Winter has arrived and brought huge discounts with it. Join us at Modern Wolf as we offer discounts across our portfolio. Get 40% off Mechajammer all week!
Mechajammer is a tactical cyberpunk turn-based RPG set on an off-world grindhouse jungle colony. Skulk through the shadows or charge in guns blazing. Recruit a unique party for large squad-based assaults as your adventure plunges you deep into the citys secrets.
[previewyoutube=hpuf4D5s4Kc;full][/previewyoutube]
Follow us on Twitter
Join the community on Discord
Subscribe to our Newsletter
https://store.steampowered.com/app/485400/Mechajammer/
Winter has arrived and brought huge discounts with it. Join us at Modern Wolf as we offer discounts across our portfolio. Get 50% off Mechajammer all week!
Mechajammer is a tactical cyberpunk turn-based RPG set on an off-world grindhouse jungle colony. Skulk through the shadows or charge in guns blazing. Recruit a unique party for large squad-based assaults as your adventure plunges you deep into the citys secrets.
[previewyoutube=hpuf4D5s4Kc;full][/previewyoutube]
Follow us on Twitter
Join the community on Discord
Subscribe to our Newsletter
https://store.steampowered.com/app/485400/Mechajammer/
Autumn has arrived and brought huge discounts with it. Join us at Modern Wolf as we offer discounts across our portfolio. Get 40% off Mechajammer all week!
Mechajammer is a tactical cyberpunk turn-based RPG set on an off-world grindhouse jungle colony. Skulk through the shadows or charge in guns blazing. Recruit a unique party for large squad-based assaults as your adventure plunges you deep into the citys secrets.
[previewyoutube=hpuf4D5s4Kc;full][/previewyoutube]
Follow us on Twitter
Join the community on Discord
Subscribe to our Newsletter
https://store.steampowered.com/app/485400/Mechajammer/
Plunge into the dark underworld with 30% off Mechajammer this Steal Stealth Fest.
Mechajammer is a tactical cyberpunk turn-based RPG set on an off-world grindhouse jungle colony. Skulk through the shadows or charge in guns blazing. Recruit a unique party for large squad-based assaults as your adventure plunges you deep into the citys secrets.
Follow us on Twitter
Join the community on Discord
Subscribe to our Newsletter
[previewyoutube=hpuf4D5s4Kc;full][/previewyoutube]
https://store.steampowered.com/app/485400/Mechajammer/
Summer has arrived and brought huge discounts with it. Join us at Modern Wolf as we offer discounts across our portfolio. Get 30% off Mechajammer today!
Mechajammer is a tactical cyberpunk turn-based RPG set on an off-world grindhouse jungle colony. Skulk through the shadows or charge in guns blazing. Recruit a unique party for large squad-based assaults as your adventure plunges you deep into the citys secrets.
[previewyoutube=hpuf4D5s4Kc;full][/previewyoutube]
Follow us on Twitter
Join the community on Discord
Subscribe to our Newsletter
https://store.steampowered.com/app/485400/Mechajammer/
Ride into Catalina for an extra 30% OFF and take on a gruesome jungle colony. [previewyoutube=hpuf4D5s4Kc;full][/previewyoutube] Mechajammer is a tactical cyberpunk turn-based RPG set on an off-world grindhouse jungle colony. Skulk through the shadows or charge in guns blazing. Recruit a unique party for large squad-based assaults as your adventure plunges you deep into the citys secrets. https://store.steampowered.com/app/485400/Mechajammer/ Follow us on Twitter Join the community on Discord Subscribe to our Newsletter
Bringing you Mechajammers biggest discount to date giving you 30% off your chance to ride into Catalina. Check out The Refracted Update trailer below to see the new content we added this year! [previewyoutube=hpuf4D5s4Kc;full][/previewyoutube] Mechajammer is a tactical cyberpunk turn-based RPG set on an off-world grindhouse jungle colony. Skulk through the shadows or charge in guns blazing. Recruit a unique party for large squad-based assaults as your adventure plunges you deep into the citys secrets. https://store.steampowered.com/app/485400/Mechajammer/ Follow us on Twitter Join the community on Discord Subscribe to our Newsletter
Modern Wolf and Whalenought have teamed up as part of the Modern Wolf publisher sale to give you 25% off! Check out The Refracted Update trailer below to see everything we have put in the game just for you. [previewyoutube=hpuf4D5s4Kc;full][/previewyoutube] Mechajammer is a tactical cyberpunk turn-based RPG set on an off-world grindhouse jungle colony. Skulk through the shadows or charge in guns blazing. Recruit a unique party for large squad-based assaults as your adventure plunges you deep into the citys secrets. Whalenought Studios & Modern Wolf Follow us on Twitter Join the community on Discord Subscribe to our Newsletter
Before you launch Mechajammer and crash land into your adventure, youll need some advice from the best.
Weve put together top tips from the most experienced players of Mechajammer to help you master playing The Refracted Update. Follow their advice and youll have a ride off of Calitana in no time. You can also join us on discord to get help with solving puzzles and be a part of the community!
Character Creation
What kind of character should I make? How deep will my decisions go? What skills should I choose? Our players have you covered. When creating your first character, try focusing on two main skills you want to excel at and then one secondary skill that you'll be a little skilled in. For example, Slugs and Hacking for main, Burglary for secondary. - Rithin Keep in mind: If you were really this character and actually in this situation, what would you try to do? - Yarow12 Be yourself when you have to make a decision that may or may not impact the rest of the game choose with your guts. Don't try to play 4D chess or think you can predict the consequences of your decisions, you can't. You may as well trust your instincts and your character's moral compass. - Gnarly Passing You can also check out the Character Creation guide.
Rethink combat
Mechajammer's combat is tough for two reasons. ONE! You arent meant to be able to take everyone and everything out; youre only human. And TWO: it takes time to get used to the turn-based style of combat. Heres what our players advise: You don't need to kill EVERYONE. When you do need to kill, think creatively. It doesn't need to be all direct combat. - Rithin Nighttime is for stealth! - Yarow12 During fights keep moving! DO NOT stay in one place hitting your opponent, again and again, expecting to hit more than once. - Gnarly Passing How does Mechajammers combat work? Read our Combat Starter guide.
