcan has been a bit too popular recently, so we've applied a small nerf to it while buffing its less popular Techs.[p align="start"]Sandworm
ATK 9352 → 9726 (+4%)
\ Cost 150 → 100
Developer's Note: We have buffed the relatively less popular Tech of Sandworm[p align="start"]Map Layout
Added two new layouts with fewer defensive structures
Unit Variants
\[Elite Marksman] Level of recruited Marksman: 3 → 2
\[Elite Rhino] Level of recruited Rhino: 3 → 2
\[Elite Steel Ball] Level of recruited Steel Ball: 3 → 2
\[Elite Fang] Level of recruited Fang: 3 → 2
\[Elite Stormcaller] Level of recruited Stormcaller: 3 → 2
\[Elite Hacker] Level of recruited Hacker: 3 → 2
\[Elite Arclight] Level of recruited Arclight: 3 → 2
\[Elite Phoenix] Level of recruited Phoenix: 3 → 2
\[Elite Tarantula] Level of recruited Tarantula: 3 → 2
\[Elite Wasp] Level of recruited Wasp: Level 3 → Level 2, Reinforcement Card Level: 2 → 1
\[Elite Mustang] Level of recruited Mustang: 3 → 2, Reinforcement Card Level: 2 → 1
\[Elite Sledgehammer] Level of recruited Sledgehammer: 3 → 2, Reinforcement Card Level: 2 → 1
\[Elite Crawler] Reinforcement Card Level: 2 → 1
4-Player Brawl Match
Experimental Death Knell will no longer appear in reinforcement after Round 7
Developer's Note: This will effectively reduce the frequency of \[Experimental Death Knell] appearing in 4-Player Brawl Match Mode[p align="start"]Experience Optimization
During the Deployment Phase, when the mouse hovers over a Tech icon, if the Tech has an area of effect, the exact area of the effect will be displayed around the unit.
Now you can invite friends or join your friends' rooms through the Steam Client, and view more detailed game status of your Steam friends.
The system now remembers your previous Lobby filter settings
Removed the performance warning pop-up displayed before 4-Player Brawl matches
Maximum number of Emotes equipped: 8 → 16
The maximum number of participants per group in the Weekend Tournament: 128 → 64
Developer's note: A lower maximum number of participants per group will result in players within the same group having more closely matched skill levels.[p align="start"]Bugfixes
Fixed the issue where Battlefield Power spawned units fail to activate Techs properly
Fixed several issues related to Abyss
Fixed multiple desync issues
Fixed an issue related to shields
Fixed a Marksman \[Assault Mode] visual issue
Fixed an Experimental Death Knell display issue
Fixed some display issues caused by switching the game language
Feedback & Bug Reports
[p align="start"]Feel free to submit feedback, suggestions, or report bugs for this update via the following channels.- [p align="start"]Mechabellum Discord: https://discord.gg/mechabellum
Mechabellum Reddit: https://www.reddit.com/r/Mechabellum/
Mechabellum Steam Discussions: https://steamcommunity.com/app/669330/discussions/
Bugfixes
Fixed an issue related to Experimental Death Knell Tech \[Perfect Replica]
Fixed a visual issue related to the Map Forest Eye
Fixed a visual issue related to Mustang
Feedback & Bug Reports
[p align="start"]Feel free to submit feedback, suggestions, or report bugs for this update via the following channels.Mechabellum Discord: https://discord.gg/mechabellum
Mechabellum Reddit: https://www.reddit.com/r/Mechabellum/
Mechabellum Steam Discussions: https://steamcommunity.com/app/669330/discussions/
Balance Adjustments
[p align="start"]The remake of Typhoon and the nerf to Hacker have triggered a series of ripple effects. Currently, many Typhoon-related tactics are still developing, which results in a relatively low win rate despite their high usage. We are closely monitoring the situations of Typhoon, Phoenix, Fortress, and Vulcan, and we expect to make more adjustments once the data for Typhoon becomes more stable.[p align="start"]Hacker
ATK 615 → 645 (+5%)
Developer's Note: After the adjustment to the Attack Mode, as we expected, Hacker's efficiency in hacking medium and light units has decreased. The goal of this new adjustment is to slightly improve Hacker's efficiency in hacking larger units while maintaining its weakness against medium and light units.[p align="start"]Overlord
ATK 4474 → 4742 (+6%)
HP 20323 → 21339 (+5%)
Developer's Note: Due to the remake of Typhoon and the rise of Farseer, the usage rate and win rate of Overlord have dropped quite a bit. Therefore, we need to slightly buff it. Additionally, we are considering adding new Tech to Overlord and Stormcaller in the future to help them counter Missile Interceptors.[p align="start"]Vulcan
\[Best Partner] Cost 300 → 350
Developer's Note: The Vulcan Marksman combo is one of the most popular unit combinations in the game. Currently, the \[Best Partner] has become too strong, so we need to slightly increase its cost.[p align="start"]Marksman
\[Assault Mode] Cost 150 → 200
Developer's Note: After Hacker's nerf, Marksman's \[Assault Mode] became too dominant in higher MMR ranges.[p align="start"]Phoenix
ATK 3058 → 2814 (-8%)
\[Charged Shot] Damage modifier +175% → +200%
