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:
Recent:
Mixed (12 reviews) - 66% of the 12 user reviews in the last 30 days are positive.
Overall:
Very Positive (97 reviews) - 80% of the 97 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 (104)

May 25

State of the Game #226: Snapshots!



This week I have been focused on making the performance optimizations from last week actually work in the context of the game! When you fundamentally change how the MAV's are put together, you run into some strange issues.

Most likely the funniest issue was me not accounting for rotation of the part you attach to the legs. Since I am a causal MAV builder, I slap a cockpit on the legs and call it a day. However, the more advanced builders ran into a funny bug that would flip the whole top of the MAV around! You can see it in action here.
The next biggest issue, was the turrets.

In MAV, turrets are MAVs, but just with some special rules. They have a set of legs [that can't move] a cockpit, and the same types of weapons as you. Only now, there is a bunch of code expecting them to be cut in half. This was a much trickier problem to solve, as I had to make some design choices on how I wanted to handle the code branching between the turrets and normal MAVs, as I try to minimize the amount of hard forks in the code as much as possible. After some extensive testing, I believe I have found a solution that allows them to still share a code base with a normal MAV, but with a minor number of code forks to handle the none split nature of them.

With these updates, I have also put out some new snapshot builds! What is a snapshot build? It is a quick build designed to address a few specific issues [mostly when dealing with multplayer] that allows people to play the build before it goes live to everyone. This helps me do hot fixes very quickly for a smaller number of players without the risk of sending the build to the entire player base. If this is something you want to participate in, just go here: http://bombdogstudios.com/forums/topic/enabling-snapshot-builds/

Also, with these snapshots I have started hosting 'Official Bombdog Servers'. These are 4 multiplayer servers setup on a dedicated box. 2 siege and 2 arena games, with and without AI bots. The goal is to always have a server available and I hope these servers help fill in any gaps. The community has been doing a great job of running servers and I am hoping these servers just help provide some extra flavor. Since the servers are fairly powerful, I have set the AI servers to have a reasonable AI count, 6 in arena and 8 in siege.

Also, in the latest snapshot I have adjusted some of the server admin commands. After a relentless assault by SergeDavid, I have changed the admin cmd syntax from 'cmd/' to just '/'.

I have also added these new commands:

'/endround' Instantly ends the round and calculates the winner. Good for siege matches where both teams are stripped or out of ammo but nobody wants to wait out the timer.
'/switchteam [PlayerName] [TeamNumber]' Force switches a players team during the team setup phase. Can be used on the AI as well. Usage would look like this: /switchteam RoboMAV-AI0 4.

'/reboot' Sometimes the server gets into a state that a hard reset is the best course of action. This command will close down the current server and restart it using the same settings that it originally launched with. Very helpful for people running headless servers on remote machines as well. Works with a machine hosting multiple MAV servers as well.



That is all for this week! I will be hoping on and playing through out the next week as I compile my list for the next big update. I hope to see you in game!

1 comments Read more

May 18

State of the Game #225: Cutting a MAV in Half


Performance is a hell of a thing. Chasing it is as close to being addicted to drugs as I can imagine. Your always chasing that last tiny bit of it and it has you doing more and more crazy things with ever diminishing returns. Here is how I spent 96 hours chasing my last high.

Preface:

MAVs are expensive. MAVs on screen are VERY expensive. But worse, they are expensive just existing in the level. How expensive? Well, in my baseline test, 12 MAVs ate up 60 milliseconds of CPU time, not including the actual drawing of them on the screen. Considering I am looking to be at 16 milliseconds for the whole game, this was a problem.



Time to dig in.



It’s easy to say MAVs are expensive. Just spawn a bunch and watch what happens. I needed to know WHY are they expensive. Time to fire up the profiler! I jumped into 12 man games and watched as the profiler gobbled up all the data and drew all it’s pretty charts. I compared multiple plays on multiple levels, with different MAV makeups. This allowed me to eliminate specific MAV design issues or issues unique to a level. After a few hours I was able to create a hit list of the top offenders.

