You don't pilot the mech — you design its pilot. Wire sensors, logic and actions into a battle brain, assemble your machine, and watch your algorithm fight. You can grab the controls anytime — but the real victory is the one your design wins on its own.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

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

What the developers have to say:

Why Early Access?

“This game explores a kind of play that doesn't have an established shape yet: building algorithms and letting your machine fight with them. The node lineup, part balance, and the clarity of the sample algorithms all grow best by watching what real players build and where they get stuck. Throughout development we have worked in a loop of receiving feedback and fixing things the same day — Early Access is how we extend that loop to players.”

Approximately how long will this game be in Early Access?

“As a rough guide, we expect around one year. However, we prioritize the quality and completeness of the content over the schedule, so this may become shorter or longer.”

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

“Toward the full version, we are planning to expand the node lineup, add more parts and manufacturers, add more arenas, extend the systems for sharing algorithms and machines to fight each other, and continue balance tuning. We plan to decide priorities based on how players actually play and what they ask for.”

What is the current state of the Early Access version?

“The current version lets you play the full core loop from start to finish: build an algorithm in the node editor, assemble your machine, and fight through the contracts of the solo career. Already implemented: the node editor (40+ node types, 10 sample algorithms, comment-out, and a "living blueprint" that shows values flowing during battle), 9-slot assembly, contracts/ranks/shop, high-speed combat with hovering, quick-boost and stagger, exporting/importing algorithms as files, and a 14-language interface.

At the same time, a lot is still unfinished. The variety of parts and weapons is small, and only part of the maker lineup is in. There are few arenas and little contract variety, so the later career lacks volume. Balance is rough — some builds are clearly too strong or too weak. The node editor assumes mouse input and is not yet comfortable with a controller alone. Algorithm sharing is limited to manually exchanging files — in-game sharing and matchmaking systems are still to come. We will finish these areas one by one while listening to your feedback.

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

“We may raise the price when Early Access ends, reflecting the content added along the way. If you buy during Early Access, you will keep playing through to the full version at no extra cost.”

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

“We welcome bug reports, balance feedback, and requests for new nodes and parts on the Steam Community Hub (discussions and reviews). This game has been built through a loop of receiving reports, fixing, and showing the result — we read what you post and fold it into our update plans. Sharing your algorithms and your "here's how I beat it" stories is more than welcome: that exchange is itself part of the game.”
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About This Game

Don't pilot it. Design it.

What you sharpen in this game is not your reflexes — it's your machine's brain.
Measure "distance to enemy", test "closer than 90m", wire it into "fall back" —
connect nodes with wires, and the way you fight becomes the mech's pilot.
No programming knowledge needed. The numbers flowing along the wires teach you everything.

A blueprint that runs

During battle, you can open your algorithm as a living blueprint.
Which sensor reads what, which condition just turned ON, why the mech did what it did —
you watch the values flow in real time, so you can find both the reason you lost and the fix, with your own eyes.

Assembly

Head, body, legs, arms, weapons, shoulders, backpack — 9 slots, built from parts that carry each maker's quirks.
Go light and evasive, or heavy and armored. Ballistics, energy weapons, missiles, melee blades.
Balancing weight against generator output is part of the puzzle: the machine itself is your answer, too.

Combat

Boost, quick-boost, jump, hover.
Chip away at your enemy's poise, and when they stagger, pour everything into that 0.8-second window.
High-speed mech combat on a deterministic 60fps simulation — the same algorithms always produce the same fight.

You can intervene. But—

Manual control is available at any moment. The results screen, however, shows one number:
how much of the fight was fought by your algorithm.
If you still need your hands, the design isn't done.
When you win at 100% automation, the winner is your design.

Solo career

Take contracts, buy parts with the rewards, climb the ranks.
Every rival machine in your way can be read — observe it, write the counter in nodes, take it down.
Start by dissecting the 10 sample algorithms, and end with tactics that are yours alone.

  • Visual programming — just connect nodes, no coding required
  • A "living blueprint" that shows values flowing during battle
  • 9-slot assembly with distinct part makers
  • High-speed combat: stagger, quick-boost, aerial fights
  • Manual intervention allowed anytime — but your "algorithm ratio" is scored
  • Export algorithms as files — trade them and fight

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Generative AI was used as a development tool for this game. An AI assistant helped with programming, game design iteration, and text translation, always under the developer's direction and review. Some 3D models, such as mech parts, are based on assets created with generative AI tools and then adjusted and integrated by the developer. No content is generated by AI during gameplay: enemy behavior is not generative AI, but the same deterministic node-based algorithms that players build themselves.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i3-6100 / AMD Ryzen 3 1200
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.0 compatible GPU (Intel HD Graphics 620 / GeForce GTX 750 / Radeon R7 260 or newer)
    • Storage: 500 MB available space
    • Additional Notes: Requires a Vulkan-compatible GPU. A mouse is recommended for the node editor.
    Recommended:
    • OS: Windows 10 / 11 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 1050 / Radeon RX 560 or better
    • Storage: 500 MB available space
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