AirMech® Strike is a fast paced Action-RTS game that can be played online competitively or cooperatively. Earn Kudos and Experience in battle and unlock a wide collection of AirMechs and Units while you practice the perfect strategy to emerge victorious!
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très positives (49) - 83% des 49 évaluations des utilisateurs dans les 30 derniers jours sont positives.
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très positives (8,158) - 85% des 8,158 évaluations des utilisateurs pour ce jeu sont positives.
Date de parution :
8 nov. 2012
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Jeu en accès anticipé

Commencez à jouer dès à présent et impliquez-vous pendant son développement.

Remarque : ce jeu en accès anticipé peut changer ou ne pas changer de façon significative. Si celui-ci ne vous intéresse pas dans son état actuel, vous devriez peut-être attendre qu'il se développe davantage. En savoir plus

Ce que les développeurs ont à dire :

Pourquoi l'accès anticipé ?

“We want to make it clear to players that AirMech Strike is in active development mode and we are still experimenting with the game to make it the best it can be. As a Free to Play game, it is important to us to make the game fun and fair for anyone interested in a true Action RTS. We remember the days when demos were free, so to us Early Access as a F2P game is great since it lets anyone try the game 100% free, and give input that helps shape the game ahead of our official release and leaving beta.

Carbon has never made a Free to Play game before, with the dev team having worked on mostly retail or console paid games in the past. As such, we don't know what we are doing when it comes to making a F2P game loop, especially for a game that doesn't quite fit into any existing genres perfectly. Since one of our core values is to not make a game "pay to win", this has us testing a lot of different approaches to find the best fit for AirMech Strike.

Our definition of success is to have the game operating where we can justify continued development post-release, meaning it generates enough income for a small dev team. We have recently crossed the 2 million player mark for the PC version, but have found it very difficult to offer players things they want to purchase--but we see people do like to play solo and coop a lot! We've decided to move a lot of the free content to a new paid game, while refocusing AirMech Strike on the core PvP experience.

All players who are marked as Silver VIP (our internal flag for a player having spent any money at any point) will be receiving a new game, AirMech Wastelands, for free very soon. It will serve as a companion game to AirMech Strike, with greatly expanded Coop missions, RPG loot, and all the restrictions removed that previously limited free accounts. The goal is no second class citizens in either game--in AirMech Strike, it is a level playing field for everyone, payer or not. And in AirMech Wastelands, everyone "owns" the game, putting us back in our older comfort mode of designing games.”

Pendant environ combien de temps ce jeu sera-t-il en accès anticipé ?

“AirMech Strike will be in Early Access unitil August 2017. With the AirMech Strike update, our months of effort to rebuild the game are finally revealed, and we are focusing on finishing up the restructure and fixing bugs.

We will continue to update the game after leaving Early Access, we just don't feel the Early Access label is appropriate any longer. We've always had a very stable client, and we don't require to be paid before you can try the game, so it isn't representative of what some of the complaints players have about other games in Early Access. It's been fun, but we want to move up to full release now.”

En quoi la version finale prévoit d'être différente de la version en accès anticipé ?

“We are patching AirMech Strike every few days. The full release will not be radically different than the current version (if you have seen the Strike update) but mostly will focus on bug fixes, tutorials, social feature hookups, and making sure AirMech Strike hooks in nicely to AirMech Wastelands, which uses a shared account. (players can move between the two versions if they want to do PvP, or the PvE/RPG game)”

Quel est l'état actuel de la version en accès anticipé ?

“We have just posted a massive update to AirMech in the form of AirMech Strike. Players from a few years back will recognize this as the pure PvP action game they loved, which over time we crowded with bits and pieces from other F2P games in an effort to expand the appeal. We admit that was probably a wrong direction, as we annoyed the players who loved PvP by making it just another mode, and didn't seem to offer anything that the new players wanted to pay for.

The current version you see, AirMech Strike, is very close to our vision of what we want the Free to Play PvP game to be. We have disallowed many of the modifiers to combat which made PvP confusing and/or unfair, instead moving them over to AirMech Wastelands--and making them even better.