Developer's Note: After the Typhoon's remake, the already very powerful Phoenix has become even stronger, which indirectly led to an increase in the usage of units like the Fortress that counter Phoenix. This adjustment slightly nerfs the Phoenix's base damage while buffing its less popular Tech.[p align="start"]Starter Packs
\[Fang & Sledgehammer] Player HP modifier 0 → +100
\[Crawler & Sledgehammer] Player HP modifier -400 → -300
\[Sabertooth & Arclight] Player HP modifier -300 → -200
\[Hound & Mustang] Player HP modifier +600 → +400
\[Vortex & Mustang] Player HP modifier 0 → +200
\[Vortex & Tarantula] Player HP modifier 0 → +300
Performance Optimization
Optimized performance for multiple units
Optimized performance for multiple interfaces
Optimized performance for Emotes, Avatars, and Avatar Frames
Bugfixes
Fixed an issue related to Steel Ball's \[Mechanical Division]
Fixed a display issue related to live streaming
Feedback & Bug Reports
[p align="start"]Feel free to submit feedback, suggestions, or report bugs for this update via the following channels.Mechabellum Discord: https://discord.gg/mechabellum
Mechabellum Reddit: https://www.reddit.com/r/Mechabellum/
Mechabellum Steam Discussions: https://steamcommunity.com/app/669330/discussions/
Bugfix
Fixed an issue related to Vortex
Balance Adjustments
Experimental Death Knell
\[Laser Trial] Attack Range modifier -10 → 0
\[Hyper Diffraction] Attack Range modifier -30 → -25
\[Rapid Reload] Missile launch interval reduced by 5s → 6s
\[Magazine Expansion] Missile count per launch increased by 10 → 15
\[Shield Trial] Shield value per Rank 30000 → 25000
\[Wide-Area Projection] Shield value increased per Rank by 50000 → 25000
\[Shield Recharge] Shield regenerates HP per second 4000 → 2000
\[Shield Reboot] Reboot time 20s → 25s
Developer's Note: The shield Tech line of the Experimental Death Knell has been too strong in the past week, so we have nerfed its shield Tech line while buffing other weaker Techs.[p align="start"]Typhoon
\[Wreckage Detonation] Explosion range 15 → 12, damage 125 → 115
\[Field Reassembly] Cost 250 → 300
Developer's Note: Currently, we are closely monitoring the evolution of Typhoon-related tactics. What is relatively clear at this point is that some Typhoon Techs are a bit too strong, so a minor nerf is needed.
Hacker
ATK 585 → 615 (+5%)
Developer's Note: After changes to its Attack Pattern, Hacker has become a bit too weak. This minor adjustment will help Hacker more effectively counter High HP Units while still maintaining its weakness against Light Units.[p align="start"]Vortex
HP 7071 → 7425 (+5%)
ATK 1246 → 1309 (+5%)
Developer's Note: When making Vortex a starting unit, we made some nerfs to it, and it seems these nerfs might be a bit excessive. In particular, Vortex appears extremely weak against Sabertooth, and this adjustment will make Vortex perform slightly better when facing the Sabertooth.[p align="start"]Phoenix
ATK 3219 → 3058(-5%)
Developer's Note: With the addition of Vortex as a starting unit and the complete rework of the Typhoon, both the win rate and usage rate of the Phoenix have increased a lot. Therefore, we need to make a minor nerf to it.[p align="start"]Sabertooth
ATK 7243 → 6881 (-5%)
Developer's Note: With the addition of Vortex as a starting unit and the complete rework of the Typhoon, both the win rate and usage rate of the Sabertooth have increased a lot. Therefore, we need to make a minor nerf to it.[p align="start"]Arclight
\[Charged Shot] Cost 150 → 100
ATK 347 → 365 (+5%)
Developer's Note: While Arclight is already slightly weaker compared to other chaff-clear units, we fixed a bug related to Arclight's \ in this patch, which makes Arclight slightly weaker than before. So we decided to make a minor buff to it.[p align="start"]Scorpion
\[Convergent Fire] Attack Range modifier +20 → +30
Developer's Note: The initial stats of Scorpion's new Tech are a bit too conservative, which resulted in a lower win rate for this Tech. Therefore, we need to slightly buff it.[p align="start"]War Factory
\[Phoenix Production] Production interval 15.6s →17.2s, Maximum production count 7 → 6
\[Steel Ball Production] Production interval 8.8s → 9.7s, Maximum production count 11 → 10
\[Sledgehammer Production] Production interval 6s → 6.6s, Maximum production count 17 → 14
\[Armor Enhancement] Cost 400 → 350
\[Photon Coating] Cost 300 → 250
\[Launcher Overload] Cost 350 → 300
Developer's Note: This adjustment aims to balance the usage rates of different Techs of War Factory. We slightly nerfed the production-related Tech, and at the same time, slightly buffed other Techs. The reduction of the maximum count of production will mainly affect 2v2 and 4-Player Brawl matches, and it will have very little impact on 1v1 battles.[p align="start"]Bugfixes
Fixed a Typhoon display issue on certain Mac devices
Fixed several issues related to Experimental Death Knell
Fixed the issue where Typhoon's \[Wreckage Detonation] was not affected by the paralysis effect when the core buildings were destroyed.