Notes are vital
Actively seeking information and writing your own notes is a core part of Mechajammer's gameplay, but its something most people ignore. Make sure you have a little notebook by your computer! Quickly write your notes in it during the heat of the moment. When you go back to HQ or have a quiet moment, you should organize your notes and ideas neatly in the in-game notebook - Gnarly Passing If you see any kind of code posted somewhere, write it down in your notes with a short description of where you found it. Even if you don't know what to do with it now, you'll be glad you did later on. - Rithin If youre lost and don't know where to go or what to do? Check your terminal notes. No? Check your inventory for notes that haven't been added yet. No? Then its time to explore. - Yarow12 Missed a note? Ask around on the discord or Steam forums
Exploring Calitana
Don't get lost! You should always try to know where you are and where you're going. Try to learn the map. Otherwise you might find yourself in an endless maze of mutants and rabid dogs way above your strength. - Gnarly Passing You should appreciate every quest marker youre given and expect none. Use your map markers! - Yarrow12 We recommend checking out Whalenought's Mechajammer guide if you need more help. Huge thank you to our players who gave their advice and to those who help others over in the community. We hope this will provide guidance for new players of Mechajammer, you know where to find us! Whalenought Studios & Modern Wolf Follow Mechajammer on Twitter Join the community on Discord
Mechajammer: The Refracted Update has arrived. Back in December, when Mechajammer first launched, we had a good few things to get on top of overpowered PTSD character flaws, anyone? Since then we have released 8 patches for the game, introducing a slew of updates and improvements. During that time we have adjusted game balance, fixed many launch bugs players were facing, added many additional weapons, armour, vehicles and character customisation features. Refracted - a mammoth 1.1 Update to the game - finishes our roadmap and aims to bring you the complete Mechajammer experience. There's new quests, skateboards, new vehicles, weapons and a lot of polish. If you've been waiting for the perfect time to jump in: it's now. Let us know how you find The Refracted Update over on the Mechajammer Discord! We have puzzle-solving and character sheet channels now! We have also written a new guide to accompany the Refracted release, with a wealth of new insights, details and solutions. Here's the full patch notes: 1.1 Quests:
- Gang Quests
- Companion quests for Aldo, Raddo & Ivo, Dex, Gillis and Abram
- Merchants and clinics can be see on minimap and terminal (after receiving notes at the beginning of the game)
- Can radio for gang allies from Terminal menu
- More save slots on save/load screen
- Bribe random spawners to leave you alone
- Skateboards
- New Vehicles
- Merchants to Factus South
- Ammo icon next to weapon
- Player location shows on terminal map
- Increased difficulty of Knockout rolls
- Faster bullets
- Removed luck roll when no dice in a skill
- Damage to weapon durability is a roll instead of a flat number
- Mutation damage procs exhaustion ailment, but happens less frequently
- Increased melee range for spears, clubs and chained items
- Social rolls to charm companions become more difficult with increased party size
- Hit roll bonus adds to damage (vs grace + occult + item deflector)
- Updated item durabilities, damage deflection, damage bonuses, and merchant costs
- Will load game in car if saved while driving
- Car can disappear when player is driving
- NPC cars disappearing while driving
- Bug where you exit car but position remains inside of the car
- Character sprite flickering while driving fixed
- Character sprites on cars disappear when zoomed in
- Character head showing through auto-rickshaw
- Car lights are unpredictable and too dim
- Braking (default hotkey: x)
- Increased gravity for cars
- Sound effect missing for hitting civilians with cars
- Pickup items menu not updating while driving
- Cars on street do not change vehicle types between saves
- Van wheels not turning the correct direction
- Smoothed wheel turning
- No sound playing while reversing
- Bullets appearing too low from guns
- Shooting walls or object makes particles come out of a previously hit location
- ripple particles not showing when walking over water
- Plasma gun missing charge up particle effect
- Light left behind from fires but fire is gone
- Removed noise radius effects while driving
- Fixed stutters that happened while showing bridge raising/lower cinematic
- Adjusted camera to stay closer to the player while moving
- Fixed: Knockout still causing ailment even when roll failed
- Fixed: Combat not ending as expected when hostile NPC is outside sight radius
- Increased walk speed
- Increased blood effects on impact
- Fixed: Using vault generators is missing a cinematic like using bridges
- Fixed: Fires and spills from breakable objects remain between saves
- Fixed: Hackers missing trackball weapon
- Fixed: Bug with arrow hotkeys not working until settings menu is opened
- Fixed: Player does not face computer while using it
- Gang music plays when roving factions attack you
- Fixed: Bullets sometimes disappear without hitting anything
- Fixed: When people shoot a gun they are briefly in shadow after
- Fixed: Sometimes vagrants are in shadow when they should not be
- Fixed: Bug where aiming to weapon was resulting in no damage occuring or weapon breaking
- Fixed: Eating rations not healing character
- Fixed: Weapons stay loaded after you unequip them
- Fixed: Ammo does not load from saved games correctly
- Removed pop up dialogue for police
- Scanners only show visual effects when police are alerted to main player, not rioters
- Fixed: After dinner, Doctor pops between upstairs and downstairs
- Fixed: Vagrant companions not joining you correctly after dinner
- Increased camera pan speed
- Non-hostile NPCs do not start dialogue with you automatically, have icon above head indicating conversation
- Fixed: Parked cars save health and type
- Fixed: Player pathfinds through fire and spills
- Fixed: Spotlights move during turn selection pause
- Fixed: Can see NPCs in shadow when you get close to them
- Fixed: Cyberfreaks utility box triggering incorrect radio call
- Fixed: Extension Blade socket not adding correct distance to melee weapon
- Fixed: Pressing W and S while driving moves game feed up and down
- Vehicle damage only shows in game feed when caused by the main player or done to damage of player's car
- Ammo always shows next to weapon
- Removed rioter info from game feed
- Generators only tell game feed that they need a key when you don't have one
- Can stack rations, fruit, med kits, repair kits, and various other items
- Ammo has higher stack maximum
- Removed deprecated chat messages on right side of HUD
- Removed sound effect that happens when new areas are uncovered during cinematics in intro
- Changed selection color on text on notepad to darker color
- Fixed: XP notice comes after fatal attack in game feed
- Character level shows in character sheet
- Fixed: Disconnected head in character sheet
- Fixed: Hexagon grid only shows walkable tiles
- Combined armor roll min and max shown when inventory is open
- Fixed: Can drag non-matching sockets onto shields
- Fixed: Sight cones for enemies inaccurate while player is in shadow or grass
- Fixed: Tooltips not always working for actions and items
- Fixed: Credit screen font size
- Fixed: Ammo not clickable after unequipping gun
- Fixed: Fire damage not showing in game feed
- Fixed: Procing damage shows up in game feed
- Reduced memory demand during gameplay
- Reduced some stutters in heavily populated areas
- Fixed: Dead bodies scaled incorrect when returning to an area
- Fixed: Lights are not working for trash cans on fire
- Fixed: Stunned sprites clipping through floor
- Fixed: Utility box outside Miners trigger incorrect dialogue
- Companions can take pills
- Fixed: Civilian portraits don't save for companions
- Hovering on companion portrait show name, health, group, AI tag and directives
- Fixed: Companions do not attack target when they are in range group but cannot see target
- When directing companion from outside sight radius, companion takes time to travel to new location
- Fixed several issues with cutaway map visual
- Fixed: can see edge of water on big bridge between old town and factus
- Removed door in building south of old town plaza
- Added more chemical pools to Bottlers' compound
- Fixed: opening in garden maze at Collectors' Estate
- Fixed: Drivers near South Street that drive into building
- Added: Two clinics in Factus Core
- Two additional clinics in Factus Core
- Fixed: civilians in air in factus east main
- Fixed: Issue with bridge colliders while driving over them
- Fixed: Bug with miner's spotlights not turning off after using code
- Added: Lockers with item to Cyberfreaks base
- Shadows corrected in Faith Temple
- Fixed: Hole in geometry near Quinton Trains that could be driven through
- Fixed: Blocked path near Mole people
- Fixed: Incorrect utility box near Miners
- Fixed: Collider issues while driving on bridges near Wolffz Bay
- Fixed: Bottler spotlights moved away from street
- Fixed: Spotlight computer at Miner compound
Announced during The MIX 10th Anniversary Showcase, Mechajammer: The Refracted Update will be released on March 24th 2022, bringing a host of new content and improvements to the game free to all existing players. Check out the new trailer below: [previewyoutube=ftDjpDIotQk;full][/previewyoutube] The huge 1.1 update includes: [olist]
Be a part of cyberpunk horror set on a grim future colony world. As a part of MIX Next, you can see our latest updates, join the community and watch a BRAND NEW trailer we have made just for you.
Mechajammer uses simultaneous turn-based combat to create real-time tactics with the precision of turn-based controls.
Freely roam through the streets of an off-world cyberpunk city, the killer jungles outside its walls, and the occult syndicate hollows below.
You and your crew of deserters have crashed onto a hostile jungle colony. To escape, you must gather rumours, bribe enemies, and earn trust through completing missions. In this immersive sim choose your path wisely, as your story options will shift with every choice.
Recruit large squads of mercenaries, gang members, and thieves as companions. Issue commands to the whole squad to keep the turn-based combat fast and exciting.
