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!
User reviews:
Mixed (162 reviews) - 54% of the 162 user reviews in the last 30 days are positive.
Very Positive (7,693 reviews) - 87% of the 7,693 user reviews for this game are positive.
Release Date: Nov 8, 2012

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“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.”

Approximately how long will this game be in Early Access?

“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.”

How is the full version planned to differ from the Early Access version?

“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)”

What is the current state of the Early Access version?

“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!”

Will the game be priced differently during and after Early Access?

“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!)”

How are you planning on involving the Community in your development process?

“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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Recent updates View all (79)

July 19

AirMech Strike #238 Patchnotes: Shop is Back!

This is the 5th update to AirMech Strike since the huge reboot so we wanted to post this to the Steam news channel. Latest Patchnotes are always available ingame, and we'll consolidate them here when there is a good amount of new things or fixes. (scroll to the bottom for a bullet list of noteable changes)


After the initial work on Matchmaking and Custom rooms, then next most frequently asked for feature was the Shop. When we redid the menus, we figured one of the last things we'd need to add was the Shop. Most units and AirMech skins and customizations can be unlocked from the various setup panels, so you can preview things and then unlock them. We're keeping that in case you want to preview things, but we've also added a more traditional Shop layout to the menus.

Region Selection

Another significant new feature is the ability to include or exclude server regions, in addition to the automatic disabling of ones too far away. We'll automatically set a home region for you and select some of the areas we think will work best, but sometimes players are better at choosing where they play. For now there is a button in the Play menu called "Server Locations" where you can enable or disable regions. Green is on, Gray is off but available to be turned on, and red means it is too far away for automatic matching. Custom games are still possible however.

There have been fixes to the rendering selection to try and keep the new advanced post-process from enabling on lower spec machines including those with integrated graphics like laptops. Plus now when you select a lower than native resolution, the scaling will be smoother and look better. Definitely leave feedback if you are having any graphics problems, and include your settings and hardware if you know it.

Core Gameplay

Having units Follow you is a really cool addition to the game. Additionally, we added a way to tell units in Follow mode to go to a specific location. You'll see 3 options when units are Following--stop where you are, come to me and then stop, or go to where I click. This will also be added to gamepad with a new control mode soon.

If you haven't played AirMech Strike yet, there are many many other changes. Much of it is documented in the new ingame HUD through Tooltips and hotkeys hints (useful to turn those on in Settings). Gameplay is more in line with faster paced classic AirMech, with dynamic build queues that are not fixed to specific outposts.

New to Strike is the option to change out your Units during the game. Along with an increased build queue (8) and new Orders for your units. We're continuing to streamline the gameplay with everything focused on great 2v2 PvP gameplay.

Competitive Play

Season Zero is active and Ranking is live. This is just a test season and it won't last very long, just while we see how it is working and figure out where the tiers will settle.

Overall everyone has been super supportive, helping us identify the most critical things to fix or replace, leading to so many updates over the past week and a half. For players who weren't aware of the changes coming it was a bit confusing, but Wastelands is coming very shortly and with that everything should start to make sense again. We will of course announce it here when Wastelands access is starting to be available. It will be triggered from within AirMech Strike--more info on that soon.