Fixed the issue where Arclight's \ was not affected by the paralysis effect when the core buildings were destroyed.
Fixed a targeting issue related to Sandworm and Vortex
Fixed an issue related to Mustang's \[Culling Rounds]
Fixed a targeting issue related to Raiden
Fixed a data error issue related to shields
Feedback & Bug Reports
[p align="start"]Feel free to submit feedback, suggestions, or report bugs for this update via the following channels.Mechabellum Discord: https://discord.gg/mechabellum
Mechabellum Reddit: https://www.reddit.com/r/Mechabellum/
Mechabellum Steam Discussions: https://steamcommunity.com/app/669330/discussions/
Balance Adjustments
Typhoon
\[Maintenance Array] Recovery value 600 → 500, Cost 100 → 200
\[Field Reassembly] Cost 200 → 250
Unit Drop
Added a skip button to Unit Reinforcement, and the supplies obtained when skipping gradually increase with the number of rounds.
Added Experimental Death Knell to Unit Drop in 4-Player Brawl Match
Interface
Optimized several Tech icons
Survival Mode
Updated enemy lineup in Survival Mode
Bugfixes
Fixed several issues related to Typhoon
Fixed several issues related to Experimental Death Knell
Fixed several issues related to Fortress
Fixed several issues related to Phoenix
Fixed several issues related to Sabertooth
Fixed several localization issues
How to access the Public Test Server
1. Locate Mechabellum in your Steam library, right-click on it, and select Properties...
[img src="{STEAM_CLAN_IMAGE}/37540939/1a1ce07a2599565eca05ced911a292928089995a.png"]
2. In the pop-up Properties window, select the Betas tab, and then choose public_test from the drop-down menu of Beta Participation.
[img src="{STEAM_CLAN_IMAGE}/37540939/ced40037ee6d64b63bd9a78ffaad755a507e31d6.png"]
3. Wait for the update to complete. Please note that the version should display as public_test. Now click Play, and you can get access to the Public Test Server.
[img src="{STEAM_CLAN_IMAGE}/37540939/649469e06551f9436f64cf3b4334687d7872e299.png"]
4. In order to switch back to the live server, please repeat these steps and select "none" from the drop-down menu.
Feedback & Bug Reports
[p align="start"]Feel free to submit feedback, suggestions, or report bugs for this update via the following channels.Mechabellum Discord: https://discord.gg/mechabellum
Mechabellum Reddit: https://www.reddit.com/r/Mechabellum/
Mechabellum Steam Discussions: https://steamcommunity.com/app/669330/discussions/
Bugfixes
Fixed an issue related to Sticky Oil
Fixed several known issues
Bugfixes
Fixed an issue causing server data errors
Bugfixes
Fixed several localization issues
Fixed several issues that could cause the UI to freeze
Balance Adjustments
Hacker
Hackers now require a 0.9s preparation time before controlling a new target
Developer's Note: This adjustment will significantly reduce the hacker's control efficiency over light units and leave its control efficiency over medium and heavy units largely unchanged.[p align="start"]Typhoon
\[Anti-Air Marker] price 200 → 300
Vortex
\[Grid Integration] ATK modifier per linked unit increases +45% → +35%, maximum cumulative ATK modifier +135% → +105%
\[Emergency Armor] Cost 100 → 150
\[Field Maintenance] Cost 100 → 150
\[Electromagnetic Twin] Cost 400 → 350
Scorpion
\[Convergent Fire] Attack Range modifier +15 → +20, Attack Interval modifier -0.5s → -1s, Splash Range modifier -7 → -8, Cost 200 → 150
Battlefield Powers
\[Smoke Bomb] Duration: 2 Rounds → 1 Round
\[Acid Blast] Duration: 2 Rounds → 1 Round, Cost 200 → 100
Dimensional Rift
\[Experimental Death Knell] Experimental Death Knell's Tech Cost will cap at 800
\[Experimental Death Knell] AI can now unlock the Tech of the Experimental Death Knell correctly
\[Battlefield Power Research] AI can now research Battlefield Power correctly via the Research Center
\[Battlefield Power Research] Significantly increased the cooldown time of Battlefield Powers in the Research Center