Follow Mechajammer on Twitter
Join the community on Discord
The Linux version of Mechajammer is here! To our Linux community: thank you for patiently waiting to play or pick up Mechajammer, we hope that because of this wait, you're able to have a more stable build in your hands and a better experience overall. We've had a few questions about why the timing of the Linux release had changed, and we'd like to give you some clarity on that. After launch, we had to shift our focus to fixing pressing issues for those who were already experiencing the game. We were waiting on a different QA team to our regular testers to review and let us know it was ready to go live. For us, the Linux build has been around the corner and ready to release for a while. Unfortunately, we've had to wait on external parties for longer than we anticipated. We can't wait for you to experience roaming the streets of Calitana and join with the rest of the community in solving puzzles, working out best character builds and fighting rats. Testing has been difficult on Linux, and while it should now have parity with other platforms in terms of stability, if you come across any issues in the game, please head to the official Discord server to leave a bug report. The recent push to main that we're calling v1.81 also comes with a few hot fixes, listed below:
- Fixed an issue with vehicles where a pooling bug can lead to them not show up at all over time with character/NPC use, or show up invisibly while stationary or with drivers
- Fixed visual anomaly with hitting non-combatants with vehicles where they pop between two tiles
The January segment of our Post Launch Roadmap is nearing it's end! We've been cramming the v1.07 patch full of updates and are now well on the path to 1.1. Highlights from this update include keyboard re-binding, achievements and improvements to the tutorial (we heard you and we've shortened it, too). (Quick Note: all achievements work as intended apart from one involving a gang of hackers. Theres currently a bug with their spawn node and it will be corrected in v1.08!) Here is the full v1.07 change-list: UI
- Tutorial messages updated to accurately reflect systems
- Game feed additions: Faction resolution information
- Game feed additions: Objects taking damage
- Game feed additions: Objects breaking
- Game feed additions: Learning percentage from deciphering text
- Game feed additions: Show text from sign
- Game feed additions: Show when time is added to next action from switching item
- Game feed additions: Fire, oil, acid, traps
- Fixed durability showing several decimals instead of whole integer for items in bag
- Elevator keypad removed option to type alphabet keys
- Fullscreen button fixed to match fullscreen status in Settings menu when starting the game
- Added information about current noise radius to detection map and character sheet in Crouch Radius description
- Added skip button for intro as an alternative to double click
- Tutorial integrated into beginning of new games
- Saving and loading functionality added
- Skip functionality added
- Tutorial shortened to reduce intro time
- Clarity added to sight and hearing systems
- Tutorial radio and help notice text updated to accurately reflect systems
- Tutorial ending changed to trigger after last four training drones dispatched
- Fixed bug where traps do not save correctly after being used
- Fixed infinite traps from one bug
- Fixed bug with plasma guns not hitting cars
- Fixed visual issue with attack animation plays twice if youre hit while prepping attack
- Car lot note has corrected code for elevator
- Fixed ferry that takes player to Arms Guild prison island
- Fixed errors occurring on some machines while changing blocks during bridge cinematic
- Fixed bug with cars not taking damage while parked
- Fixed bug where companion group number saving unpredictably
- Updated incorrect text displaying on Gershwein terminal to return player to train station
- Fixed bug where equipping item did not add one turn to next action
- Updated Gershwein's computer to shows accurate language when opening his study door
- Closing gap between interactive objects more predictable
- Reload noise on game load removed
- Fixed bug where cars cannot hop curbs
- Game correctly pauses when Faction map alert opens
- Fixed bug where fight with boss in gangs triggers combat mode remaining active after combatants have left
- Increased XP gained from allying gangs to balance with destroying gang
- Gang reputation meter updated to be accurate between saves
- Balanced various lockpick rolls
- Sight cones in detection map shrink when you are in grass or shadow to reflect how far an NPC can see
- Fixed bug with surface type modifier not updating noise radius
- Fixed bug where interactive objects are not saving correctly when quick saving then leaving a map and returning
- Updated armor item descriptions to clarify Armor Rolls and Threshold mechanics
- Fixed black box on top of house south of Faith Temple
- Grubworm workers have a different sprite than guards to differentiate hostile workers (coming Tuesday)
- Reduced number of guards in various areas of map for balance
- Fixed bug with flickering lights in Copper Face lab
- Fixed East Bridge block not connecting correctly to neighboring block
- Removed excess new kidney NPCs in Old Town Bridge
- Fixed texture issue with building flickering in Factus West
- Fixed missing texture under building Factus Core South
- Fixing flashing line of sight visual in Factus Core Northeast
- Smuggler area south of Faith rock light of sight issue fixed
- Factus Core west long wall flickering texture fixed
The highly anticipated v1.06 patch is here! This is our largest patch to date and it includes all the fixes and additions we worked on throughout the holidays. Some of you may notice a few of these changes from playing on the Quinton Playtesting branch, which we've been happy to see your reactions to over on Discord! Without further ado, here's the v1.06 changelist: UI
- Overlapping items bugs fixed
- Notifier in game feed for mutation damage
- Tightened game feed text
- Pelican does not get mini map icon at beginning of game
- Acquired item text pops up correctly
- Character sheet shows all advantages and disadvantages next to list of jobs
- Open Bag key corrected in options menu
- Fixed typo with one-handed and two-handed edge weapons in character sheet description
- Fixed bug where the notepadopens on the player's HUD incorrectly when the user mashes the I
- Fixed incorrect label of settings menu
- Fixed typos with lightning rod text in item description
- Fixed types with commas missing
- Fixed health bar not dropping to zero in training tutorial
- Fixed bug in tutorial where enemies display the unconscious meter incorrectly when the player respawns
- Fixed typo in psionic detector description
- Can read text in hover box over items in top row of inventory bag
- Fixed bug with hovering over side-by-side items in bag not always showing description text
- Can double-click to equip shields and armor in bag
- Fixed equipping shield and two-handed weapons bug
- Game log is smaller and can stay open during gameplay
- Game log starts open
- Game log names are colored for main player, companions and enemies
- Fixed bug with damage roll game log text
- Increased size of merchant bag
- Updated socket sprites
- Fixed bug where socket upgrades dragged onto items without sockets can disappear
- Fixed formatting issues in character creation description text
- Updated description for Action Turns in character screen for accuracy to ruleset
- Pick up items with HUD menu instead of in world clicking
- Fixed bug with items falling outside of walkable areas
- Fixed bug with saving unconscious enemies
- Fixed bug with dropped items having 1 durability
- Fixed bug with bar keep merchant bag in Factus Core
- Fixed bug with MFI scanners spawning in ground
- Fixed bug with MFI scanners drifting too slowly
- Fixed plasma guns not hitting crouched enemy
- Rioters no longer start riots indoors
- Rioters and police leave the area correctly after altercation instead of standing around
- Fixed bug with cars driving through ground over ramped areas
- Backup reinforcements from spotlights limited to 2 groups at once
- Fixed error that occurred while using lightning rod on civilians
- Fixed bug with walking through locker doors
- Fixed bug with walking through lockers after opening
- Fixed enemies that disappear in shadows incorrectly
- Text shows on hover over locked doors that describes door health (fragile/sturdy/indestructible)
- Loot drops further away from locker door to avoid colliding with locker itself
- Fixed hover colors on body parts (bug introduced in 1.04)
- Fixed bug with time passing incorrectly when talking to an evangelist
- Fixed healing time passing incorrectly when healing with medic
- Drones are created in bag inventory item panel instead of with item on ground (due to changes to item pickups)
- Fixed pathfinding issues when clicking over water surface
- Updated note at the Faith to accurately display puzzle colors
- Fixed bug with healing from toxins through clinic dealer in Old Town
- Fixed bug in beginning cinematic where thug runs across bridge after raised
- Fixed debris appearing in wrong location when hitting object or wall
- Increased volume of sound that plays when you hit objects to match other sounds
- Fixed bug where player can bludgeon a box from a distance after switching from range action
- Fixed bug with gang NPCs not turning hostile when you talk to boss
- Fixed shadows not showing correctly in tutorial and in some areas of game maps
- Drone companion plays correct animation while driving and talking
- Fixed bug where dead NPCs show up with incorrect sprite after returning to an area
- Fixed items clipping through floor
- Fixed incorrect pain threshold stats included in roll for knockout attacks
- Fixed bug with rolls for chemistry not calculating learning dice correctly
- Fixed bug with rolls for hacking not calculating learning dice correctly
- Fixed bug with rolls for social not calculating occult dice correctly
- Fixed bug with rolls for repair not calculating learning dice correctly
- Medic plays correct sound effect during dialogue
- Fixed dialogue text error with Bottler and R4T boss
- Companions virtue skills are separated to keep from going off screen during dialogue
- Fixed bug where companion bag opens while talking about skills
- Can talk to Faith Preacher now after ignoring them the first time
- Fixed mismatched warnings from gangs that spawn in street after you infiltrate their base
Happy New Year!
We hope you were able to spend time with family, friends and your backlogs of video games :)
Over the holidays we kept a second 'Quinton Testing Branch' open for players who wanted to try out Mechajammer fixes and additions as we worked on them (the branch is still available now!) and we're now putting v1.06 of Mechajammer through our own QA testers before its release.