Known Issues
  • Gamepad support incomplete, but coming
  • Unit setup in lobby is janky, preferrably setup units in pregame for now (being redone)
  • Spectator UI has overlayed menu (will be fixed shortly)
  • Anything missing will be available in Wastelands soon
  • Shop added
  • Simple tutorial/guided match for first time players (easy to skip)
  • Server region selection
  • Reduce Warthog's close range damage bonus
  • Rendering changes/improvements
  • Lobby menu restructure (ongoing)
  • Enter should toggle ingame chat properly
  • Fixed heads/hats not showing up on Bomber
  • Following units can be given more specific orders
  • Fortress income given a balance pass (was too high)
  • Improve target selection to prefer mechs over outposts
  • Muting should work better (was not working on names with spaces in them)
  • Mute players directly from info cards in a match (hover their mech at the top)
  • Black screen at endgame bug has been fixed
  • Teamcolor support for DeepSea Osprey
  • Improve AirMech flying and hover sounds
  • Improve Rank and XP circle progress at endgame screen
  • Update spectator UI to use new dynamic minimap (fixes missing minimaps)
  • Inviting players from their lobby player card should work right now
  • Fallbacks for various bad lobby states
  • Hopefully fix "invalid_sku" error condition
  • Saucer armor increased to 80
  • Quest updates as makes sense for Strike
  • Fixed player name not always showing in endgame screen
  • Can now invite players from Matchmaking menu
  • Custom rooms can be set to private, not browseable (you need to invite everyone)
  • Rings around player slots to help visualize size/team in lobby (temp visuals)
  • Show mailbox if you have a waiting message, even if not VIP
  • Add "power" button in menus to exit without digging in settings
  • Testing lighting changes in lobby, player selectable
  • Fixes to prevent units being dropped in salt piles on Salt
  • Make AirMechs do more cool stuff when they die in the air
  • Fix invisible enemies in lobby in Explore
  • Allow Explore during more states of ready-ness
  • More AirMech variant sounds added
  • Graphics option to disable glow effect, should help slower computers with integrated graphics
  • Change UI selection zones for units in Lobby to be more reliable
  • Disable gamepad binding to switch to "console" UI since it breaks everything
  • Adjust camera slightly up for Wreckz
  • Double-pressing E no longer deploys all pending units
  • Improved endgame sound effects
  • Hide game options that don't make sense when Spectating
  • Potential fix for sometimes getting the main menu while playing a game
  • New "Follow" Order tells units to follow your AirMech
  • Auto-repair removed, Repair mode now on Q key
  • Swap units ingame, Right
  • click to choose/swap, or Tab and drag
  • Generators reboot, can heal/fuel mechs on/off Sockets!
  • Leveler renamed Whoper, increases Upkeep limit
  • Parts are not used (used in Wastelands instead)
  • Pilots and Items also not used in Strike
  • Season 0 started, new Rank Points system
  • New Lobby design, fully 3D
  • New Menus, press Esc to toggle in/out
  • New Ingame HUD
  • New Storm and Biohazard adapted from player created maps
  • New Practice mode to battle all classic pilots in order of difficulty

One final thing to note, is that if you are a Silver VIP and did not recieve your Ancient Skull head (seen in the header image of this post) please let us know. We used this to initialy test the qualification for Wastelands access, and it didn't work as expected--but that's a good thing because it helped us fix the system to located these players. If you didn't get one, be sure to let us know either using the ingame bug report or just ask in chat if you see any devs around.

It's a busy week so we're getting right back to work!

13 comments Read more

July 7

Huge AirMech Reboot/Split - Part 4: AirMech Strike is GO

It is time. For too long AirMech has sat in a sad state. I covered how it got to this point, and what we have been doing in the previous months to correct this. We have been testing Strike privately, and now we need to go wider so we can move faster.

What is AirMech Strike?
AirMech Strike is the new PvP focused reboot of AirMech. Instead of launching a new game like AirMech 2, we are updating the old version so everyone has it, and everyone keeps their account and progress.

If you are just catching up, Carbon is soon launching a Coop/PvE/RPG game called AirMech Wastelands, which will be given to all Silver VIPs free of charge. Anything that is "missing" from AirMech Strike will be in there, along with a ton of new RPG focused content.

Back to Strike--what is it? To some very old players it might be familiar to see a PvP focus, but to newer players from the past year it might seem very different. The Campaign and Warzone have been removed (over to AirMech Wastelands) and we now have a 3D multiplayer lobby, a new Group/Queue system, Custom Games and Browser.

The forced tutorial and restrictions on chat have been removed. New players can try Practice to learn the basics. As of this writing the training mission is incredibly basic, but will be improved over time. It is a guided battle against an easy pilot where we check if the player has done certain actions, and if not we explain how to do these things. A pro player won't see a single message, but a new player should find it a nice soft introduction.