MovementCode – 12 ms
AnimationUpdates – 23 ms
AimingCorrectors – 8 ms
AttachmentCorrectors – 1 ms
Ground Alignment – 1 ms
These top 5 offenders are worth 45 ms of CPU time alone!

Testing:

This is what this stage looks like

https://youtu.be/u1Ds9CeG-VY


I created test levels with just legs walking in circles. I added spinning parts to them. I tested having the parts attached in a nested hierarchy versus a flat one. I tested just about every possible thing I could thing of. The more testing I did, the more apparent the looming problem was.



Unity hates how I build MAVs.

There was no getting around it. Unity fundamentally did not work with how I was assembling a MAV together. The most basic building block of the game and I had somehow done it the ‘Wrong’ way. Great. Time to throw in the towel and rewrite the whole game. I mean right?

Or, to quote Matt Damon, “It’s time to science the shit out of this”.

To Science!

Or more so the scientific method. I spawned in a MAV and manually rearranged it, or tweaked a value, or twiddled a switch, logged the change in performance, then collected the data. I did this for exactly 148 different tests. I was chasing performance and I had to find it. And find it I did, in the most unusual of places.



Off with it’s head:

In my data logging I found several key points. Unity hates having a physics object attached to an animated object. Even worse if it’s a dynamic physics object. Unity also hates deep hierarchies. It seems Unity was written with less than 10 levels of nested objects in mind. Unity even more so hates rigidbodies being children of other rigidbodies. I was doing all of these things and unity hated me. In one test, I happen to remove the entire top half of the MAV as I was moving things and I noticed a MASSIVE increase in performance. So that is what I did. I chopped the MAV’s in half.



The Reattachment:

Chopping things in half is super fun, but for the game to actually work, we kind of need that top half back. I tried many different ways of doing this, the result of one can be seen below, but ended up having to go with a solution that was not as performance friendly as some of them, but actually provided the same game experience currently in MAV.

https://youtu.be/TPS7HzcgI7U

Results:

After fixing up some code that assumed your MAV was all 1 item, I had my results. What used to take 45 ms, was now taking a smooth 16 ms! A more than 50% decrease in CPU time!

MovementCode – From 12 ms to 3 ms
AnimationUpdates – From 23 ms to 6 ms
AimingCorrectors – From 8 ms to 0 ms!
AttachmentCorrectors – From 1 ms to 7 ms [Lots more correcting now]
Ground Alignment – From 1 ms to .5 ms


I have predictions that I can even reduce that more! It’s possible that with a more extensive rework I could save another 5-8 ms. This will need to be done for the eventual goal, but it’s time for me to move on to other problems for now!

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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
    • Storage: 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
    • Storage: 2 GB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Mixed (12 reviews)
Overall:
Very Positive (97 reviews)
Recently Posted
Zach Fett
( 2.4 hrs on record )
Early Access Review
Posted: May 30
This game is fantastic. It's still very much in it's beta stage, but it's already extremely entertaining to build mechs and fight bots/other players. It's as close to a Chromehounds 2 as we'll probably ever get since SEGA hates money.

Building your mech will at first be very confusing, and the controls aren't too good in the garage, but once you get it down you'll be making different mech builds for different situations and then you'll notice you've made 15 different builds and you haven't even tested out a single one since you've been so busy building.

Plenty of weapons, a decent selection of levels (thankfully with many more to come), plenty of styles of mechs to build (hovering, biped, hexaped, and wheeled mechs). Want to make a pizza boy mech? Don't worry, you most definitely can. You can make some insane mechs if you want, or you can download other people's creations off the game's forum. Like this bizarre thing.

The dev is planning to add a persistent multiplayer campaign, like what Chromehounds had. Everyone choosing alliances and fighting for territory. Sounds like it'll be a lot of fun! The dev is also planning a single-player campaign and 6 player co-op, as well as more maps.

The only negative I have to say about this game is that the framerate is pretty bad at times. When you're in the thick of a battle it'll drop down to 30-40 fps, and that's with the lowest settings selected on my decently beefy gaming rig. The developer says optimization is high on his to-do list, though, and the game is still plenty playable even when the framerate does dip, so I still highly recommend this.