Since AirMech Strike is free, we suggest giving it a try to see if you like it. To us this is the best thing about being a Free to Play game--we don't have to promise the world, we can just let you try for yourself!”

Le jeu sera-t-il tarifé différemment pendant et après l'accès anticipé ?

“AirMech Strike will remain free. AirMech Prime, a package that includes currency, Boosts, and some exclusive cosmetics (among other perks) will increase 50% from the Early Access price. We have stated this for years now, and ingame we clearly mark this.

Other prices will remain the same.

Also, any player who has paid real money in the past (shown as Silver VIP ingame) will be entitled to receive the companion game AirMech Wastelands before it is sold to the public. After it is released, this offer will not apply, and AirMech Wastelands will likely be priced the same as AirMech Prime during Early Access. (sorry for not just listing prices, the local currency options make that tricky!)”

Comment comptez-vous impliquer la communauté dans le processus de développement ?

“Even before AirMech was on Steam, Carbon has maintained their own forums for interacting with the players. Carbon devs are often in Global Chat, monitoring the health of the game and the servers. We have an AirMech Council of dedicated players that advise the devs on game balance issues (and they are so happy to see AirMech return to its PvP roots), as well as community moderators who are players that have shown themselves to be helpful leaders.

On our forums we have been very open with the community about our development plans, who we are, why we wanted to make AirMech, and how we are continually trying to find that right combination to make the game profitable while not doing "bad" F2P things. We've been opportunistic to find other ways to help build AirMech, from doing console versions with Ubisoft to doing VR versions with AirMech Command.

It has been difficult to not find the right mix for so long, and the previous (pre-Strike) update was a bit of a disaster. We annoyed our loyal players by adding more solo content, and found the new players played a lot but didn't play with others, and didn't pay for anything.

We proposed different paths forward to our community, both publicly on our forums, and privately to paid supporters. We considered un-F2Ping AirMech, or even moving to a new game. Collectively the decision to split the game in two became exciting, as nobody misses out on anything. Over the past 6 months, we answered questions, laid out plans, and felt really good about the next steps.

After finishing AirMech Command earlier this spring, we set to work on "the split". AirMech Wastelands started as the older version of the game, first by removing F2P mechanics, then greatly adding to the missions and overworld design of the game. Without worry about F2P, true progression came in the form of tons and tons of parts to earn as drops, buy from vendors, and we see a really cool RPG rising up.

At the same time, we trimmed AirMech Strike back to its roots. How to get players to play PvP? Just literally put them in a lobby. A 3D lobby. Make it easy to invite friends, use matchmaking, create custom games, browse for custom games--everything the hardcore PvP crowd had been asking for.

The community has been incredibly supportive during this process. As a tiny self-funded dev team (which means we are community funded) this is the only way we could have made it this far. A huge thanks to everyone from the Carbon team!”
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Mises à jour récentes Tout voir (94)

9 mars

Server downtime :(

Sorry for the servers being down everyone, a combination of issues has the AirMech shard offline but the programmers are working to fix it along with help from our server host.

We expect things to be fully restored tomorrow--could be sooner or later, hard to tell right now.

When things are back online, we'll do what we can to make up for it--double XP, double Kudos, and the new unit Pepper (scheduled to come out Friday) will be awarded FREE to everyone who signs in over the next few days.

Anything else we can do to make it up to you?
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1 mars

Damn It Feels Good To Be A Gangsta

The Gangster makes short work of lighter units.


The Gangster is now available! With wheels in stead of treads, this heavy truck chassis has a lot of mobility, decent armor, and a nasty gattling gun. Sounds pefectly OP--be aware it isn't cheap to build and requires level 6 to build, so don't think you'll be Fort rushing using these out of the gate. But once you can build them, they are quite a threat to infantry and AirMechs alike.