Experience Optimization
Optimized unit list sorting of Testing Grounds Tools
Added a new category label \[Unit Variants] to Testing Grounds Tools
Optimized several VFX
Bugfixes
Fixed several issues that caused combat to freeze
Fixed some incorrect Tags of Typhoon
Fixed some localization issues
How to access the Public Test Server
1. Locate Mechabellum in your Steam library, right-click on it, and select Properties...
[img src="{STEAM_CLAN_IMAGE}/37540939/1a1ce07a2599565eca05ced911a292928089995a.png"]
2. In the pop-up Properties window, select the Betas tab, and then choose public_test from the drop-down menu of Beta Participation.
[img src="{STEAM_CLAN_IMAGE}/37540939/ced40037ee6d64b63bd9a78ffaad755a507e31d6.png"]
3. Wait for the update to complete. Please note that the version should display as public_test. Now click Play, and you can get access to the Public Test Server.
[img src="{STEAM_CLAN_IMAGE}/37540939/649469e06551f9436f64cf3b4334687d7872e299.png"]
4. In order to switch back to the live server, please repeat these steps and select "none" from the drop-down menu.
Feedback & Bug Reports
[p align="start"]Feel free to submit feedback, suggestions, or report bugs for this update via the following channels.Mechabellum Discord: https://discord.gg/mechabellum
Mechabellum Reddit: https://www.reddit.com/r/Mechabellum/
Mechabellum Steam Discussions: https://steamcommunity.com/app/669330/discussions/
Balance Adjustments
Mustang
\[Culling Rounds] Cost 150 → 200
Developer's Note: The new Techs of Mustang, Hound, and Arclight have brought more tactics to the game, but data shows that they are currently slightly overpowered. The goal of this adjustment is to slightly nerf these three new Techs while ensuring they remain useful, and we hope this gives more opportunities for other units and Techs to be used.
Hound
\[Chamber Compression] ATK increases by 70% per second → 65%
Arclight
\ AOE damage 82 → 75
Scorpion
\[Acid Attack] Cost 300 → 250, Duration 15s → 18s
Developer's Note: Our goal for adjusting the Scorpion is to make it more effective against high-HP units, including Titans. This adjustment is the first step in a series of adjustments to Scorpion, and we will also add a new Tech to it in Season 8.[p align="start"]Void Eye
\[Electromagnetic Armor] EMP effect duration 4s → 3.5s
Farseer
\[Photon Emission] Startup time required 1.1s → 0.6s
Developer's Note: Adjusted Photon Emission will provide more stable resistance against EMP effects, while also ensuring Sandworm will be definitely affected by Photon Emission.[p align="start"]Overlord
\[Photon Emission] Startup time required 1.1s → 0.6s
Battlefield Powers
\[Photon Emission] Startup time required 1.8s → 0.6s
Other Improvements
Now players can preview the type of the next rift anomaly.
[img src="{STEAM_CLAN_IMAGE}/37540939/bb55d246b98ae2847bf7bfa59b52f41880aadb19.jpg"]
Added option to apply Anomalies in Solo - Practice mode
[img src="{STEAM_CLAN_IMAGE}/37540939/ff9b649b1984e14a24dcb59e136c8cf9041a08ff.jpg"]
Added sound effects for Tournament round start
Streamers can now register livestream accounts from multiple platforms
Bugfixes
Fixed several UI display issues
Fixed several localization issues
Fixed several VFX issues
Fixed the issue where the Melting Point \[Electromagnetic Barrage] sometimes failed to correctly disable the Void Eye’s \[Electromagnetic Armor]
Feedback & Bug Reports
[p align="start"]Feel free to submit feedback, suggestions, or report bugs for this update via the following channels.Mechabellum Discord: https://discord.gg/mechabellum
Mechabellum Reddit: https://www.reddit.com/r/Mechabellum/
Mechabellum Steam Discussions: https://steamcommunity.com/app/669330/discussions/
Current Release
Build v0.7.16.835
Uploaded May 21, 2024
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System Requirements
How to Install
Mechabellum.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
6.6 GB
v0.7.16.835
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View AllDownload Mechabellum for PC with a direct link or via torrent. Get the full version of Mechabellum for free. Mechabellum is a Action released by Game River.