Especially if you played Chromehounds and have been hoping for something similar after all these years. This is it!
Helpful? Yes No Funny
FERNANDO
( 0.2 hrs on record )
Early Access Review
Posted: May 30
Absolutely horribly optimized. There is no valid reason that a rig that can run crysis at 120fps max gets sub-20 here with everything set to low. Come back later.
Helpful? Yes No Funny
NITE KNIGHT
( 2.7 hrs on record )
Early Access Review
Posted: May 10
Yo, this is a rad game.

If you played MechWarrior or if you like technical/tactical shoot-em-up giant robot games with lots of boom-boom and pow-pow, then this is for you – or will be. It’s still in development, so, early access is where we’re at right now. The dev is pretty active and is working on a lot of stuff in the game. Anyway…

Sustain:
-Controls are smooth and easy.
-The camera swap with the PiP for the alternate cam is an awesome idea.
-The weight-based system for mech construction is cool and simple to learn. The real joy of the game comes in exploring the garage mode and making a mech within the constraints of weight, power, speed, and armor.
-Footprints from the mechs – cool.

Improve:
-SOUNDS. The sounds are flat and very uniform. A giant robot battle with missiles, rockets, and many bullitos should sound as awesome as it…sounds.
-Add more parts for the mechs. Add more variety to the look of parts (maybe ‘theme’ some parts – the different Gundam factions look a lil different from each other).
-Add a boost or sprint mode for the mechs.
-Add a heat/overheat system, so mechs can go beyond their power boundaries (use rivers, lakes, and streams as an external factor for cooling, as well as the environment conditions on each map – a snowy map will allow more sustained fire)
-Add a lead-target circle. A spot for the pilot to aim to lead moving targets with the various weapons (this could be left out to force users to learn the various weapons, but I think it should be a toggle-option, at least).
-Add a conquest sort of mode like Battlefield, where you capture flags and so on to control the map and enemy reinforcements.
-Put a heavy metal soundtrack on during the battles (;
-Dynamic environments that can be destroyed – terrain gets holes.
-Add more to the HUD. Range to target, walking speed, weapon range, and other such things that would be relevant in a giant fighting robot.

Piddly crap that will eventually find its way into a later version:
-Add an interior vehicle (pilot) camera mode
-Polish. The fonts, textures, details, graphics could all use a nice, robust makeover.
-Campaign/Story modes.
-More depth.

This game has much promise. With the right people behind it, it can become something great for the PC community. I know a lot of us love mechs and giant robot crap, and this could be the king of it.
Helpful? Yes No Funny
Myself9
( 35.7 hrs on record )
Early Access Review
Posted: May 10
Alpha has dropped, and it plays and sounds great.

For me, the joy in this game comes from building the perfect MAV then taking it to the battlefield and laying waste to anything that moves. Or getting my head smashed in and going back to the drawing board.

There are pre-built MAVs in the garage should you be interested in picking up the game and jumping into some quick action, but I imagine that the game would feel a bit shallow.

The beauty in this game is developing your own MAV from the ground up. This isn't like Mechwarrior or Armored Core, where you just slap weapons on the arms and back and go.

MAV has a hexagonal building system which allows you start with a base and pile as many tools of destruction on top of it as it will hold. It allows you to really use your imagination.

If you've played Chromehounds, you'll immediately notice the similarities and inspiration. But it's been changed and in some ways improved and could be considered the spiritual successor.

The garage has its clunky moments.

Graphics are OK. My slightly above average machine experiences frame drops here and there but it's not gamebreaking by any means. The older maps are a bit bland, and the newer ones have lots of more detail.

The sound (aside from the kind of weak "walking sounds") is phenomenal.

Controls are straight-forward, intuitive and smooth. I've switched to playing it with the Steam controller and it feels great.

If you like equal parts engineering and destruction, play it.

Once the persistent online battle is implemented, I will completely forget about the tragedy of January 7 2010.


