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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Data di rilascio:
8 nov 2012

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Gioco con accesso anticipato

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Cosa dicono gli sviluppatori:

Perché l'accesso è anticipato?

“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.”

Per quanto tempo questo gioco rimarrà in accesso anticipato?

“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.”

Quali saranno le differenze fra la versione completa e quella ad accesso anticipato?

“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)”

Qual è lo stato attuale della versione in accesso anticipato?

“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!”

Il prezzo del gioco varierà durante e dopo l'accesso anticipato?

“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!)”

Come pensate di coinvolgere la Comunità durante il processo di sviluppo?

“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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Aggiornamenti recenti Mostra tutto (92)

14 febbraio

Valentine Neo - Make Love, AND War!

Love is in the air (literally) in the world of AirMech--and this year we see the arrival of Valentine Neo as a timed exclusive Variant! New tracers are also available, the Cupid's Arrow, and the return of the Pink Heart and Rainbow Heart exhaust cosmetics.

Introducing THE PIT

If you used the Try Out feature recently, you've seen how you take cosmetics and mechs for a little test run in a mini arena to see what it looks like in game. You might have also found the area to the north that takes you to a combat arena where you can fight things. But you might have also been disappointed to see there wasn't a way to use that mode while in queue.

We saw this as a lost opportunity for anyone waiting in queue. Yes, wait times are way down, but if you are looking for a specific mode, you have high rank and/or are in a part of the world with less players, the wait is never fun. So we decided it should be fun.

Currently in testing, this mode takes you to the Try Out zone, then just head north to enter the Pit. You'll face mini-waves of enemies to clear before new ones spawn. Just a few are there for testing now, but we will add a lot more to keep things interesting.

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15 gennaio

Neo and Osprey get New Abilities!

Big things to note are the new abilities for Neo and Osprey. Neo now can do a powerful backstab attack while cloaked, and also has a super-stealth activated mode. Osprey has turned to the dark side and has tuned his nano tool to disassemble enemy units as a weapon! Both are experimental and will get ongoing improvements, fixes, and balanced. Feedback is most welcome.

This patch (and the pre-patch just before) was testing out something requested by members of the community: the removal of level requirements to build the more powerful units. These units generally are very expensive, take a long time to build, and use a lot of upkeep, so their feeling was why restrict them? In the end, I think this would make it so the whole game would have to be toned down. Instead I want to see super units stay super units, and put level requirements back on them. But, it was a fun experiment to do along with the community. We like to try things out sometimes especially if the community can make a strong case for it. This system will be changed back for next patch, so last chance to mess around with it!

Lots of significant changes to server selection process. A few bugs were found that potentially allowed some players to escape the servers they should be assigned to, cascading into bad games for whoever they matched with. We also redid how we calculate the estimated pings, and while we were at it we revamped the region map to provide more detailed feedback on which servers are good, ok, and bad. Click the region icons near the bottom when you are queued in any online game to bring it up.

General Updates:
  • main menu rework
  • "Try Me" and "Try On" option added for AirMechs and some cosmetics
  • pre-game timer is now 60 seconds in solo matches
  • loadout cycling reduced from 3 to 2 for online and solo matches
  • made Neo Cloak an activated ability
  • added a melee sneak attack to Neo's Cloak
  • Neo will now be slightly visible for the local player when cloaked
  • Neo rework is still ongoing, so there will be some issues...
  • improved targeting AirMechs in ground mode with Osprey's Heal Beam
  • Osprey Heal Beam no longer overheals to power shield. Restore ability now has activated mode which overshields nearby units
  • Osprey Heal Beam can lifedrain Enemy units. Try it out
  • this is a work in progress...
  • right trigger now fires Angel's Railgun when using gamepad
  • added icons for AirMech heads
  • Hero units now accept orders
  • "Challenge" and "Defeat Pilot" Quests updated and re-enabled
  • added progress bars when hovering over a Quest
  • reduced level requirements on PvP Quests
  • AirMech AI will no longer build in the pre-game phase
  • reduced collision size of medium units
  • Bomber no longer faces the mouse cursor when bombing
  • Collection browse mode added back to the Inventory UI
  • updates and improvements to server browser and latency checking
  • boost Icons added back into menus and game UI
  • added support for more Steam currencies
  • in-game AirMail enabled for all players
  • removed stray music fades from maps

    Bug Fixes:
  • Angel sniper shot should be working again
  • Bomber rapid fire rate issue fixed
  • fix for Neo not being able to shoot after using Backstab attack
  • multiple crash and desync fixes!
  • fixed Paladin guns popping when firing while walking, jumping, and throwing
  • fixed Saucer getting stuck facing North when transforming from air mode
  • fixed overlapping Ready button in loadout creation UI when in a lobby
  • fixed VIP Shop filter getting reset when chat is opened
  • fix for selected AI bots not being the ones that appear when starting a game
  • fix for Ultimate Moneymaker showing incorrect description text in Strike
  • fix for opening chat links when in a match and chat is minimized
  • fix for opening the pause menu during endgame
  • fixed up "drag to remove" in loadout creation UI, use right-click to remove a unit
  • fix for Sets menu overlapping Inventory UI
  • fixed highlight on "Destruction Detail" bar in options UI
  • fix for hat slot appearing empty in AirMech customization UI
  • fix for opening the Wastelands Market when the pause menu is opened
  • fixed old Booster Pack bundles appearing in purchase dialogs
  • fix for HUD not appearing when restarting a match
  • fixed "Cancel Invite" for multiple players in a lobby
  • fix for invisible Neo heads
  • fix for units getting pushed up onto higher ground
  • fixed blank preview tab in AirMech inspect dialog
  • fix for practice pilots being ultra weak
  • fixed some floating props on Thar and Salt
  • fixed units not attacking the Fortress on Challenge 3
  • fix for price buttons not showing up in unlock dialog
  • fixed Market listing Cancel button overlapping the price

    Balance Changes:
  • Removed in-game level locks from all units (temporary experiment)
  • Goliath build cost increased from 14500 to 17000
  • Goliath HP decreased from 3600 to 3400
  • Gorgon HP decreased from 5000 to 2250
  • Gorgon shot damage decreased from 35 to 30
  • Gorgon armor piercing increased from 35 to 65
  • Gorgon carry weight decreased from 5200 to 3500
  • Bertha build cost increased from 14500 to 17000
  • Bertha splash range decreased from 6 to 2
  • Turtle upkeep decreased from 3 to 2
  • Gatty HP increased from 1100 to 1500
  • Gatty shot damage increased from 16 to 24
  • T45 build time decreased from 5 to 3
  • Stinger build time decreased from 5 to 3
  • Joker build cost increased from 1000 to 1500
  • Bomber air speed reduced while charging Bombs
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Informazioni sul gioco

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.

Requisiti di sistema

    • OS:Windows 7
    • Processor:Intel i3
    • Memory:4 GB RAM
    • Graphics:Less than 5 year old GPU
    • DirectX®:11.0
    • 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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