We have another new unit coming next week, however our primary focus is on bugfixes right now, next up being a deeper balance pass to prepare for finally hitting that "release" button and leaving Early Access! There are always a ton of things we want to do but the game is in a nice stable spot where it makes sense to leave Early Access.

A feature we have been working on but probably won't be finalized for leaving Early Access is our new automated Tournament system. Inspired by Bloodline Champions, we wanted to make it much easier to host weekly tournaments all around the world on a regular and automated schedule. More info on this soon, and we might be running some small and quick tournaments over the next week for testing. This is intended to replace the previous weekly leaderboard race for PvP rewards. It's also possible (but not yet confirmed) that players or Factions will be able to create tournaments specifying their own rules and prizes. We see a lot of really cool things that can come from this.

We love getting bug reports, balance feedback, and whatever is on your mind using the ingame reporting tool! While we can't reply to them, we do read them all and appreciate your feedback. Especially now as we are working down to our final short list of things to do before we fully launch AirMech Strike to the world!

  • Gangster - fast attack vehicle with a chaingun. Level 6 build requirement.
  • Protectorate of Justice- pet designed by Liquidsnake3 (Shop variant, can be Gold plated)
  • Wisdom Guardian- pet designed by Liquidsnake3 (special reserve)
  • Disco Ball- pet designed by ProProProPro (Shop variant)

  • Local Player fog now focuses on the watch player, not the local player.
  • let allies, spectators and replays show cloaked units w/ a min clamp on the cloaking (0.75) as the local player sees themselves
  • Updated FAQs
  • increased Missile Silo Marker HP to prevent Striker Sword from destroying it without assistance 3500 > 4500
  • add even lower quality 4 level, no shadows (Wreckz mode)
  • reduce default quality for weaker GPUS to 3 and 4 respectively
  • reword shadow sampling logic for all shaders and quality levels
  • add gaussian blur passes and offset subpixel sampling in most shadow sampling
  • update Disco Ball icon
  • tournament UI work (in progress)
  • setting up tournament join commands
  • setting up brackets and qualifiers for tournament
  • preliminary gamepad support for main menu (work is being done, still not useable)
  • make invite list background size dynamic
  • Hide chat during map preview mode
  • Don't show map preview on tutorial map
  • Disable tournament billboard in lobby
  • Update Common Name for Gold VIP Cubes
  • Some more setup for faction boosts
  • Update some mini inspect buttons
  • on unit stealth, don't make completely invisible to spectators and replays
  • Adding crate sequence back into strike and fixing up timing
  • fix missing checkbox for central asia region
  • don't refund ability point on extra guardian removal, since this system has long changed and it's a bug/exploit
  • Fix overlapping "Leave the pit" button
  • Intro cameras adjusted / all rotation cams replaced
  • Changed lighting effects to start after intro cams
  • Some tweaks for for clearing the sample map fixed height when going into tryout/pit
  • Some misc updates for Wastelands promo
  • Some fixes for inviting players/adding bots while in "the pit"
  • Setup "map preview" before pregame loadout choice
  • put in extra check if spectator for bindings
  • move around leaderboard menu
  • Possible fix for loadouts getting copied and saved
  • fix conflict of activeloadout name for ingame (possible Loadout duplication/swap fix?)
  • more fixes for lobby slots with different game modes
  • fixes to lobby slot order, invites, teamswapping
  • Fix tooltip for sg member icons while in "the pit"
  • Fix chat in lobby
  • show ping info for Hong Kong server
  • Fix assert when scrolling in inventory ui
  • Disable late glow once crate opening sequence is done
  • change where backend disconnect messages are logged
  • change indexes of practice pilots to sync bot adding and training menu
  • Updating text for SYS_IsOnline and SYS_IsOffline, and adding game tags
  • updates for traditional chinese language usage
  • Updated "OpenCrate3D" so that it can be skipped and cleared correctly
  • Tweeks to the rocketeer to help not get stuck in the air, away from the land.
  • Some tweaks so that the ingame loadout stuff doesn't touch the "ActiveLoadout" symbol at all
  • Some more cleanup for ingame loadout stuff
  • some gnd/air SI force updates to reduce first time visual popping particularly when transforming down to ground mode for the first time
  • more state initialization to try to address debris position popping
  • Fix up overlapping text in quests ui
  • Fix up market listings ui after getting inventory
  • Some cleanup for mini inspect/unlock dialog
  • Fix repeat build name label being the wrong unit
  • Fix gamepad ability ui not clearing correctly
  • Fix mini inspect info when inspecting something from mail ui
  • Fix market ui after accepting the terms
  • Fix going into editor mode from pause menu
  • Fix "resume" button on pause menu
  • draw units in the stealth state so you can actually see them at clamped stealth amount for allies/spectators/etc this includes mines
  • use a ModelMatPresent material on the assassin/InfantrySpy so you can actually see it on the fort/outpost present platform
  • don't show HpWarnRing or HpCriticalRing when spectating, since these are LocalAM_ symbols which will be 0 index when spectating
  • Clear some dialog menus when using item from mini inspect dialog
  • add non-stealthed versions of mine materials so they don't disappear on the unit present platform in forts and outposts