Helpful? Yes No Funny
gravebayne
( 4.1 hrs on record )
Early Access Review
Posted: May 5
It's pretty cool. They are working on the game and putting in alot of new and better things all the time. It is by no means polished and perfect, but if the pace continues it will be a great game.
Helpful? Yes No Funny
- Abby Sciuto
( 4.4 hrs on record )
Early Access Review
Posted: May 3
They say they've moved into Beta, and yet the game runs horribly, like, sub 20 FPS horribly, with everything on the lowest setting.

Windows 10 Pro 64 Bit
NVIDIA GeForce GTX 760 (MSI)
16.0GB Dual-Channel DDR3 @ 932MHz
Intel Core i5 4670K @ 3.40GHz
Helpful? Yes No Funny
Lazermaniac
( 1.0 hrs on record )
Early Access Review
Posted: May 2
This game has been in development for quite some time. Since the last time I played it, the UI has somewhat improved, as did the model assets. However, that is where the improvements seem to end. The game environments are about as bland and generic as can be, with levels of quality that would look bad ten years ago, let alone today. Optimization is poor to nonexistant, with my framerate staying below 30 even on the thoughtfully included "Minimal" graphics settings - which I shouldn't have to resort to while using a Radeon 390. While not much can be expected of a small game studio, this title is just not up to par with the likes of Robocraft or Mechwarrior Online.
Helpful? Yes No Funny
Francis Fulloffrenchpeople
( 2.5 hrs on record )
Early Access Review
Posted: May 2
Great game, a lot like chromehounds for the Xbox 360 (by which i mean this is an exact copy but god damn was this ever needed), near limitless customization. cant wait to see what else they add in the future
Helpful? Yes No Funny
Greiztoph Titanhammer
( 1.7 hrs on record )
Early Access Review
Posted: May 2
Is fun, wait for more however, glad the dev stuck to the spirit of Chromehounds <3
Helpful? Yes No Funny
Honey Glaze Spiral Ham
( 1.2 hrs on record )
Early Access Review
Posted: May 2
This game has exstensive potential. and the persistant war is a expected feature. now its up to the community to unite.
Helpful? Yes No Funny
An Ethnic Group
( 0.1 hrs on record )
Early Access Review
Posted: March 11
Chromehounds with an active dev and fun community. Also you have to check out the dev stream. Amusing to say the least. Weapons Armor and mountion options all the best things about t Mech combat games. Oh and you not having fun until your slow mech burns to the ground by something with less than half your firepower -_-
Helpful? Yes No Funny
Meowschwitz [OG]
( 6.6 hrs on record )
Early Access Review
Posted: March 3
This game is a real treat. The Dev is also a really dedicated guy that knows the exact kind of game people want and isn't afraid to listen to all inputs.

One man made this and it shows but not in a negative way, eveything is polished, consistent (!RELEVANT!) updates, no DayZ ♥♥♥♥♥♥♥ttery here. Things get fixed once they are found, and M.A.V. today is pretty damn good. It isn't finished and it might not be for awhile but the pace has been set, and is consistent.

Bring your friends and woop their asses in chicken death walkers that have cannons on them!
Helpful? Yes No Funny
Rartemass
( 0.8 hrs on record )
Early Access Review
Posted: February 25
I love mechs and mech games. I've played and enjoyed most of them in video game, tabletop game, board game and card game formats. I however can't get behind this one. I was a contributor to the kickstarter and was hoping for something cool in this. There are no tutorials in game for anything. The guide opens a web page with videos. After watching one I figured out most stuff but there are indicators that create an invalid build but they don't say why its invalid. Things like weight and power are obvious but the guns are not. I was looking for a way to add in ammo, place them differently and other things. It turns out you have to manually assign the guns to a weapon group after adding them onto the mech. The auto generated mechs had this issue as well. That should be automatic but I could accept it if the gameplay and combat was good. Unfortunately it wasn't.
I have a gamepad as a joystick that works perfectly in all other games. However M.A.V. treated the centre of the screen as the top of the sky whenever it is plugged in. There are no joystick calibration controls within M.A.V. and the one I used outside the game with Windows said it was aligned perfectly. M.A.V. disagreed.
Once I unplugged the joystick and restarted the game the centre of view was normal. Iit was still looking at the sky with no joystick attached until I completly restarted game.
There was bugger all strategy or options in combat. I tried a few base types (biped, track, hover) and found there was little option other than to run backwards whie shooting at your enemy. I couldn't outrun the AI bots, strafing was useless as the aiming controls were too slow and guns recharged too slow so I was absorbing hits. It was basically luck to see whos guns recharged quicker to ake out the armour.
Granted, this could change with more time getting to know the controls and playing with different mech designs. However all the issues prevented me from wanting to spend time doing that.
This might be good for kids that don't mind tinkering with designs and learning clunky controls. But I have other games to play that are far better.
Helpful? Yes No Funny
psychomarine2010
( 6.8 hrs on record )
Early Access Review
Posted: February 15
This game is very similar to another game that SEGA killed: Chrome Hounds. The developer took great consideration as to make it as close as possible to the greastest mech game that I have ever played and added some unique features into it as well.