The 1.06 update will be hitting the main branch soon and you can expect 73 additions, fixes and improvements. Keep your eyes peeled for full details and patch notes very soon.
Until then, we wanted to share some content from the community. We've been excited to see what you've thought of the game so far, your stories and experiences from your time exploring Calitana.
Over on our Discord you've been sharing your character builds!
Kanonite's "child soldier" build
Naiba's very aptly named "bang bang bang bang" build
Friday_Living's "69 year old woman" build
Toupzy's "sneak-throw-stab" build
Share your own over on our Discord and we'll show them next time!
We've also been keeping our eyes out for your gameplay videos to gather feedback and see how you're experiencing the game! We particularly enjoyed watching these:
[previewyoutube=41fvJQGXm7Y;full][/previewyoutube]
That soundtrack really gives us away...
[previewyoutube=u-93FDA8QuQ;full][/previewyoutube]
We've been loving this ongoing series from KormarkTv!
[previewyoutube=keavxCipnBs;full][/previewyoutube]
BringItDon has made 7 videos playing through Mechajammer so far, it's been great to watch later content being played
[previewyoutube=yQL9RrgPTQs;full][/previewyoutube]
WizardWorm has been helping folks new to the game survive with their series!
Thanks again for sticking by us, it's great to see your reactions to the updates and we can't wait for you to see v1.06 ahead of even bigger updates down the line.
Whalenought Studios & Modern Wolf
The Mechajammer v1.05 patch has now been rolled out, bringing with it a huge list of fixes and improvements to leave you with over the Christmas break. You can also opt into the "Quinton Testing Branch" game branch over on the Mechajammer Discord Server. More details here. Right, big stuff at the top: XP You now have the choice of XP or collecting level-up chips in world during character creation. You'll need to start a new game to use XP. This was suggested by quite a few players at launch and we can't wait to see what you think of this new option! (Quick note: re-spawning enemies, including refreshed patrols, rioters, and street enforcers do not offer XP, and factions only provide it after you've attacked or allied with them) Armor Rolls Armor operates by rolling a D6 pool, like aiming, but each dice acts as a boolean point of damage that can be absorbed. Each armor has two main properties besides auxiliary (durability, sell, buy, etc.), these are AC and success chance, visible in their description. There are an additional 30 pieces of quality tiered inventory items to support this throughout the game. Future (and existing) slots for added AC modules still work, and they now add to the AC dice pool. AC: xd where the x is the potential damage can be absorbed by the armor, and also the number of dice being rolled to determine if it will work. Success: >x where x is the number the AC dice have to land over to successfully absorb a point of damage Example: chest armor has: [AC: 5d] [success >3]. Armor rolls 5 six sided dice, and each one landing above 3 negates an incoming damage point: <3> <6> <3> <4> <1> Greater than 3: <6> <4> Damage: -2 Balance All enemy tiers have more varied health per encounter area, wider range of weapons and drops, as well as the new appropriate XP. Companion mercenaries given more health and additional aptitude focuses:
- Aldo
- Raddo
- Dex
- Ivo
- Darro
- Gillis
- Abram
- Chaaris
- Event Log: updated language for graze damage from failed aim rolls
- Repair button only shows if item has wear and tear (durability below maximum)
- Fixed repair level up not working
- Fixed: Wolffz Bay map not showing in terminal after cinematic
- Modifiers from body part targeting show in game feed
- Dice in chemistry, organics and repair during character creation will start player with items in bag needed to use these skills
- Fix for respawning enemies from duplicate saves bug (You'll need to start a new game, let us know if this crops up again!)
- Fix for endlessly spawning rioters
- Increased durability cap of weapons
- Difficulty balance over NPCs, armor and item use
- Fix for interacting with cars leading to transport to black screen
- Choice of XP or collecting level-up chips in world during character creation (requires new game to use XP, will otherwise default to collecting chips)
- New armor sets at merchants
- New items for every weapon type and study in lockers and from NPCs
- Fixed various walls around Factus Core not having the line of sight cut-through when appropriate
- Fixed various collision issues
- Fixed missing colliders on some of the bridges
- Fixed low quality mode light texture glitch effect
- Various map visual fixes for line-of-sight blocking geometry
- 25 new NPC portraits throughout the game
- Chain whip fidelity fixed
- 30 new armor and helmet inventory items throughout the city, shops, and drops.
- balance: ruleset update for armor roles
- new health variety, aptitudes, drops, equipped items and challenge curves for enemies
- social: rolls have Occult added correctly to charm
We're rounding the corner on 2021 and we're going out with a bang!
We'll be taking some time away from socials during the holidays to recharge and gear up for 2022. You can expect us back and responding to players from the 5th of January.
Which leads us to the question: what's in store next for Mechajammer?
We've put together the Post Launch Roadmap below, which shows what's on the horizon for the game, and when you can expect updates.
Again, a her-uge thank you to the players who have stuck with us since the game's launching, helping surface issues, offering suggestions and generally helping shape our next steps. This Roadmap wouldn't be possible without your input.
So, here's how the next few month's are looking:
December
Since launch, we've put out 4 patches to the game, with a v1.05 on it's way very soon. That's not all though! You can expect unofficial branch updates until the end of December if you opt in to an exclusive 'off the grid' branch, but more on that in a minute. We'll be bringing you Event Log v2, new quest content, more NPC portraits & expanded dialogue. You can expect to see a new XP system very soon, too, as well as a balance overhaul and more bug fixes.
January
Key-rebinding is coming! Improved onboarding and tutorial-flow (we hear you, the tutorial isn't your favourite). You can also expect Steam Achievements, along with an official achievement guide for those interested, too.
1.1 Update
Companion side-quests, gang quests, new vehicles, unique items for skill types and... skateboards!? Yes you read all of that correctly. And on top of all that, we'll also be adding Razer Chroma integration and giving you an official guide video.
Hang on, what's this about opting in to an updated branch during December?
Although we'll be off socials from December 20th, there will be balance passes, fixes and updates rolled out to the game in a slightly less official manner. We can't provide patch-notes during this time as we don't have the support during the holidays, and we can't promise the same level of stability, but for those interested in checking out the game with hot-off-the-press improvements and additions, this is the way to go. If you want to find out the branch details, you can head over to the Mechajammer Discord Server. -- As always, a huge thank you for your support and feedback over the last two weeks - it doesn't go unnoticed. Have a happy holidays, Whalenought Studios & Modern Wolf
The v1.04 Mechajammer patch is now available and we're happy to tell you that there's a brand-spanking new Event Log. The Event Log provides more clarity to your actions and the RNG behind the scenes, letting you know exactly what's on the dice, and the outcome of your roll. The Event Log in its current form is a version1, with version 2 planned to include additional output and colour-coding for clarity between player and companion rolls. Keep your eyes peeled for that soon! In v1.04 you can expect to see a broad range of fixes and improvements! We've underlined a few that we know you've been waiting for. We know you're keen to see the respawning enemies issue fixed, and we're working on it; it's currently our top priority. Gameplay
- Vehicles saving correctly and not despawning from scene
- Code wheel equipping bug fixed
- Various save game issues fixed
- Cars not starting after interacting with them fixed
- NPC cars driving through ground bug fixed
- Can click to pathfind outside line of sight
- Gang boss dialogue after resolving infiltration fixed to clarify status
- Feuding gangs bug fixed
- Sprites and portraits corrected for several gangs
- Gang vault door not opening bug fixed
- Fixed incorrect soundtrack switch when spotted in gang base
- Notepad no longer selects all text on opening
- Gang meter bugs fixed
- Fixed flashing green to red box behind weapon
- Fixed vault power box incorrectly saying unlocked with key while still locked
- Fixed terminal visual for gangs
- Fixed medic boss dialogue not working
- Pins for note locations on terminal corrected
- Fixed bug with items able to move from merchant bag to ground
We're back again with a quick Mechajammer patch. V1.03 brings with it the highly anticipated fix to the in-game notepad. Pressing ESC will no longer cause your valuable notes to disappear upon re-load, meaning you can take all the notes you like with renewed confidence. You can also expect to see fixes for issues relating to: Bugs Fixed
- Spotlights call enemies with corrected sprites
- Fixed bridge with missing floor texture that you can drive off into the water and explode near the Faith Temple
- Fixed end credits hard-lock
- Gate above lab functionality fixed
- Fixed music volume force set to zero
- Fixed Medic not joining dinner conversation
- Copper Face has correct mega-sized sprite
- Fixed blocked path on Old Town apartments stairwell
- Fixed visual anomalies in Agro Dome
- Fixed Mara's note not showing near Agro Dome
- Fixed missing texture in vault in Medic's room
- Fixed missing texture at Collector's Estate pathway
- Fixed doorway that was unwalkable near smugglers
- Fixed notepad not saving when closing with ESC (Triumphant cheers! Hooray!)
