Take part in a persistent war across the surface of Europa, fighting against other rebel factions and the Earth Defense Force. Join with your friends to create your own faction, capture territories through hard fought battles, spend resources to get new parts for your MAV and upgrade the defenses of your territories, and possibly deploy...
User reviews: Very Positive (52 reviews)
Release Date: May 1, 2014
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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:

“M.A.V. is using the Early Access program to allow players to have the greatest control possible over the way that M.A.V. is developed. Community feedback will play a large role in determining the features and schedule of the development of the game. Please, join the early access only if you want to take an active participation into the future of the project! Use the community forums to discuss ideas and report bugs. M.A.V. will stay in early access up until the point of release (with is planned for late 2015).

The current pricing of M.A.V. reflects it's current state of development. As development continues and more of the game is finished, the price will slowly rise to reflect that, until the point of release. By joining the Early Access, you are also guaranteed to receive all future updates to M.A.V. including any DLC that comes out.”
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Recommended By Curators

"Greenlit up and coming mech game with 'splodey combat and customization. Single + multiplayer elements planned. Chromehounds-esque in a lot of ways."

Recent updates View all (33)

March 25

State of the Game #165 : New Stable build and the Start of Profiles

Welcome to this weeks State of the Game. Now stop reading and go get the latest stable build and start playing!

Back? Good! So the new stable build wraps all the features from the snapshots into a bug tested [not bug free!] build that everyone can enjoy while I work on the next set of features. So what does this one have in it? Glad you asked! [Though you already played it so you should know. You did play it, right?]

New Pregame Lobby

The new pregame lobby allows you to switch out builds, switch teams, see the other players builds, and vote on the next level to be played. It was quite the overhaul!

Level Voting

No longer will you get stuck in a loop of playing New Amazon by a troll server, you can now choose your own fate and vote on the next map. There are 3 level options, one picked by the server admin, and 2 random levels. If the server does not have a level list, all 3 choices will be random [but never duplicated]. The level with the most votes wins! In a case of a tie, it's the level that was randomly selected last, or the server admins level, depending on which levels are in the tie.

Steam Connect

If you play the game on steam, you will now have the option of connecting your steam account to a Bombdog account. Why would you want to do this? There is some Bombdog account exclusive content, like Alpha member features, or the Alienware cockpit. By connecting your steam account to your Bombdog account, you will be using steam to login to Bombdog account, ensuring you have access to everything, no matter what platform you choose to use. You can even use it to connect to a free Bombdog account! In this case it will not create a new paid account, but when you login from steam it will grant the free account all your normal unlocks and allows you to use any Bombdog exclusive content.

Custom Logger

So I wrote, what I think, is a really neat event manager system in preparation for stats and achievements tracking. What better way to test this system than with a custom error tracking system?! The new custom logger replaces the built in Unity error tracking system and does a much better job at filtering worthless messages, reducing writing to disk, and avoiding memory issues that could cause a crash. It also make finding errors SUPER easy for me. I have already discovered 3 new issues that are well hidden and fairly random from user submitted logs and have a great start on getting them fixed!



So that is what is in the current stable build, but guess what! I have already started on the next snapshot! I already have a skeleton of a player profile that gets created/loaded on login and have a fully written, but not yet hooked up, stat tracker and manager system. It's kind of beautiful that I can create these systems in a fully modular way and just hook them up through the event system now. In fact, hooking up the profile system took exactly 1 line of code:

EventManager.Subscribe("Account/Login", new EventManagerEvent(ProfileManager.PlayerLogIn))

Once I get the stats system hooked up and saving data, I will start to manage the global syncing of that data through the Bombdog account. I will have to do some data conversion, as I want a lot of the game profile data to argument the online profile and be reachable through the website as well. There is also the big dark question of what to do about people messing with offline profiles, offline play, playing in one location offline, then playing online in a different location, and then playing online in the original location. All a bit of a nightmare, but I feel the problems are solvable and will provide me with a nice coding challenge. If you see a bunch of dumb questions flooding stachoverflow.com, that would be me!

