Lead the hive from the skies with a full Leviathan deck, commanded by the Terror of Vardenghast! Get a ready-to-play 30-card deck with the Terror of Vardenghast as its Warlord and two exclusive cosmetics. Only this weekend!
Look to the skies! Is it a Winged Autarch? Is it a Stormraven? No, it's a flying predatory beast product of a continuously evolving gestalt collective conciousness, capable of rending and tearing through enemy lines with frightening speed and manoeuvrability!
The Open Beta Demo has been updated to match the tournament build we used during the first Mecha Blitz Monthlies Tournament for March 2024.
New Features
Private Lobbies You can now create private lobbies that will not appear in the public lobby list. Each lobby comes with an invite code that you can provide to your friends so you can invite them to your private room.
Spectator Lists A spectator list has been added to the lobby. The lobby owner can see the list of players spectating the game.
Code Redemption We added a new code redemption function to the main menu. Simply put in a code to get an in-game prize. These codes can be acquired from promotions, prizes and giveaways from our social media and community channels.
Note: Codes disseminated during the beta test period will only be functional during the beta test period. Unless specified otherwise, such as tournament prize codes specified for the full launch of the game, these rewards will be reset along with all player data when the full game is released.
Bug Fixes
Post game screens player information corrected
Lobby screen player information corrected
Corrected information in Customize screen (weight/load information)
Mecha Blitz Monthlies March 2024 has concluded
After an amazing series of battles, the one to emerge victorious is Mikusim!
The Mecha Blitz team would like to congratulate Mikusim for an outstanding performance. He has won a code reward for the full game, the monthly discord title of Monthly Champion, and 500PHP worth of GCASH.
We'd also like to congratulate Megarock and MK, who won third and second place, respectively. They have been given code rewards and monthly discord titles of Monthly Challenger.
You can view the brackets and tournament details here.
Thank you to everyone who participated and supported us! Watch out for the next Mecha Blitz Monthly Tournament in April!
March Schedule and Plans Moving Forward
Here are our scheduled events for the month of March and the first half of April.
Balance and Feature Update After this update, we will have balance and bug fix updates in the second half and the end of March.
The balance update in the third week of March will be a tweaking of weapon and armor numerical values, such as cooldown, damage, ammo count, etc
Whereas the april update will be a general bug fix and the addition of 'Tournament Mode', a PVP option that sets all players' weapons and armor stats to their base values. These updates will have a corresponding Extreme Exhibition Episode to cover their details.
Mecha Blitz Monthlies April 2024 The next Mecha Blitz Monthlies Tournament is set for April 13, 2024. It will use the April 6 Open Demo Build and the new Tournament Mode setting.
The other details will be announced on our social media and community channels, so follow us!!
Today our diary is unusual, because it coincides with a wonderful holiday – International Women’s Day. That’s why we start with congratulating the ladies of our studio, community and industry, and outside of it, too. We thank you with all our heart for inspiring us and giving us strength to make the world better.
Each one of you is unique; each one of you can be so different; and each one of you deserves only the best. You are beautiful, amazing, wise and strong. Remember about that and never lose faith in yourselves!
Gift Giving
Another giveaway took place this week. We’ve told you we have something you can enjoy, haven’t we? Let’s recall the terms: to participate in the giveaway, you need only to click on the link and do at least one task (there are many of them, but you don’t have to do them all).
The winners will be chosen randomly. We’ll announce them next Monday.
May luck be with you!
Spring Makeover
We may as well return to the details of Vanadis’ rework. On top of the pets’ icons, the energy display has changed too. Are you confused? We hope not. Anyway, it will all become clear when you’re able to see and feel everything we’ve been telling you about. But for now, let’s have a look at our animators’ work. We think it turned out dynamic and energetic.
Lights, Camera, Action!
This week, we recorded a new video-diary. We even have a proof of that:
We plan to upload it next week. It was fun! We think you’ll like it too!
An Overgrown Badger? Nope, It’s A Honey Badger!
This furry predator received its dose of ‘Spine’ and came to life quite literally. Look at this fashionista!
How About Some Chit-Chat?
And once again, as many times before, Andrew aka Innrey, the founder of RedBoon is at the keyboard. Today I’d like to talk about advertising and promotion.
So, we’ve made a game and we’d love to tell you all about it. But how do we find you? How do we make you find out about our game? We’ll find out the answers to these and other questions in the next few months.
At first, we thought that it would be enough to write something like this to the media: “Hey, look, a great game is going to be released! Check it out! Here are your game keys, please give us some feedback.” But it turned out not as rosy as we’d imagined. Out of 40 emails we sent out… none received answers.
The next thing we tried doing was sending keys to bloggers so that they could check out our game. This worked better; some of them even answered us, but in the end only a few of them tried playing our game.
Whelp, simple and understandable ways didn’t seem to work, so we’ll have to keep thinking. The one remaining “simple” solution is to turn to game publishers who have the necessary contacts and resources. But even for high-rated games having a publisher doesn’t guarantee good results.
We still have half a year and we need to come up with something in that half of a year. Here’s hoping we manage. We always have in the past.
What do you think of game publishers? Are there publishers that you follow and trust?
That’s it for today. I’ll be reading all your comments attentively. I really hope that the next week will bring positive news. We’ll be making every effort for that to come true
We want to hear from you - and the best way to do that is to get in contact with you. If you sign up, we might send you our early test builds for STEAM so we can hear your feedback! ✍🏼
Our latest update is now available on the beta branch! If you'd like to help us test this update before the full release, you can find instructions on how to join the beta branch here.
This update includes the final act of the main quest, new points of interests and loot, new crafting bonuses, salvaging, a ton of quality of life improvements, balancing, and bug fixes. Here are the full list of patch notes.