Along with always ensuring the game is running smoothly to updating and patching any issues that players come across, the Bombdog Studios creators are in fact genius with this game.

I have not "mastered" all of the different roles and am still currently re-learning the controls and gameplay, but it is an outstanding game to kill a lot of time with either by yourself or with friends.

Helpful? Yes No Funny
rapid747
( 4.1 hrs on record )
Early Access Review
Posted: February 10
This filled the void in my heart that Chromehounds left. Thanks a lot for starting this up. So much potential.
Helpful? Yes No Funny
Pilz
( 105.3 hrs on record )
Early Access Review
Posted: February 8
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.
Helpful? Yes No Funny
J.McIntosh
( 3.1 hrs on record )
Early Access Review
Posted: February 1
It's hope for a Giant old school Mech combat....I haven't seen too many updates. Although the Devs are seen comunicating with players when I interacted in the forums. So I hope to see if they continue their work, or let it sink and become another unfinished hope for Mech combat in a sea of modern shooters that focus on infantry.
Helpful? Yes No Funny
Boomsticks and Daisies
( 1.0 hrs on record )
Early Access Review
Posted: February 1
As per expected with an Alpha, it's missing a lot of things, however, this game has more porential than I can even explain. The posibilites are endless, and only limited by the devs.
Helpful? Yes No Funny
The Cyan Dragon
( 5.8 hrs on record )
Early Access Review
Posted: January 27
This game. This game is ♥♥♥♥ing awesome.

If you like mech-combat games, this is one you need to try. The realistic touch is astounding, and the nostalgia of Chromehounds, if you played it back in the Xbox 360 days, will literally leave you crying.
Helpful? Yes No Funny
Rusty Shackleford
( 240.9 hrs on record )
Early Access Review
Posted: January 26
Updated review of the beta build:

Overall the game feels a lot more presentable than the alpha. Graphics, sounds, single/multiplayer improvements and even experience rewards make the whole game a lot more satisfying to play.

Visually, the game has gone from having a somewhat poor appearance to actually looking impressive in many ways. Shooting individual parts off or seeing an entire MAV explode into a shower of weapons and modules is always satisfying. Shaders, lighting, and models have improved so that the everything fits into the environment more naturally.

Sounds have been added or changed for almost everything. This is probably my favorite improvement since it used to feel like you're fighting in a vacuum. Some tweaking can still be done, but it's already a little haunting to hear a teammate being lit up by an enemy.

Multiplayer is essentially the same as in the alpha but given some major lag and desync improvements. More changes need to be made still, as you still have an occasional player that is highly desynced and at a certain point servers do slow down, but for the most part it's fine.

Progression has been added and it's not the miserable grind that Free-to-Play games have made into the norm. You own the game already, so content isn't going to be witheld from you for an unreasonable amount of time.

Not a lot of obvious changes were done with the maps. The notoriously laggy ones do run a lot better now and they do look better. The old alpha maps are still in the game and you're not going to impress any artists with them.

I forgot to mention that the singleplayer is improved drastically. Still no story or campaign modes, but you have a full singleplayer settings menu and way better AI than before to make singleplayer skirmishes a lot more fun.