Also, about the website. There is currently a contract developer working on a new version, but we are having a ..... quality disagreement. Sigh. I am doing my best to get the situation resolved in a mutually beneficial way, but it is highly likely the website will be delayed for quite some time. Originally, it was to be done by the end of January, but that date has long since passed.

Hope to see you next week for another amazing State of the Game!

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March 18

State of the Game #164: Custom Logger

Welcome to another state of the game! This week, I have been hard at work stabilizing the snapshots and adding small features to help keep all builds more stable going forward.

To start the week off, I went back in 'time' and made changes to the last stable build to include the memory leak fixes in the build and re-released it. This means the last stable build is actually a bit stable now and people can enjoy playing it without crashes!

After that fix, I moved on to the snapshots and released a small update to the snapshots that addressed the main multiplayer Arena issues. These are :

- Infinite time limit in arena matches
- Instance in which an instant defeat would happen on joining a game
- Instance in which no other players would be visible on the server and no damage could be dealt or received
- Made server not cast a vote in the level selection process

This already made the snapshots much more playable, but I wanted to further increase stability. With that, I created a custom event logger system!

So what is a custom event logger?

Well, the current builds use a default log system in unity. This means, when ever there is an error, or log message, unity writes that message to a file. Simple, but effective, right?

Well, it turns out, that is great if you have a simple game. If you have a really complex game, writing all those log messages can slow everything down. Also, EVERYTHING gets logged, not just the important stuff. Have you ever searched a 186 MILLION line text file for an error, because I have had to.

Then, there is the cause that unity doesn't like to close the file, which means when a server is running and dumping every minor message, eventually, it will run out of memory trying to write that file. Also, the file is in a standard location, so if you run 2 copies of M.A.V., they will BOTH be writing to the same file.

So, I tool things into my own hands. I had this really nifty event management system I had created for monitoring stats and achievements and thought this would be a great test bed for it. I then wrote up some custom file handling systems and tapped into unity's internal log system, and most importantly, turned off unity's built in log writing.

Now, the logs only contain things that are actually likely to help with debugging a problem in the game. No longer will I have to browser 10 million warnings about audio listeners to find the one game breaking error. The logs can also include any custom debug messages in response to events, allowing a great 'second tier' debugging system as well. To top it off, since I am in control of the logging, I can also [in the future] allow players to opt-in to automatically sending log files to a central server, allowing me to see common issues that people have.

So where is this new log file? Well, in the Logs folder in the My Games/BombdogStudios/MAV/ data folder, of course! You didn't think I had that folder there this whole time without plans to use it, did you? Also, a great new feature to the logs are that they are rolling, so your 10 most recent log files will always be available! This will be very helpful in-case something happens and you couldn't save the log with the error before restarting M.A.V..

While loggers might not always be the coolest thing to talk about, I feel having better support tools, like the logger, while help the game progress faster, as I spend significantly less time going on goose hunts to try and replicate errors. Also, it should increase the stability of long running servers, which is always a plus!

I will see you next week!

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About This Game

M.A.V. is a custom mech combat game with a core focus on tactical combat and customization.
You play as a MAV pilot, fighting against an oppressive government trying to turn your home into a forced labor camp. You will be able to build your MAV, piece by piece, into the perfect weapon for your fighting style. You will need to use teamwork and a steady aim to fight against other MAV's and military forces to protect your home and take back the areas conquered by others.
Take part in a persistent war across the surface of Europa, fighting against other rebel factions and the United Earth Council. Join with your friends to create your own faction, capture territories through hard fought battles, spend resources to get new parts for your MAV and upgrade the defenses of your territories, and possibly deploy a game changing Mega Weapons.

Key Features

  • You can choose from thousands of parts across over 30 different categories to design and build your MAV, from the ground up, or pick from community shared designs.
  • Fight in many different game modes, with the freeform Arena and Siege mode, to the single player story, or the persistent campaign mode.
  • Experience intense mech combat, with realistic projectiles, physics based weapon recoil, individual part damage, and fantastic environments.
  • In the campaign mode, build up your captured territories with additional defenses, place turrets to help fight off invaders, and hire and recruit AI rebels to fight alongside you. Changes you make on a territory level effect the battlefields and can change the balance of power.
  • Full customization of your MAV, with millions of combinations possible, different paint jobs and camo patterns, along with decals, you will always be able to express yourself and be unique on the battlefield.