Changes and Additions
Added Act 3 of the main quest.
Most quests now show a coordinate location and "Show on Map" button in the journal if you have a quest map in your inventory.
Large natural islands now have more visual variations.
Some crafted armor and weapons now have a "Crafted Bonus" effect in addition to their normal talents.
Added an NPC that helps you upgrade some items that you could only obtain once.
Added Shipwright NPC you can find at sea who sells ship decorations.
Added a chip log ship decoration item that can measure your ship speed.
Added new fishing poles.
Added new fishing lure recipes.
Added parry indicator and parry difficulty is now affected by your combat difficulty setting.
Added new Mythic Chests with unique loot.
Increased effect duration time from meals and potions.
You can now salvage some equippable items for a chance at resources.
Can now show/hide HUD while interacting with a ship helm.
Added a setting to turn off blood visuals.
Friendly NPCs are now tolerant of one hit before they retaliate.
Added sort options to the crafting interface.
You can now click a recipe component in the crafting UI and it will take you directly to that recipe if it is available at that crafting station.
Reduced the Iron Shovel Recipe cost.
Updated the name color of items in certain interfaces to reflect their rarity.
You now respawn to half health when you die.
Added option to teleport to outside or inside dungeon when dying in a cave.
Hotkeyed items now show the same icon as if they were on the radial.
Added a new hotkey bar if you are keyboard/mouse.
Added background to the crafting UI to increase readability.
Ammo and bait are now in their own inventory tab category.
Can now use items such as spyglass and sextant with right click in addition to left click.
Chef merchants now sell all cooking ingredients.
Increased the size of sunken island map icons to make them easier to see.
Lower tier shovels are now a little less likely to break.
Added new swing animation to some enemies.
Reduced material requirements of some recipes.
Adjusted some map loot drops to be more interesting.
Added some new ambient sounds at seaports to make them feel more lively.
Ores and breakable boulders no longer scale with difficulty settings.
Added confirmation when trying to add a new map waypoint when you already have the maximum number of waypoints.
Increased the drop rate of staves, daggers, and the rogue's pistol recipe.
Added a fast travel point outside Mr. Bones Tavern.
Changed appearance of confirmation window background.
When holding a book, spotlight lanterns now move to point at the entire book.
Increased the health of some quest NPCs and reduced their respawn time.
Breakable rock walls now save that they have been destroyed.
Updated recipe item icons to better indicate what they make.
Reduced the recipe requirements of some basic ship decorations.
Added "Dagger Specialist" talent to armor talent pools that increases damage with daggers.
Added new map stamp icons.
General merchants and pirate miners now sometimes carry rare pickaxe recipes.
Updated some quest maps to not be sellable.
Slightly reduced the amount of bullets that can drop in barrels, crates, and bags.
Improved performance at some points of interest.
Added check icon in quest UI when a quest is ready to be turned in.
When you die and respawn in the same dungeon, it now reloads the area.
Job board quests now show an objective beneath their description when viewing them on the board.
Added sound when hotkeying items.
Added climb down actions for ladders in interior buildings.
Added way to undeploy your ship.
Fixes
Using the sextant button on the map now closes the inventory too if it was open when the map was opened.
Fixed an issue where things would get strange if you opened another loot summary item before closing the last.
Fixed merchant UI icons getting stuck expanded like you were moused over them.
Fixed purchase/sell sound playing twice in the merchant UI.
Fixed XP bar getting stuck at full opacity sometimes.
Fixed an issue with the bullet model staying in your hand if you unequipped a pistol before the reload animation finished.
Fixed the ship outside the fisherman outpost island having an invisible collider.
Fixed crafting Salt increasing your blacksmithing instead of cooking skill.
Fixed an issue with the sun volumetrics showing underwater.
Fixed an issue where the King's Dungeon quest wouldn't progress.
Fixed interaction outline causing visual issues on puzzle spheres.
Fixed some interactable objects not having the appropriate interaction text.
Fixed projectiles not damaging breakable cave rocks from certain angles.
Fixed the arrow icon on puzzle crates disappearing when you interact with them.
Fixed an issue with the New Beginning's Quest where you could get multiple cartographer's compass quest items.
Fixed a bug where a talent in the slashing tree UI was indicating that it required a previous talent when it did not.
Fixed an issue where the sun would sometimes clip through objects.
Fixed some quest bugs.
Reading a book while a light is equipped is no longer so blinding.
Fixed the ebony pickaxe recipe being more expensive than it should have been.
Fixed a bug where enemies would run around a gate in the Red Raider Temple.
Fixed some journals in POIs being difficult to read due to the lighting.
Fixed an issue where you could loot the Dead Ringer pistol multiple times.
Fixed a bug where two chairs outside a seaport tavern had the wrong LOD positions, causing a visual oddity.
Fixed some typos.
Some small tweaks to improve performance.
Fixed compass materials receiving blood decals.
Fixed some candles showing their flames in an underwater cave.
Fixed scaling of commission interface.
Fixed the scale of some ship decorations.
Fixed torches carried by cult models have the wrong scale.
Fixed reticle setting not working right after equipping a flintlock.
Fixed issues that occurred when rebinding the inventory hotkey to 'q'.
Fixed an issue where an archery talent could cause bullets to be retrievable.
Two issues have been addressed and resolved in this update.
Biped Weapons
Bipedal aliens that carry weapons were still utilizing the old inventory system, so the weapons were unusable. I have updated this so those weapons can be used after they are dropped. I also prevented the bug that allowed players to take the alien weapons while they were still being held (although I am thinking about re-introducing this as a possible feature in the future).
Alien Bits
The animal type aliens have been updated too. In the past when they were killed their body parts would fling off in different directions. I am not sure what happened but that feature no longer worked. I was able to update it so that it is working again.