Old Alpha build review:

Excellent for those who are creative enough to come up with your own mech concepts. Things like the UI, sound, and graphics are still in alpha, but the developer keeps the community updated every few days with live streams and blog posts on what improvements are upcoming. The multiplayer community is small but they all get together at scheduled times during the week.

If you can put up with something being in alpha development I recommend it. For others you may want to wait for another major update or two before trying it out.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
8 of 10 people (80%) found this review helpful
Recommended
2.5 hrs on record
Early Access Review
Posted: May 2
Great game, a lot like chromehounds for the Xbox 360 (by which i mean this is an exact copy but god damn was this ever needed), near limitless customization. cant wait to see what else they add in the future
Was this review helpful? Yes No Funny
7 of 9 people (78%) found this review helpful
Recommended
2.7 hrs on record
Early Access Review
Posted: May 10
Yo, this is a rad game.

If you played MechWarrior or if you like technical/tactical shoot-em-up giant robot games with lots of boom-boom and pow-pow, then this is for you – or will be. It’s still in development, so, early access is where we’re at right now. The dev is pretty active and is working on a lot of stuff in the game. Anyway…

Sustain:
-Controls are smooth and easy.
-The camera swap with the PiP for the alternate cam is an awesome idea.
-The weight-based system for mech construction is cool and simple to learn. The real joy of the game comes in exploring the garage mode and making a mech within the constraints of weight, power, speed, and armor.
-Footprints from the mechs – cool.

Improve:
-SOUNDS. The sounds are flat and very uniform. A giant robot battle with missiles, rockets, and many bullitos should sound as awesome as it…sounds.
-Add more parts for the mechs. Add more variety to the look of parts (maybe ‘theme’ some parts – the different Gundam factions look a lil different from each other).
-Add a boost or sprint mode for the mechs.
-Add a heat/overheat system, so mechs can go beyond their power boundaries (use rivers, lakes, and streams as an external factor for cooling, as well as the environment conditions on each map – a snowy map will allow more sustained fire)
-Add a lead-target circle. A spot for the pilot to aim to lead moving targets with the various weapons (this could be left out to force users to learn the various weapons, but I think it should be a toggle-option, at least).
-Add a conquest sort of mode like Battlefield, where you capture flags and so on to control the map and enemy reinforcements.
-Put a heavy metal soundtrack on during the battles (;
-Dynamic environments that can be destroyed – terrain gets holes.
-Add more to the HUD. Range to target, walking speed, weapon range, and other such things that would be relevant in a giant fighting robot.

Piddly crap that will eventually find its way into a later version:
-Add an interior vehicle (pilot) camera mode
-Polish. The fonts, textures, details, graphics could all use a nice, robust makeover.
-Campaign/Story modes.
-More depth.

This game has much promise. With the right people behind it, it can become something great for the PC community. I know a lot of us love mechs and giant robot crap, and this could be the king of it.
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
Recommended
4.1 hrs on record
Early Access Review
Posted: May 5
It's pretty cool. They are working on the game and putting in alot of new and better things all the time. It is by no means polished and perfect, but if the pace continues it will be a great game.
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2 of 3 people (67%) found this review helpful
Recommended
35.7 hrs on record
Early Access Review
Posted: May 10
Alpha has dropped, and it plays and sounds great.

For me, the joy in this game comes from building the perfect MAV then taking it to the battlefield and laying waste to anything that moves. Or getting my head smashed in and going back to the drawing board.

There are pre-built MAVs in the garage should you be interested in picking up the game and jumping into some quick action, but I imagine that the game would feel a bit shallow.

The beauty in this game is developing your own MAV from the ground up. This isn't like Mechwarrior or Armored Core, where you just slap weapons on the arms and back and go.

MAV has a hexagonal building system which allows you start with a base and pile as many tools of destruction on top of it as it will hold. It allows you to really use your imagination.

If you've played Chromehounds, you'll immediately notice the similarities and inspiration. But it's been changed and in some ways improved and could be considered the spiritual successor.

The garage has its clunky moments.