Current State of the Game


Because the game is still in active development not all features are fully represented yet. Here are the things that ARE currently in the game.

  • 325 different parts to build your M.A.V. with
  • Robust AI bots that you can play against or with in both single and multiplayer
  • Arena mode and Siege mode game types
  • Multiplayer battles
  • Color customization of your M.A.V.
  • Fully realized combat with locational damage, damage effects, performance decay with damage.

Features that are In Progress

  • Commander Parts- Will allow you a greater overview of the battlefield and grant you the ability to issue orders and help guide your team.
  • Stat tracking, player profiles, achievements, and player ranks and unlocks.
  • Campaign mode - The persistent online game mode
  • More parts! - Melee weapons, Long range indirect fire weapons, quad and hexapod bases, more cockpits
  • Improved level assets - Graphical overhaul of the levels is currently inprogress

System Requirements

    Minimum:
    • OS: Vista
    • Processor: Intel Core 2 Duo E6750 (2.66 Ghz)
    • Memory: 4 GB RAM
    • Graphics: 512 MB DirectX 9 (8800 GTX, Intel HD Graphics 4000, HD 4770)
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Hard Drive: 2 GB available space
    Recommended:
    • OS: 7
    • Processor: i7 920
    • Memory: 6 GB RAM
    • Graphics: 512 MB DirectX 9 (Nvidia GTX 260 / Radeon 4890 or better)
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Hard Drive: 2 GB available space
Helpful customer reviews
5 of 5 people (100%) found this review helpful
0.4 hrs on record
Posted: March 1
Early Access Review
I really enjoy this game. As someone who loves mech games, this game definitely scratches that itch. It's not secret this game has been influenced by Chromehounds and I'm glad someone is carrying the torch. The mech customization is really in-depth. There's so many different ways to customize your mech. It's a lot of fun messing with builds and the thousands of weapon combinations to find one that works with any type of play style. The game can either be played on or offline. The AI is more than competent enough to give a challenge offline.
The developer posts constant updates and is involved in the community. He'll even answer personal questions, which I've found is not common with some early access games.
All in all, it's simply fun. If you like mech games, I can't recommend this enough.
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34 of 36 people (94%) found this review helpful
0.6 hrs on record
Posted: October 18, 2014
Early Access Review
The game is just barely past the line of being something you can have fun with, and even then you need a high tolerance for playing games in an alpha state. You can see where everything is going, though, and the developer's reverence for Chromehounds is obvious.

He's been plugging away at this for a long time, and hasn't shown signs of stopping. Buy this, play it a little every so often, and consider your purchase an investment to help resurrect the spirit of Chromehounds.
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11 of 11 people (100%) found this review helpful
3.2 hrs on record
Posted: October 19, 2014
Early Access Review
Before my review I want to give this
WARNING: The game is unfinished, it is not an open beta for a AAA title. It is an indie alpha and it feels like it at this point. Do not expect a completed game with polish, that said this is a great greenlight title!

Anyone who loved Chrome Hounds will love this game, it feels like the sequel we never got while also fixing a lot of the issues that plagued Chrome Hounds. If you did not play CH, then you should expect a slow paced complex and satisfying Mech game. I want to stress this is a real Mech game not one of those anime fighting robot games that feel like Mortal Kombat.

The developer takes community feedback and actually uses it, podcasts and patch notes are great to keep informed. It really does feel like the whole community is part of the development process due to how the design team can take feedback so effectively.

The community is small, but growing and should be viewed as a boon as your opinion and support greatly matters.

I highly recommend a purchase for this game, if you understand that an early access title is an endorsment to support the completion of a game and not a polished finished product.
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9 of 9 people (100%) found this review helpful
56.1 hrs on record
Posted: February 1
Early Access Review
I got this game back in 2012 as it was the closest thing to scratch that gaming itch I've gotten from Chromehounds, In the 3 years that I've watched this game it has come a very long way. It is still very rough around the edges but that's to be expected as features are still being added to the game.