- Fixed typing "enter" into computer terminal
- Fixed companion menu squad types button not clickable after opening once
- Fixed soft-lock occurring when the player talks to the Lichin enemy underneath the Black-Market area and other suspicious characters
- Fixed missing dialogue node for final encounter conversation
- Genetically modified bugs attack Agro-Fax security
- Copper Face fleeing bug fixed
The Mechajammer v1.02 patch has now been rolled out, bringing with it a nice chunky list of fixes and improvements. In v1.02 you can expect to see fixes for issues relating to: Graphics
- Fix for screen resolution not matching aspect-ratio issue
- Fixed various character sprite and portrait anomalies
- Fix for various walls blocking line of sight
- Faith temple jar material corrected
- Gun doesn't reload/shows fully loaded while empty
- Animals sniffing
- Companions multiplying on load
- Renaming companion groups
- Companions not coming with you on ferry or elevators
- Vault doors unlocking with keys dropped by gang bosses
- Incorrect NPC-typing spawning when player hits spotlights
- Train ticket code works at Quinton Train station
- Printouts from Wolffz Bay terminals show up in terminal
- Quinton estate door pathfinding issue
- Items that are dropped from bag saving in world
- Ferry driver joins your party
- Missing dialogue options with civilians under black market
- Floating dogs (!) under black market
- Inconsistent civilians visibility
- Un-walkable areas over wood bridges fixed in black market area
- Faith temple puzzle fixed
- R4T vault locked correctly
- Trap size in bag
- Aldo dialogue options
- Sprites flicker in UI when hover box is over them
- Pin label field disappearing
- Dialogue items given to full bag now drop to ground instead of disappearing
- Various typos
- Agro-Fax agent dialogue fixed
- South street dialogue interaction cutting early
Two music-related updates for the Mechajammer community today:
Mechajammer OST Available Now!
A huge part of Mechajammer's identity is formed through music. The world of Calitana is brought to life through its grimy 80s score, and today we're excited to bring the Mechajammer Original Soundtrack to Steam, bringing with it over two hours of filthy synthwave beats.
For me, music isn't just interchangeable background noise - it needs to be tied to the game, to give it more depth and carry its meaning." composer Kevin Balke said about his work. "It delivers what the game can't show visually and fills out the gaps to make everything feel alive and meaningful. I'm glad that I had the chance to add my take to the extensive world that Whalenought Studios created with Mechajammer. I'm excited to hear what players will think about our take on humanity's grim future on Calitana." Here's the full tracklist: 1. Mechajammer Theme (02:56) 2. Dim(03:15) 3. Mayflower Initiative (02:55) 4. The Crash(05:20) 5. Quiescence(05:09) 6. Scavengers Theme (02:20) 7. Tanked(04:12) 8. Beneath The Surface (03:31) 9. Luminescence(02:56) 10. Scrap Tech(04:41) 11. The Black Market (04:13) 12. Rat Maze(03:56) 13. The Faith(02:34) 14. Cyberfreaks(02:46) 15. At Peace(03:44) 16. Dinner With Friends (04:12) 17. Smoke(02:32) 18. Heavy Machinery (02:58) 19. A Fishmonger's Life (05:22) 20. Calitana's Pulse(02:27) 21. Bottlers(02:37) 22. Stitch Up Your Limbs (03:17) 23. Dangerzone(02:31) 24. Fuelled (02:07) 25. Beware of Trespassing (04:01) 26. Inside The Hive(05:50) 27. Over The Fence(03:46) 28. Digital Trippin'(03:07) 29. Wetlands(04:35) 30. Industrial Feast (02:56) 31. Humanity's Future (05:18) 32. Electrosmog(03:32) 33. Horrors Nearby(02:30) 34. Temporary Under Control (01:49) 35. Takeoff (03:49) Total Playtime - 02 : 03 : 58 Until Thursday 9th Dec the soundtrack is available for 7.37 as part of our launch week discount of 10% off. Get it while it's hot!
Calitana's Handshake
In bringing the Mechajammer Launch Trailer to life, we partnered with British Electronic artist Ital Tek, who composed a dark, brutal new track for the trailer, and wholly on point with Mechajammer's dank cyberpunk world.
As a special treat for anybody that owns Mechajammer, we have included the exclusive full length version of "Calitana's Handshake" with your game files. To find the track, head to: C:\Program Files (x86)\Steam\steamapps\common\Mechajammer Do us a favour and turn it up loud. It's just better that way. Play Mechajammer today https://store.steampowered.com/app/485400/Mechajammer/
Hot on the heels of Fridays hotfix (and a look at the Road Ahead in terms of upcoming updates), today were rolling out V1.01 of Mechajammer, bringing with it a big ol list of fixes and improvements to the game. Many of these issues have been surfaced (and subsequently fixed!) off the back of your reports and suggestions, so a hefty thank you to those of you taking the time share feedback. Below the patch notes, youll see names from key members of the community who have helped us with this endeavour. We hope you enjoy basking in the limelight of the Patch Notes as a reward. Ok! Heres what you can expect from 1.01: Design fix:
- Give every background the option of having no flaws (flawless options does not include studies bonuses)
- Remove being injured from failing rolls that had zero dice (for example when opening/breaking boxes)
- Scale-up ground items and outline added, so that they can be interacted with more easily
- Hard-lock bug when using quick save feature fix
- Constant flee with PTSD disadvantage
- Music track switching fix (usually appeared during save)
- Prevented instances of player falling through floors in cars
- Police called even when not seen by MFI scanners
- Bag doesn't open immediately when talking to companions
- Issues with selling items merchants
- You can move items around in merchant bags to make more space
- Merchants refresh their stock every time you talk to them
- Labels should now show on map
- Player starts with a chained weapon if it's their highest dice pool
- Merchants stand in the light
- PTSD proc-ing after every action instead of after failed roll and also adjusted disadvantage outcome - player doesn't flee, just freezes in place for 10 turns
- Menus updated with option to return to main menu
- Improved balancing of Disadvantages
- Made Head Injury penalty is now 2 turns instead of 3
- Decreased roll odds for Exhaustion and Two Left Feet (rolls every hour)
- Adjusted damage for range weapons to balance non-melee builds
- Tweaked balancing of early enemies with respect to difficulty
- Instances of missing textures fixed
- Merchants now have new items
- Added more chemical pools in order to make Chemistry a more useful Skill
- The Mechajammer OST is now live on Steam!
First things first: a huge thanks to those of you that have picked up Mechajammer so far, rolled your first character, and begun your journey through the jungle colony of Calitana. After years of development, its been amazing to read your comments, watch your streams and generally see you interacting with the world that weve created. As always when games from small teams are put out to the masses, certain problems come to light that hadnt been surfaced previously. Were seeing some issues raised around the general onboarding process and starting area, some game freezes tied to quick-saves, and inexplicable respawning enemies, amongst other things. And yes: we definitely hear you on the controller support and re-bindable keys front. We are diligently collecting all of this feedback and building this into the ongoing development schedule. Many of the issues were seeing will not be issues for very much longer at all, and feature requests are being prioritised based on how commonly you folk are asking for them. Look out for a more detailed roadmap of whats to come very soon. Until then, we have an interim update going out next week which will: General: Remove flaws for all backgrounds Remove being injured by failed actions Rebalance of advantages/disadvantages Make loot easier to see and pick up Auto reload guns. Balance: Make PTSD less impactful Make Exhausted less impactful More ammo for ranged weapons Make Hacking more effective Make non-melee builds more useful Combat balancing Bugs. Fixes for: Hard lock if quicksaving during combat PTSD causing endless running away Autosave can stop music playing Unconscious enemies regain consciousness if a save is loaded Players cant get to front end when player dies. Notepad saves incorrectly if you hit Esc to exit the feature Sometimes vehicles can fall through world in some places, causing player death. Were sorry launch hasnt been quite as smooth as we would have liked. Theres plenty to look forward to in the weeks and months ahead, however, and we will be continuing to keep our ear to the ground for your thoughts and feedback. Thanks again for your support and patience. More from us very soon Whalenought Studios & Modern Wolf
Its time, offworlder. Your journey through and more importantly, escape from Calitana is about to begin. And while you might have the skills and virtues to succeed, you shouldnt get ahead of yourself. This is no walk in the park. Do not go in unprepared. Do not go in ill-equipped. If youre not going into this with the right mindset, Calitana will chew you up and spit you out. Thankfully, were on hand with some advice. Pay heed:
INFORMATION IS POWER (READ: USE YOUR NOTEPAD)
Information will not be served to you on a silver platter. When someone tells you about something they need or a location you need to get to, TAKE NOTES. You will not be offered a quest journal or waypoint markers or anything that takes away from your sense of agency. The in-game notebook (and the notes you choose to write in it) are your only guide. Use it.