Graphics are OK. My slightly above average machine experiences frame drops here and there but it's not gamebreaking by any means. The older maps are a bit bland, and the newer ones have lots of more detail.

The sound (aside from the kind of weak "walking sounds") is phenomenal.

Controls are straight-forward, intuitive and smooth. I've switched to playing it with the Steam controller and it feels great.

If you like equal parts engineering and destruction, play it.

Once the persistent online battle is implemented, I will completely forget about the tragedy of January 7 2010.


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2 of 3 people (67%) found this review helpful
Recommended
2.4 hrs on record
Early Access Review
Posted: May 30
This game is fantastic. It's still very much in it's beta stage, but it's already extremely entertaining to build mechs and fight bots/other players. It's as close to a Chromehounds 2 as we'll probably ever get since SEGA hates money.

Building your mech will at first be very confusing, and the controls aren't too good in the garage, but once you get it down you'll be making different mech builds for different situations and then you'll notice you've made 15 different builds and you haven't even tested out a single one since you've been so busy building.

Plenty of weapons, a decent selection of levels (thankfully with many more to come), plenty of styles of mechs to build (hovering, biped, hexaped, and wheeled mechs). Want to make a pizza boy mech? Don't worry, you most definitely can. You can make some insane mechs if you want, or you can download other people's creations off the game's forum. Like this bizarre thing.

The dev is planning to add a persistent multiplayer campaign, like what Chromehounds had. Everyone choosing alliances and fighting for territory. Sounds like it'll be a lot of fun! The dev is also planning a single-player campaign and 6 player co-op, as well as more maps.

The only negative I have to say about this game is that the framerate is pretty bad at times. When you're in the thick of a battle it'll drop down to 30-40 fps, and that's with the lowest settings selected on my decently beefy gaming rig. The developer says optimization is high on his to-do list, though, and the game is still plenty playable even when the framerate does dip, so I still highly recommend this.

Especially if you played Chromehounds and have been hoping for something similar after all these years. This is it!
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3 of 6 people (50%) found this review helpful
Not Recommended
0.2 hrs on record
Early Access Review
Posted: May 30
Absolutely horribly optimized. There is no valid reason that a rig that can run crysis at 120fps max gets sub-20 here with everything set to low. Come back later.
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Most Helpful Reviews  In the past 90 days
15 of 17 people (88%) found this review helpful
Recommended
6.6 hrs on record
Early Access Review
Posted: March 3
This game is a real treat. The Dev is also a really dedicated guy that knows the exact kind of game people want and isn't afraid to listen to all inputs.

One man made this and it shows but not in a negative way, eveything is polished, consistent (!RELEVANT!) updates, no DayZ ♥♥♥♥♥♥♥ttery here. Things get fixed once they are found, and M.A.V. today is pretty damn good. It isn't finished and it might not be for awhile but the pace has been set, and is consistent.

Bring your friends and woop their asses in chicken death walkers that have cannons on them!
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9 of 11 people (82%) found this review helpful
Recommended
0.1 hrs on record
Early Access Review
Posted: March 11
Chromehounds with an active dev and fun community. Also you have to check out the dev stream. Amusing to say the least. Weapons Armor and mountion options all the best things about t Mech combat games. Oh and you not having fun until your slow mech burns to the ground by something with less than half your firepower -_-
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Most Helpful Reviews  In the past 180 days
20 of 23 people (87%) found this review helpful
2 people found this review funny
Recommended
4.1 hrs on record
Early Access Review
Posted: February 10
This filled the void in my heart that Chromehounds left. Thanks a lot for starting this up. So much potential.
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11 of 12 people (92%) found this review helpful
Recommended
105.3 hrs on record
Early Access Review
Posted: February 8
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.
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12 of 14 people (86%) found this review helpful
1 person found this review funny
Recommended
6.8 hrs on record
Early Access Review
Posted: February 15
This game is very similar to another game that SEGA killed: Chrome Hounds. The developer took great consideration as to make it as close as possible to the greastest mech game that I have ever played and added some unique features into it as well.

Along with always ensuring the game is running smoothly to updating and patching any issues that players come across, the Bombdog Studios creators are in fact genius with this game.