That's all for now. Over the next week we'll be making more annoucements about the exact end of the free Founder's badge window, the end of the Beta Bundle, and the date we will be leaving Early Access. Thanks to everyone who helped along the way, you will find lots of benefits for being counted among those who played the game before the full launch!
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À propos de ce jeu

Dans le futur, les derniers survivants de la Grande Guerre continuent le combat grâce à la machine de guerre ultime : L'AirMech®. Créées à l'aide d'une technologie oubliée, les Pilotes ont trouvé, reconstruit ou volé des AirMechs qu'ils utilisent pour protéger les faibles ou pour piller et s'enrichir. Pour quel camp vous battrez-vous?

AirMech® est un jeu de stratégie/action frénétique, jouable en ligne en compétition ou en collaboration. Obtenez des Kudos et de l'expérience en combattant afin de débloquer un grand nombre d'AirMechs, de pilotes, d'unités et d'objets pour créer votre propre armée afin d'exécuter votre stratégie.

Caractéristiques :

  • L'action/stratégie réinventée : Un gameplay à la DotA avec des mechas transformables, possédant chacun leur propres caractéristiques et compétences. L'action frénétique et les parties courtes permettent de se battre à l'infini!
  • Personnalisez votre armée : Choisissez votre AirMech et vos Unités pour plonger dans la bataille et aider votre équipe à remporter la victoire. Débloquez aussi des apparences alternatives pour vos AirMechs (skins) pour ne ressembler à personne d'autre.
  • Différents modes de jeu : Jouez en JcJ 1v1 ou 3v3, ou en coopération contre l'IA en mode survie pour affronter à 4 une horde ininterrompue d'ennemis. Le mode défi vous permet de perfectionner vos talents dans des épreuves en temps limité.
  • Contrôles : Permet de jouer au clavier/souris, mais aussi avec une manette Xbox 360. Les contrôles peuvent être intégralement personnalisés pour jouer comme il vous plaît.

Configuration requise

    Minimale :
    • Système d'exploitation : Windows XP
    • Processeur : Pentium 4
    • Mémoire vive : 2 Go de RAM
    • Carte graphique : 8800 GT
    • DirectX® : 9.0c
    • Disque dur : 100 Mo d'espace disque disponible
    • Son : Oui
    • Autre : Connexion Internet haut débit
    • Additionnel : Recommandations système temporaires, en attente d'avantage de données.
    Recommandée :
    • Système d'exploitation : Windows 7
    • Processeur : Core 2 Duo
    • Mémoire vive : 4 Go de RAM
    • Carte graphique : 8800 GT
    • DirectX® : 9.0c
    • Disque dur : 200 Mo d'espace disque disponible
    • Son : Oui
    • Autre : Connexion Internet haut débit
    • Additionnel : Recommandations système temporaires, en attente d'avantage de données.
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