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 (81 reviews) - 81% of the 81 user reviews for this game are positive.
Release Date: May 1, 2014

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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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Recent updates View all (85)

February 10

State of the Game #211: Loading…

Wow, what a week of game development!

This week started with me finally bending to the will of the masses and putting in an ejection screen to the game. This simple mechanic allows you to ‘eject’ and blow up your MAV in game. Very useful in arena mode when you are stripped. There is a 5 second delay on it right now to prevent you from just ejecting to prevent the enemy from getting the kill. I will likely also implement a system in which the last player to do damage to you actually gets a kill when you eject.

From there, I decided to knock off a long standing bug with the AI, as I slowly work through Fenix’s great list!


The AI will now use Howitzers and Rockets correctly! In this video I gave the AI a fully automatic howitzer for testing reasons only, so don’t worry about them being that crazy!

Once the AI was solved I moved back to tackling a bug we experienced on the dev stream when we tried to make the very first 0.6.0 test build. I ran into a very weird issue with the new game options file, so I fixed those bugs and fixed another issue with how the game options file gets saved out.

After solving that issue, I went back to level loading to try and solve the incredibly long load times we were seeing in the stream. I was able to track the issue down and implemented a better solution which was able to get sub 10 second load times, all while maintaining a solid 30 frames per second, which means the load screens can be fully animated!

I have been working on the load screen manager, so each level can call it’s own load screen, or have a random load screen. Independent of the background objects, I will also have ‘tips’ that show. I started a thread to gather ideas for these tips, as they could be gameplay tips, map tips, map lore, or even game lore! What ever it is, it needs to be readable in 5 seconds or less, as the load times on most maps are at that 5 second mark. I even added a minimum load time so the faster levels would still give you time to read!

That’s it for this week! Oh, one last item. I will NOT be doing a Dev Stream on February 14th, Valentines day. While I personally think it’s a totally commercial holiday [thanks Hallmark!], it does provide a convenient day to show someone that you do care about them, so I will be spending time with my family. I hope you have a happy Valentines, if all else fails, you can go see Deadpool.

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February 3

State of the Game #210: Optimizations and AI

Welcome to the weekly State of the Game!

First up, I have been adding a man made platform to No Mans Pass, on the north east corner of the map. Here is a view from the multi-tiered platform.

I have been continuing the work on the level during the dev streams, but I do take breaks every now and then. One of the bigger things I focused on this week was actually optimizations! Using a LOD [level of detail] system on the MAV IK, along with some other improvements to the movement code, I was able to get noticeable frame rate gains of up to 50%!

These frame rate improvements are a very good start, but I still have a lot of optimization to do on the movement code [the most expensive operation right now] as well as the overall render of MAVs with draw calls.

Semi related to optimization, MAV now has loading screens! Well, kind of. The basic functionality is there, but I ran into an issue with Unity [the game engine I am using]. I cursed and shouted and made a big stink about it on stream, even so much as saying that I know that I am going to find out it’s not Unity’s fault, but at the time, I fully blamed Unity. Turns out, it’s not Unity’s fault! I am just, sort of, dumb. Here is a handy break down of what I thought happened when a level was loaded:

[Unity level loads all static assets] ==== [ MAV system loads and spawns all dynamic assets]
I was able to create a nice background loading process for the MAV section, but the Unity system still hung the game up. After LOTS of frustrated Googling and playing around with code, I was able to discover that my understanding of the load process was wrong. It actually looks like this:

[Unity loads level] ====> [Unity activates all level objects (calls Awake())] ====>[MAV System]
The activation stage was actually where the game would hang! This is actually good news, as Awake only gets called on enabled objects, so I can create all my levels with everything disabled, then create a system to enable all the objects in the background!


Fully proper load screens!
The game won’t hang and make it seem like a crash.
Load screens can be fully animated.


Load times will likely go up significantly [likely 5-10X].
Not a great workflow for development.

Overall I do think the pros win here, as the amount of ‘jankiness’ that game hangs cause is unacceptable. I also feel like people are better having a 30 second load time with proper feedback vs the game freezing for 5 seconds. Let me know how you feel!

This is already quite the list but wait, there is more!

The AI aiming system is getting a complete overhaul, in large part to Fenix’s forum thread. I am currently working on making it use angle fire weapons correctly [howitzers and rockets], but it will also be getting an overhaul on target selection, aiming for individual parts, coordinating with teammates fire, firing in weapon groups, and increasing it’s overall tracking accuracy.

Well, that is all for this week! See you in the development stream tonight!

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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

    • 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
    • Storage: 2 GB available space
    • 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
    • Storage: 2 GB available space
Helpful customer reviews
2 of 2 people (100%) found this review helpful
88.5 hrs on record
Posted: February 8
Early Access Review
0.6.0 WHEN!?

Decent in its current state, looks to only be getting better. Dev is very active in the community, I recommend dropping in on one of his dev streams. Community so far small, but enthusiastic.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
4.1 hrs on record
Posted: February 10
Early Access Review
This filled the void in my heart that Chromehounds left. Thanks a lot for starting this up. So much potential.
Was this review helpful? Yes No Funny
5 of 7 people (71%) found this review helpful
1.8 hrs on record
Posted: January 13
Early Access Review
When the Chromehound servers finally went down, there was a period of grief for what was lost... until now. Yes there is plenty of room for improvement but the basic functions are already in the game. I would recommend buying it for it will be going to a good cause to further develop the game.

If youre a fan of chromehounds... you shouldnt even be reading this review because you already bought it.
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4 of 6 people (67%) found this review helpful
8.4 hrs on record
Posted: December 18, 2015
Early Access Review
Good potential, I'm looking forward to seeing what becomes of this in the future.
Was this review helpful? Yes No Funny
47 of 49 people (96%) 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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