Pro's
  • Extreme customization (it's like playing with lego's again)
  • Big stompy mechs (3~4 story tall)
  • Player hosted servers so it won't go down forever
  • Gold paint doesn't cost $500.00 (Alpha-1 backer swag)
  • Extremely awesome Dev, quickest patch response / fix is currently 1 hour after reported and he's always reading the forums / user comments even if he doesn't reply to everything.

Current Con's
  • Mav Building in the Garage is still alpha stage
  • Lack of Maps (expecially compared to chromehounds 100~ some maps you never played on because of the war's flow)
  • Still in early / mid alpha so features aren't all in yet like Campaign mode and lots of weapon types.
  • Sound system hasn't been touched much so it's extremely basic
  • Using an older version of unity due to the game being too big to compile on current newer versions of unity, we just have to wait for this one.
  • Currently no official servers, just mine and other user created ones.

Pretty much all of my cons center around the fact that it's still in Alpha stage and we're just waiting for updates to add missing or update older content to a much more finished state. Also if you want to play on the cutting edge try enabling the beta build (snapshot) to play on "unstable" releases as these are updated in a much higher intervals.
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4 of 4 people (100%) found this review helpful
11.9 hrs on record
Posted: October 11, 2014
Early Access Review
Spent the £15 to support this young but full of potential game. Yes it's a chromehounds reboot, and i've missed it very much. Most mech games lack the style and sandbox feel as you build your mech and I found chromehounds to nail it perfectly. The same combat syle is being used and physics so those who have played ch before will pick it up straight away. M.A.V. may be buggy, look and sound bad but in time the final version will look amazing, a blast to the past
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4 of 4 people (100%) found this review helpful
1.9 hrs on record
Posted: December 4, 2014
Early Access Review
Hurray! for a great concept of mech building continued, however, I would like to see a wall to place parts on next to your mech while building or at least a quick snap to closest point. I love how many defferent parts there are to work with, even though, the parts in their subcatagorys are a bit similar the stats vary nicely. I also have noticed how when parts connecting your chasy and cockpit become destroyed then your mech is destroyed, to help reduce this issue could there be more attachment points and even the option to load 2 chasy's if you say wanted to make something look like an ATAT from Star Wars or even a centaur. The added conections could extend the lives of mechs and also change the ideal target areas from that spacer which almost instantly kills the mech, into, hit those cannons first so they can't damage you as badly on the chase. With that being said i do have lots more I would love to add being a fan of chromehounds but I am merly a voice saying Thank you for starting this project my team and I are very excited to play anything similar to chromehounds and although robocraft is fun I like to feel like an adult in my mech (if that even really makes any sence) and as of yet this game still needs an umph in the right direction to make it a chalenging, and a fair based game. A first person mode with gun cam/teamate cam would be a nice extra as I never really liked the targeting in 3rd person with cam box in upper right. I am really excited to see what comes of this and as a last suggestion even though this may be impossible, have the option to link into teamates camera. Could be handy for artilary or sniper mechs to be able to judge grid/distane if LOS will still be as short as it is now, current distance makes snipers just another pair of cannons. Once again Thank You for making this game, I am sitting on pins and needles im so excited for whats to come!
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5 of 6 people (83%) found this review helpful
2.5 hrs on record
Posted: October 30, 2014
Early Access Review
I loved old mechwarrior games and chromehounds, they were wonderful games and the niche they fill in gaming has remained somewhat unfilled (if you exclude a certian rediculously expensive "free" game) for quite some time. MAV is on track to fill this niche spectacularly, and even in alpha it is quite enjoyable. If you're thinking about trying it out, or just like the idea, I strongly reccomend supporting the developer and getting early access!
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3 of 3 people (100%) found this review helpful
4.9 hrs on record
Posted: February 1
Early Access Review
It needs some more work, but it may be a great game for those who like Robocraft (F2P with blocks), Mechwarrior (FP2), Hawken (abandonned), Chromehounds (old)... This MAV is also offline and single player with some stupid IA but at least, with the option to play alone. Also it's not F2P, it's a pay and play without grinding days and days to unlock what should be available immediatly.
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2 of 2 people (100%) found this review helpful
1.5 hrs on record
Posted: February 1
Early Access Review
This game is a must buy to fans of chromehounds and games like chromehounds. A few bugs and needs more content but it is Early access. If you loved chromehounds, buy this and help the Dev out so he can re-make a once wounderful game.