We now have voice chat built into the lobby. You can see other players, with whatever AirMech and Skin they are using. A huge benefit to the new Group system is you will be matched with a partner before finding opponents. This sounds obvious, but the old system located all players separately, and then would start the game, creating the impression of an empty queue. It is easier to get in a game than ever before.

Swapping units during a match is a key new feature. We are still experimenting with restrictions or penalties on this for competitive reasons, but as it takes time to do the swap it already becomes a penalty to change. The bigger benefit is that you don't need to pick units in the lobby, greatly simplifying the lobby/matching process. You choose your units during pregame (Tab or right click on a unit) while in communication with your teammate about strategy. Plus now you know the map you are playing on, making it easier to pick the right units. Don't want to put endgame units in your starting slots? Change them later, so you can use a larger variety of units for more interesting tactics.

Highlights of this Update
  • New "Follow" Order tells units to follow your AirMech
  • Auto-repair removed, Repair mode now on Q key
  • Swap units ingame, Right-click to choose/swap, or Tab and drag
  • Generators reboot, can heal/fuel mechs on/off Sockets!
  • Leveler renamed Whopper, increases Upkeep limit
  • Parts are not used (used in Wastelands instead)
  • Pilots and Items also not used in Strike
  • Season 0 started, new Rank Points system
  • New Lobby design, fully 3D
  • New Menus, press Esc to toggle in/out
  • New Ingame HUD
  • Graphical effects upgrades/improvements (ongoing)
  • New Storm and Biohazard adapted from player created maps
  • New Practice mode to battle all classic pilots in order of difficulty

There are many more micro changes to the game that have come along with development over the past year. We were focused on AirMech Command (the VR version) and lots of work from that helped the core AirMech game. We are also not finished, but we feel it is a better game than the previous forced solo campaign mode and confusing UI system, so we are launching it and moving forward with updates. You may be able to switch to the "Legacy" branch on Steam depending on when you are reading this.

Where is my stuff?
I still expect that to be the biggest question. Your account is the same and untouched. Some things might not be visible in the menus and this is intentional if they would cause problems or not be usable. Everything and more will be available in Wastelands, coming very soon. Anyone who has spent any real money (which causes you to become Silver VIP) will be given Wastelands for free. This plan has been discussed with the players on the Carbon forums for many months now, and the result is something that everyone from the biggest VIP to the non-VIPs are satisfied with. Those who love PvP get what they want, and the Coop/PvE/RPG fans will get what they want--in AirMech Wastelands.

We hope you are as excited about this new direction for AirMech as we are!

- Carbon Games Dev Team

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About This Game

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!

AirMech has recently undergone a huge overhaul to prepare the game to leave Early Access. This includes a new 3D lobby, new Matchmaking and Ranking system, and a return of Custom games and a Lobby browser. This version is actively replacing many of the old systems of the game, so we appreciate your patience while we finish this significant improvement. We believe that upgrading AirMech to Strike is a better approach than making AirMech 2, since it keeps all your current progress.

Some of the systems we have experimented with during Early Access which do not fit Strike's PvP focus are coming to AirMech Wastelands, a companion game which does not contain any PvP. Look for that coming soon!

Key Features:

  • Action-RTS Transformed: DotA-style gameplay with transforming robots each with their own unique stats and abilities. Fast paced action and shorter game lengths keep the battle intense!
  • Customize Your Army: Choose your AirMech and your Units to take into battle and help your team claim victory. Also unlock custom Variant AirMechs (skins) to have a unique look ingame.
  • Control Options: Supports both mouse/keyboard and Xbox 360 gamepad. Controls can also be completely customized for personal preference.

System Requirements

    • OS:Windows 7
    • Processor:Intel i3
    • Memory:4 GB RAM
    • Graphics:8800 GT
    • DirectX®:10.0
    • Hard Drive:2 GB HD space
    • Sound:Yes
    • Other Requirements:Broadband Internet connection
    • OS:Windows 10
    • Processor:Intel i5 (quad core or better)
    • Memory:8 GB RAM
    • Graphics:GTX 660 or Radeon 7970
    • DirectX®:11.0
    • Hard Drive:4 GB HD space
    • Sound:Yes
    • Other Requirements:Broadband Internet connection
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