KNOW YOUR BACKGROUND. KNOW YOUR STRENGTHS
Your experiences and histories dictate who you are, and how you interact with the world around you. Before you begin your journey, answer the questionnaire about your birth and occupation(s). Choose your virtues and your studies. And dont rush this. Your choices define your background. Each background has its Privileges and Woes; be mindful of the skills you pursue, as they'll influence how you'll proceed to tackle the hardships of Calitana. Did you put all of your Studies points into Slug Guns? Then use those whenever you can, and skip the Laser Guns. Know your strengths, basically, and play to them.
TAKE THE SIMULATION TRAINING
Nobody is above training. And while no simulation can accurately recreate the hive of scum and villainy youll find in Calitana, its also true that going into the real thing uninitiated would be.unwise. Talk to Medic when you first arrive in Calitana (or choose Tutorial from the Main Menu before your journey formally begins). Run the simulation. Get familiar with what youre capable of. Movement. Your weapons. Hiding. Sneaking. The flow of battle (see below!). Learn how this all comes together, and you should be ready when you hit the streets of Calitana for real.
UNDERSTAND THE RHYTHM OF COMBAT
You move, they move. Thats what you need to learn. Need a moment to think through a scenario in your head? Plan out your actions? Do it. You have time. But as soon as you move or attack again, so too do all of your opponents, simultaneously. Say it again: you move, they move. Internalise this fast-paced turn-based thinking and youll find your groove.
GET ACQUAINTED WITH YOUR MAP
From the dense jungle to the grimy suburbs to the heart of the city, Calitanas open-world can be explored at your leisure. But it can feel overwhelming at times, and nobody is going to hold your hand. While getting your bearings is on you (nothing will familiarise you with the jungle colony better than simply exploring), your map is always on hand for reference. Use it. Set your own waypoints. And, in combination with the Notepad, create your very own system for making it through the world.
THE SHADOWS ARE YOUR FRIEND
Maybe youre a gun-slinger. A risk-taker. Somebody who shoots first and asks questions later. Thats cool. But then again maybe youre not. Maybe youre somebody who prefers to skulk through shadows and get the job done without making a scene. Nice and clean. Keep an eye on your interface, and keep two things in mind: your enemies line of sight, and your own noise-making radius. If both of these are looking safe, stick to the shadows and slink through quietly - just be sure to crouch to minimise any noise. If your enemys attention is worrying you, however, you can always create a distraction
DONT GO IT ALONE
Youre a badass, we get it. But escaping Calitana on your own will be tough. Take advantage of the various denizens of the jungle colony who might be able to lend a hand - if youve invested in your Charm studies, you should be able to easily sway somebody to your cause. Calling them friends might be a stretch, but recruiting a team of travel companions might turn the tide of battle in your favour. If a particular situation is proving too tough, why not go on a hiring spree, and come back with some friendly firepower added to the equation.
Ok, you ready? Great. See you on Calitana, offworlder. And may the dice be ever in your favour. Want more? Check out the Mechajammer Feature Deep Dives into Combat, Stealth and Exploration https://store.steampowered.com/app/485400/Mechajammer/
There was a progression blocking bug whenever you'd talk to Sullivan in attempts to advance through story. Now fixed!
The jungle colony of Calitana might be a dark cesspit of corruption and villainy, but today the sun is shining. Today is a bright, glorious day. Today, Mechajammer launches on Steam.
And you can play it right now.
If you like your CRPGs dank and grimy then youre very much in luck. Mechajammer, with its distinctly dirty flavour of cyberpunk, tasks you with escaping Calitana by any means necessary. With more player-agency than you can shake a pair of dice at, you may choose a path of violence, stealth, or coercion. Or any combination thereof. Just pray that lady luck is on your side...
Ok, less talk, more gameplay. Its launch day, and as is tradition we have a launch trailer for you. Make sure your socks are on tight because this is going to blow them clean off.
[previewyoutube=TQ9hvISDfPo;full][/previewyoutube]
In bringing the Mechajammer launch trailer to life, weve partnered with the daddy of dark and brutal synthlines, Ital Tek, to create a new track for the game. Calitanas Handshake is available now via your streaming platform of choice, and anybody that purchases the game will also get a free, exclusive copy of the MP3 with their download.
You can also get the song as a free download by signing up to the Modern Wolf Newsletter
Mechajammer was developed by indie-duo Whalenought, and after years of development, today the gates to Calitana are thrown open to the masses for the first time. Its a big, deep game, with a design philosophy that shuns hand-holding in favour of player exploration and discovery. As such, we are eyes open and ears cupped for your experiences and stories from the frontlines of Mechajammers immersive sandbox.
If youve been playing already and have a specific question, do check out our Player FAQ, where an answer might be lying in wait, and feel free to head over to the Mechajammer Discord Channel to pick up the conversation there should you wish.
Thank you to everybody that has supported Mechajammer up until this point - we cant wait to hear what you think. See you on the other side x
Modern Wolf & Whalenought Studios
Calitana is a big, dangerous place; from the jungle to the streets, and the shadowy suburbs in between. Crucially, its also an open-world, meaning it can be explored as you see fit. But the level of player-agency lavished upon you, dear off-worlder, goes even deeper than that.
Mechajammer will not ram objectives down your throat. Nor will it offer up waypoints or bread-crumb trails leading to a destination. Thats all on you.
Mechajammer is heavily influenced by the glorious era of (both video and tabletop) games where the sense of adventure was heightened through use of a notepad and pen. Youll need to be observant and come to your own conclusions about where to go, and how to get there. Youll explore the world of Calitana at your own pace, but must be wary that around any corner you could face a stray wolf, crazed vagrant, or army of gangbangers.
With all this in mind, youre probably going to want a nice cosy spot to call home, then.
Outside of Calitanas central urban-sprawl, on the edges of the city, youll establish a base of operations where you can return at your leisure. Here you can heal, hire new companions and accept new quest objectives before heading off into the thick of it once more.
Just like the real world, the best way to get to know a place is to talk to the locals. Engage with the denizens of Calitana and take note of anything that could be interesting. Mechajammer has an integrated notepad allowing you to jot down anything of use, which you can return to at a moments notice. Leads might take you to a thugs hideout for a black-market trade, a raid on the estate of a high ranking Quinton security official, or the location of a shiny new laser gun...
Youll never be totally in the dark, of course. Mechajammers Terminal (found in the top-right of your interface) offers a map of your surroundings, allowing you to place your own Waypoints to navigate by. It will also display all the Terminals you may have already interacted with across Calitana, depicted as small white circles on the screen. By clicking these, youll bring up any key information that might have been gathered from that specific terminal and location an archive of sorts, with reminders about world events.
So Mechajammer is built on a design philosophy that consciously abandons hand-holding, then. Player-agency above all else. This puts the ball back in the court of the community for the exchange of hidden locations off the beaten path, and solutions to the games various puzzles. Just like the good ol days. So make use of the Steam discussions, take advantage of the official Discord channel, and talk with other players.
Mechajammer comes to life through the stories youll tell about your time in Calitana.