Overall in the current state it is in i give it 8/10.

Keep going developer! re-make and improve the once almighty game - chromehounds.

I would like to make a few suggestions for the developer, incase he reads this :)

1. Hit markers - sometimes its frustrating too see if you have hit someone or not (snipers specially)
2. Online rankins - A sort of ladder system (also Personal rankings (leveling system))
3. Clans/Guilds - Don't really need to explain this one do i :P?

I hope you keep developing and take my suggestions if you want :)
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3 of 4 people (75%) found this review helpful
2.4 hrs on record
Posted: February 19
Early Access Review
EDIT: Thanks to LegacyElite84 the game has't crashed in a bit now! Games very early acess but still very enjoyable now.. So If you have issues with crashing, his fix helped me! And I can finally recommend this game!


Can't even play, the game keeps crashing every 5 min and I can't even save what little progress I made.. Such a waste of money and time..

Edit: I keep trying, its still not working! It keeps freezing! It's really cool, 5 Mins at a time and the frustration of starting over every time.. But cool..
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1 of 1 people (100%) found this review helpful
22.1 hrs on record
Posted: December 16, 2014
Early Access Review
I highly recommend this game to anybody who likes, or is interested in simular machine based combat games. M.A.V. has an unmatched capacity for customization of your vehicle, from thousands of parts and weapons to custom paint/camo patterns. You can build your Modular Assault Vehicle(MAV), part by part or just hit randomly generate if you want to get to the fight faster. I have been waiting for a game like this for a long time!
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3 of 5 people (60%) found this review helpful
3.4 hrs on record
Posted: January 8
Early Access Review
Far warning: This review is for the Early Access version as of January, 2015.

This game has a ton of potential. I hate using that word when it comes to games, but I feel it holds true here. Fortunately, I feel it could actually live up to its potential, unlike so many other games that come out as a mere shell of what was promised. As of right now, the actual battle gameplay is quite solid. Physics, movement, and weapons fire seem rather well polished. As of now, however, there is no way to divide teams up how you want, the AI is completely inconsistant (sometimes it will actually attack or defend in a way that seems like it is actually trying, sometimes it sits there doing nothing, and sometimes it tries to endlessly drive through objects). The MAV design section is quite capable of making some very intersting designs at present, but the controls and interface for that crucial section leave much to be desired currently. That being said, you can tell this is a labor of love, and the developer has made fairly regular updates to it, so I still have hope that it will become the Chromehounds II that From Software will never make. I cannot, however, reccoment a purchase of this in its current state, unless you simply want to throw the developer a sign that people are still interested in it.
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3 of 6 people (50%) found this review helpful
18.3 hrs on record
Posted: November 17, 2014
Early Access Review
Good fun game loved chromehounds and love this sadly a smail player base.
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40 of 47 people (85%) found this review helpful
1.1 hrs on record
Posted: May 1, 2014
Early Access Review
Been following the game for a while now, If your a Chromehounds fan this game has amazing potential, yes its a long way off from being anywheres close to being done. But having spoken to the game maker through the facebook page he seems commited to continuing to improve the game. This game deffidently could be an amazing strategy mech game in the future and even in this early developmental stage its still fun to play around with. So yes I would say putting the $20 in now is worth it especially if the game continues to improve on a regular basis.
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28 of 31 people (90%) found this review helpful
19.6 hrs on record
Posted: May 2, 2014
Early Access Review
It’s a Mech Game for PC! However, It’s still very much in Beta/Alpha, but it is still a lot of fun to play around with the mech building and then testing your creations. Also it does have a functioning multiplayer although it can get a little jittery at the moment, but it is still early beta. Overall this is an awesome game and I can’t wait to see new updates. Definitely worth the 19.99
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28 of 34 people (82%) found this review helpful
33.9 hrs on record
Posted: May 1, 2014
Early Access Review
I've had this game for a while now, and I must say, it has come a long way. It is a really fun game, and it is very much worth the money.