I have not "mastered" all of the different roles and am still currently re-learning the controls and gameplay, but it is an outstanding game to kill a lot of time with either by yourself or with friends.

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8 of 12 people (67%) found this review helpful
Recommended
1.8 hrs on record
Early Access Review
Posted: January 13
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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3 of 4 people (75%) found this review helpful
Recommended
1.0 hrs on record
Early Access Review
Posted: February 1
As per expected with an Alpha, it's missing a lot of things, however, this game has more porential than I can even explain. The posibilites are endless, and only limited by the devs.
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3 of 4 people (75%) found this review helpful
Recommended
5.8 hrs on record
Early Access Review
Posted: January 27
This game. This game is ♥♥♥♥ing awesome.

If you like mech-combat games, this is one you need to try. The realistic touch is astounding, and the nostalgia of Chromehounds, if you played it back in the Xbox 360 days, will literally leave you crying.
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5 of 8 people (63%) found this review helpful
Recommended
8.7 hrs on record
Early Access Review
Posted: December 18, 2015
Good potential, I'm looking forward to seeing what becomes of this in the future.
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2 of 3 people (67%) found this review helpful
Recommended
240.9 hrs on record
Early Access Review
Posted: January 26
Updated review of the beta build:

Overall the game feels a lot more presentable than the alpha. Graphics, sounds, single/multiplayer improvements and even experience rewards make the whole game a lot more satisfying to play.

Visually, the game has gone from having a somewhat poor appearance to actually looking impressive in many ways. Shooting individual parts off or seeing an entire MAV explode into a shower of weapons and modules is always satisfying. Shaders, lighting, and models have improved so that the everything fits into the environment more naturally.

Sounds have been added or changed for almost everything. This is probably my favorite improvement since it used to feel like you're fighting in a vacuum. Some tweaking can still be done, but it's already a little haunting to hear a teammate being lit up by an enemy.

Multiplayer is essentially the same as in the alpha but given some major lag and desync improvements. More changes need to be made still, as you still have an occasional player that is highly desynced and at a certain point servers do slow down, but for the most part it's fine.

Progression has been added and it's not the miserable grind that Free-to-Play games have made into the norm. You own the game already, so content isn't going to be witheld from you for an unreasonable amount of time.

Not a lot of obvious changes were done with the maps. The notoriously laggy ones do run a lot better now and they do look better. The old alpha maps are still in the game and you're not going to impress any artists with them.

I forgot to mention that the singleplayer is improved drastically. Still no story or campaign modes, but you have a full singleplayer settings menu and way better AI than before to make singleplayer skirmishes a lot more fun.


Old Alpha build review:

Excellent for those who are creative enough to come up with your own mech concepts. Things like the UI, sound, and graphics are still in alpha, but the developer keeps the community updated every few days with live streams and blog posts on what improvements are upcoming. The multiplayer community is small but they all get together at scheduled times during the week.

If you can put up with something being in alpha development I recommend it. For others you may want to wait for another major update or two before trying it out.
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2 of 3 people (67%) found this review helpful
Recommended
0.9 hrs on record
Early Access Review
Posted: January 16
For anyone who played Chromehounds and enjoyed it, then you will certainly enjoy this game. Though still in early stages, this mech game has many custiomization options to personalize the mech you want. I look forward to playing the final product, as well as throughout the early access period.
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1 of 2 people (50%) found this review helpful
Recommended
3.1 hrs on record
Early Access Review
Posted: February 1
It's hope for a Giant old school Mech combat....I haven't seen too many updates. Although the Devs are seen comunicating with players when I interacted in the forums. So I hope to see if they continue their work, or let it sink and become another unfinished hope for Mech combat in a sea of modern shooters that focus on infantry.
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Most Helpful Reviews  Overall
50 of 53 people (94%) found this review helpful
Recommended
0.6 hrs on record
Early Access Review
Posted: October 18, 2014
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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43 of 51 people (84%) found this review helpful
Recommended
2.8 hrs on record
Early Access Review
Posted: May 1, 2014
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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