Wishlist today!
https://store.steampowered.com/app/485400/Mechajammer/
Following a close up look at the nitty-gritty of combat, our second Mechajammer Deep Dive will focus on a staple mechanic on the streets of Calitana: stealth.
In the immersive sandbox of Mechajammer, violence is, of course, only an option. Want to bash in one of Calitanas vile gangbangers with a lead pipe? Cool! Go nuts. But there is always a less rowdy option.
Mechajammers interface not only offers up enemies sight cones, but also depicts your own noise-making radius allowing you to judge the potential of a stealthy route through a given environment. At a moments notice you could switch from your normal walk to a silent, crouched mode, and then take advantage of some classic distraction tactics (read: throwing of objects) to create a diversion.
Not all enemies will attack on sight, however, giving you a small number of turns to leave their sight-radius (indicated by the meter above their head). If youre able to successfully vacate this radius before their timer runs out, you can try to find another way around them and avoid a grisly combat situation should that be your preference, of course.
The game field is littered with road barriers, burn-barrels and streetlamps all presenting perfect cover opportunities and players, companions and range-weapon enemies will use them to reduce their exposure to attacks or being spotted. If youre comfortable straying from the beaten path, you can also creep through tall grass clumps to avoid being seen. Mechajammer offers up an expansive, isometric open world - use it to your advantage; there is more than one way to your objective...
...which is a perfect segue to wrapping up this particular Deep Dive, and thinking about our next: Exploration and Objectives. Join us next time as we get stuck into the world of Calitana, and how youre going to approach exploring it.
Wishlist Mechajammer today!
https://store.steampowered.com/app/485400/Mechajammer/
Mechajammer is a fast-paced turn-based tactical RPG. All of the tactical detail of turn-based strategy with none of the waiting around.
In Mechajammer, you take your turn, and then every other character on the map friend or foe takes theirs simultaneously. This keeps the action flowing without sacrificing nuanced decision-making.
In Mechajammer's combat system, you directly control the player character and can issue orders to companions, who will then operate independently.
You'll find a huge arsenal of weapons as you explore Calitana: slug guns, harpoons, crowbars, plasma pistols, machetes, and much more.
Thats it for the first of our Mechajammer deep dives. We'll be back soon with an in-depth look at stealth and how to slink through Calitana undetected.
Wishlist Mechajammer today!
https://store.steampowered.com/app/485400/Mechajammer/
With exactly two weeks until the launch of the Mechajammer, we wanted to offer up a little aural treat to help prepare yourself for the game, and help set the mood in the run-up to release.
As of today, the Original Soundtrack for Mechajammer is available across all major streaming platforms, including Spotify, Apple Music, Amazon Music and Deezer.
The perfect accompaniment to the grimy cyberpunk world of Calitana, Mechajammers OST combines dirty synth lines with strong 80s vibes to create the perfect soundtrack to the game - over two hours of Mechajammers very distinct flavour of synthwave.
Speaking about his work, composer Kevin Balke said
For me, music isn't just interchangeable background noise - it needs to be tied to the game, to give it more depth and carry its meaning. It delivers what the game can't show visually and fills out the gaps to make everything feel alive and meaningful.
I'm glad that I had the chance to add my take to the extensive world that Whalenought Studios created with Mechajammer. I'm excited to hear what players will think about our take on humanity's grim future on Calitana."
Full tracklist:
1. Mechajammer Theme (02:56)
2. Dim(03:15)
3. Mayflower Initiative (02:55)
4. The Crash(05:20)
5. Quiescence(05:09)
6. Scavangers Theme (02:20)
7. Tanked(04:12)
8. Beneath The Surface (03:31)
9. Luminescence(02:56)
10. Scrap Tech(04:41)
11. The Black Market (04:13)
12. Rat Maze(03:56)
13. The Faith(02:34)
14. Cyberfreaks(02:46)
15. At Peace(03:44)
16. Dinner With Friends (04:12)
17. Smoke(02:32)
18. Heavy Machinery (02:58)
19. A Fishmonger's Life (05:22)
20. Calitana's Pulse(02:27)
21. Bottlers(02:37)
22. Stitch Up Your Limbs (03:17)
23. Dangerzone(02:31)
24. Fuelled (02:07)
25. Beware of Trespassing (04:01)
26. Inside The Hive(05:50)
27. Over The Fence(03:46)
28. Digital Trippin'(03:07)
29. Wetlands(04:35)
30. Industrial Feast (02:56)
31. Humanity's Future (05:18)
32. Electrosmog(03:32)
33. Horrors Nearby(02:30)
34. Temporary Under Control (01:49)
35. Takeoff (03:49)
Total Playtime - 02 : 03 : 58
Until next time...
Wishlist Mechajammer
https://store.steampowered.com/app/485400/Mechajammer/
It's the news you've been waiting for.
As part of The MIX Next showcase, which aired over the weekend, we've dropped a new teaser trailer for Mechajammer, officially revealing that the game will be available from December 2nd, 2021.
[previewyoutube=lx3L6FzI4_M;full][/previewyoutube]
In case you've been living under some form of a large rock, Mechajammer is an isometric cyberpunk CRPG, set in a far-future Earth that has been ravaged by overcrowding, pollution, and war. Mechajammer takes place on Calitana, a low-tech mining colony with a central city carved out of the planets dense jungles. The Ci-War and the Syndicates abuse of power have lasted so long that they have become a fixture of everyday life, and humans struggle through the sorrows and triumphs of life with the threat of violence never far from their periphery.
It's a game designed with the player agency as the key focus; a game where your escape from Calitana can be approached in any manner that best suits you.
Ass part of the release date festivities, we've given some of our favourite influencers access to the game. You can check out the following streamers as they get stuck into the first couple of hours of the game:
Bajheera
Blue and Queenie
Lomadia
Grimsevers
If that's not enough, from next week - and the run-up to launch - we will be starting a Feature Deep Dive series that delves into the nitty of the game so you are as prepared as possible for Mechajammer's launch.
Look out for that very soon...
Wishlist today
https://store.steampowered.com/app/485400/Mechajammer/ We want to remind everyone that you are more than welcome to join our community Discord. If you're looking for other ways to stay in touch: Twitter Signing up for the newsletter
Steam Tabletop Fest has arrived and we're stoked to be part of it. Mechajammer is on ramping up the road to launch and this will be one of the last festivals before the game is finally available.
Mechajammer combines old-school turn-based systems with an updated twist, set on an off-world grindhouse colony. Take the best parts of Escape from New York, 80s James Cameron films, and mix it with gritty cyberpunk and you have one of the best tactical RPGs coming out this year.
If you'd like to join the Mechajammer community over on Discord you are more than welcome to!
Wishlist Mechajammer today!
https://store.steampowered.com/app/485400/Mechajammer/
Biological research and development on the colony is dominated by the Agro-Fax syndicate. Agro-Fax is spread across multiple worlds, aggregating many bio-forms to add to its database of research and end products.
From chemical agents to dietary pills, feeding armies to feeding millions, Agro-Fax's presence is ingrained in the lives of the inhabitants of many off-world colonies.
In the colony city of Calitana, Agro-Fax is headquartered in their signature bio-domes, geological research facilities on the outskirts of the city. Surrounded by fields of crops and greenhouses, the domes house the Research and Development teams behind their innovative product lines.
Before Agro-Fax streamlined food production, the people of their colonies were at the mercy of the elements, famine, drought, weather patterns, and especially the war. But at the present, their technological advances in foodstuffs ensure food security, even if that food is a canned mixture of insect protein and synthetic vitamin matter.
You may learn more about Agro-Fax as you progress across Calitana but for now, stay tuned for more dives into the lore of Mechajammer and feel free to join our Discord.
Wishlist today!
https://store.steampowered.com/app/485400/Mechajammer/
Strategy and RPG fan favourite Nookrium took some time to try out our new demo that has been running throughout Steam Next Fest. You can watch his playthrough right now.
This demo is different from previous builds and should hopefully prepare you with the key gameplay mechanics.
We hope you enjoy this demo and feel free to leave us feedback. If you'd like to join the Mechajammer community over on Discord you are more than welcome to:
Wishlist Mechajammer today!
https://store.steampowered.com/app/485400/Mechajammer/
Steam Next Fest has arrived and so have we with a new tutorial demo for you to get to grips with in preparation for when the full game is released. It should give you a taste of the different tactic styles you can deploy in order to traverse the grungy deadly sectors of Calitana.