M.A.V. is considered the "spiritual successor" to Chromehounds and the developer has learned from its mistakes. This game will only be getting better from here, so get it while it's awesome!

P.S. Some people have been getting a black screen. The developer is working hard to fix this.
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19 of 20 people (95%) found this review helpful
16.9 hrs on record
Posted: May 2, 2014
Early Access Review
Love this game!!! Been needing my mech fix since chromohounds.

If multiplayer is done correctly at the end this game cant lose.


UPDATE: We need to help spread the word about this game!!! I want this game to get the attention it deserves. Lets get out there and tell our friends, share some links on facebook, and get some twitch streams going!
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15 of 16 people (94%) found this review helpful
4.9 hrs on record
Posted: May 2, 2014
Early Access Review
Even though this game is simple now I can see it going somewhere in the future, I really can!
I spent an hour in the garage looking at all the parts and figuring how things worked. Weight, energy, weapon loadouts, paint schemes, everything you'd expect from a customizable mech game. Though placing parts on your mech can be a pain and annoying you get used to it and learn how things work.
The gameplay feels very solid and can be strategic at times. So far the only bug I've run into is sometimes the AI when they spawn they just sit there and don't move unless you run into them or shoot at them, but it's not a big issue. The AI is playable.
As a Chromehounds fan and mech games in general I'm very happy with this game! I'm eager to see what's in store in the future!
See you on the battlefield!
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12 of 12 people (100%) found this review helpful
26.6 hrs on record
Posted: July 27, 2014
Early Access Review
This Review is based on Its current state on 27/07/2014

The best way to describe this game it's like a unbaked cake.Although the product itself is far off from being cooked and done it can still be fun to lick the cake mixture off the spoon and this is exactly how to describe the content so far.

This game screams early development so those who'd fancy a more catered graphical experience may want to wait. Another weakness is singleplayer as dispite it's generous amount of maps each is just a very stale Deathmatch against bots (It's best to use Singleplayer as a test mode for your robots.) Lastly with the multiplayer community as it is. The only way so far is to annouce or lookout for a match on the forums and to arrive on the set time and day the match is. No jump in and play yet!

Gameplay is very solid. The movement of each type of robot feels alright and the way the guns handling feels acceptable too. But its saving grace it has is the customisation apart from the base (The robots legs) all parts can be moved around thanks to Spacers a lego like component which if done correctly can grant massive customisation options.

With Spacers you can place Guns, Generators, Armour plating and even your cockpit! almost where ever you desire. Have light armour cockpit but want protection? Rather than placing armour on it you can just use spacers to hid your cockpit behind your tank legs! Using your high armoured legs as protection instead!. Spacers can truely lead to some interesting designs.

Finally the greatest part is the weapon placement current cockpits can fire upto seven weapons at one time! if you had the time you could possibly create a super gun out of high powered sniper rifes and howitzers? ( Depending if you can control the recoil and master the fire spread) which could destroy anyone. The ability to mix weapons is up to you want a shotgun and flamethrower merely put them together and assign them to a robots many equipment slots and it's done.

Though the gameplay of this game is limited the customisation certianly Isn't with many Builds and weapons combos to try building a Robot is this games greatest joy! So although it can't be recommend for its limited gameplay at this time it can be for it's truly fun Customisation.
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7 of 7 people (100%) found this review helpful
20.9 hrs on record
Posted: May 4, 2014
Early Access Review
Been following this game for just shy of two years now, and the sheer level of development I've seen from this game over two years is incredible, especially for one person. It's no doubt M.A.V. still has a long way to go, but at this rate, we'll be seeing a masterpiece in good time.
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