Let's look at the features of this demo:
Stealth mechanics:
You can choose to tackle obstacles (both alive and dead) head-on but it may benefit you to be aware of how you can use stealth to heighten your advantage of survival.
Sneaking past enemies, using the surrounding environment to escape hostile situations, and finding different ways to break into secret syndicate bases are just some of the options that lay before you.
Enemy targeting:
Plan and prep your attack. Multiple modes of attack and weapons' to use depending on the situation.
Companions:
You control your character, as well as up to 4 squads of companions, who are controlled by AI but can be given instructions.
Squad commands:
This demo will show you how to organize, and direct your party.
Once you've completed this demo you should be able to begin the full game with some confidence in what lies ahead of you and how to play, but remember there will be much more to discover when your adventure into the murky underbelly of this dystopian world begins.
We hope you enjoy this demo and feel free to leave us feedback. If you'd like to join the Mechajammer community over on Discord you are more than welcome to:
Wishlist Mechajammer today!
https://store.steampowered.com/app/485400/Mechajammer/
Calitana is technically a free market, and in theory, any enterprising gang can become a major player in the economy of the city, but Quinton Industries has a large force of well-armed thugs that are very persuasive.
Quinton, the most profitable syndicate on the colony city of Calitana, runs the western half of the main city grid and is the number one exporter of technological goods, wetware, vehicles and computational drives within the city. Theyre number one not because theyre the best, in fact, their goods are often referred to as single-use due to their shoddy quality, but because they have completely destroyed any whiff of competition.
In the Ci-War, a war between Earth and its colony planets that's been running so long no one accurately remembers when it began, Quinton Industries plays an essential role in equipping armies and rakes in an oversize profit from the continuous fighting.
Quinton was one of the original founding syndicates of the city of Calitana. The petty thieves of the city insist that in the early days of the colony, the syndicate sought and collected numerous alien artifacts of staggering value, but the origin of these rumors are unknown, and if one of these artifacts has found its way to the dubious dealings of the black market, it has gone unremarked...
That's your lot about Quinton and to find out more you'll just have to get right up in their faces when you play Mechajammer.
Follow us here for upcoming more dives into the lore of Mechajammer.
Wishlist today!
https://store.steampowered.com/app/485400/Mechajammer/
We're happy to be part of the Seattle Indie Expo this year as sponsors. Follow us on Steam to get updates on how the development road is going as we gear up for release in the very near future.
Don't forget to wishlist Mechajammer is our tactical cyberpunk turn-based RPG ticks your boxes.
https://store.steampowered.com/app/485400/Mechajammer/
Gamescom 2021 has come and gone and we want to say a huge thank you to everyone that added Mechajmmer to their wishlist and played our demo and left feedback that's a great help to us.
What a great compliment from one of our community members!
Follow these hubs if you want to see what else is happening with Mechajammer and to interact with the community:
Twitter
Discord
https://store.steampowered.com/app/485400/Mechajammer/
Gamescom is happening right now and we're delighted to be part of the event. What this means for you is that you can play a brand new demo of Mechajammer. To anyone that played the demo we launched as part of our announcement festivities, you'll want to get your hands on this one too as it has extra features.
What you can expect from the Gamescom Demo
Demo area features missions to scout a small slice of the city and infiltrate a heavily guarded gang compound Features police swarms, driving cars, finding companions, shopping, clearing thug dens, hacking ATMs, and talking with locals Follow these hubs if you want to see what else is happening with Mechajammer and to interact with the community: Twitter Discord https://store.steampowered.com/app/485400/Mechajammer/
We're excited to be participating in Dreamhack Beyond this year and hope that you enjoy checking a sneaky tease of what awaits you in the unforgiving world of Calitana.
Mechajammer is steeped in lore and deep character customization. Combat tactics revolve around the timing of your actions, reacting to and interrupting NPCs that are mid-turn, and knowing that they will do the same to you during your turn. If you want to check out more about character creation check out this post.
Youll recruit a unique party for large squad-based assaults as your adventure plunges you deep into the citys secrets.
We hope that you like what you see so far, enough to wishlist the game and follow us here on Steam where well be sharing updates frequently. You can also stay up to date in these hubs
WISHLIST MECHAJAMMER TODAY!
https://store.steampowered.com/app/485400/Mechajammer/ Follow Mechajammer on these accounts for updates and community hang outs. Twitter Newsletter Website Discord
In Mechajammer your first course of action will be to decide who you are and what skills you believe will help you survive Calitana.
Build your own backstory by selecting multiple answers such as how your birth was labeled via 'kits', occupations you held at an earlier stage in your life, side effects of jobs, and so forth.
Mechajammer allows you options of approaching situations using stealth or blasting your way through enemies. You need to determine which tactics will work best for your desired outcome. Your chosen stats and traits will play a role in whether the odds are on your side.
By placing dice in chosen slots you can select Virtues such as Perception, Pain Threshold, Grace, and more. Each Virtue offers bonuses, enhancing areas that will benefit your playstyle.
Studies let you pick skills to complete your character build. Do you want to be good at hacking and using a harpoon gun? Or be able to charm those you meet to manipulate situations in your favour? There are multiple Studies to choose from and combinations to hone.
Choose wisely and good luck out there...
WISHLIST MECHAJAMMER TODAY!
https://store.steampowered.com/app/485400/Mechajammer/ Follow Mechajammer on these accounts for updates and community hang outs. Twitter Newsletter Website Discord
Mechajammer has been announced at the E3 PC Gaming Show. Weve been counting the days where we can show off our first trailer and let you know that we are working with publishers Modern Wolf.
[previewyoutube=cwQV52CE72w;full][/previewyoutube]
Its great to be able to share this on our shiny (well cyber-grungy) new Steam store and to do it as part of Summer Game Fest 2021.
You can play a demo of Mechajammer from today until the 25th of June. Feel free to let us know what you think of it so far over on our Discord.
About the game
Mechajammer has a lot of inspirations from cult hits such as Robocop, Escape from New York and Fallout 1. We took cues from tabletop-rooted CRPGs, where dice dictate your actions and there's an emphasis on player agency in a big sandbox of an open world. Unlike most CRPGs, the foundation of the game is an immersive sim. [url=https://store.steampowered.com/app/485400/Mechajammer/]WISHLIST MECHAJAMMER TODAY
Set on an off-world called Calitana, the game is rife with lore and deep character customization. Combat tactics revolve around the timing of your actions, reacting to and interrupting NPCs that are mid-turn, and knowing that they will do the same to you during your turn. Youll recruit a unique party for large squad-based assaults as your adventure plunges you deep into the citys secrets. Many dangers await you. We hope that you like what you see so far, enough to wishlist the game and follow us here on Steam where well be sharing updates frequently. You can also stay up to date in these hubs Twitter Newsletter Website Discord
Mechajammer
Whalenought Studios
Modern Wolf
Coming Soon - Wishlist Now!
Strategy RPG Singleplayer
Game News Posts 43
🎹🖱️Keyboard + Mouse
Mixed
(172 reviews)
http://mechajammer.com
https://store.steampowered.com/app/485400 
Mechajammer Depot Linux [5.19 G]
Freely roam through the streets of an off-world cyberpunk city, the killer jungles outside its walls, and the occult syndicate hollows below.
Recruit large squads of mercenaries, gang members, and thieves as companions. Issue commands to the whole squad to keep the turn-based combat fast and exciting.
You and your crew of deserters have crashed onto a hostile jungle colony. To escape, you must gather rumors, bribe enemies, and earn trust through completing missions. In this immersive sim choose your path wisely, as your story options will shift with every choice.
Deep and fully customizable character creation allows you to experiment and design your own playstyle.
- OS: Ubuntu 14.04.2 64-bit or Steam OS
- Processor: Intel i3-3225 3.3ghzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA 650 (1GB). AMD R9 270 (2GB) or better
- Storage: 5 GB available space
- OS: Ubuntu 14.04.2 64-bit or Steam OS
- Processor: Intel i7 seriesMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA 960 (2GB)
- Storage: 5 GB available space
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