Demo version 1.2 introduces the ARCADE, a Free Play mode accessible from the overworld and main menu. Replay your favourite battles to go for a high score whenever you want - or enjoy community levels with the new Custom Battle support.
First Breath now has two methods for making your own CHORDTENT (CHORDIOID CONTENT): Add your own battles to the Arcade using the Custom Battle loader, or use the newly-bundled Godot Mod Loader to mod anything you like, including the game's code. Shove DOOM into it, I don't care!
Both of these methods require some familiarity with Godot - see the work-in-progress Modding Wiki for more information, or join the Discord to get assistance and share your creations.
As for what's next...
We've got ONE MORE MAJOR UPDATE in store for the demo, and it's shaping up to be the juiciest - and perhaps most surprising - by a long shot. More on that, and the CROWDFUNDING campaign planned to accompany it, soon.
Now go, my chordlings. Go and make the playable AMVs of your dreams.
CHORDIOID: First Breath v1.2 Changelog
Major Changes:
Added the ARCADE: a free play mode for official and custom battles, available from the overworld and main menu
Added modding support through the Godot Mod Loader
Adjusted Sam's colour palette
Upgraded the game to Godot Engine 4.4, which should improve graphics performance and eliminate shader compilation stutters
Refactored a number of game systems to be more flexible for modding
Tweaks
Prevent tutorial enemies from going off-screen
Overworld is now removed from the game world during battles for better performance
Changed wording of Zoomies explanation to be more accurate
Added black outlines to battle results screen for readability
Various other small UI fixes
Bugfixes
Fixed a bug that caused certain settings to be incorrectly applied on first boot
Fixed a seam in the Vortex battle background visible at certain resolutions
Fixed a number of bugs related to Key Items
A bunch of other stuff. sorry it's been three months i forgor
The Croquet Update is live! This update introduces the brand new car - The Croquet 1968, along with additional improvements and fixes.
v0.6.0.7 -> v0.6.1.0
Fixes:
Various improvements to game loading times.
New Car:
The Croquet 1968, available in three classes: CL, RS, and XR.
6 unique livery designs and 12 color presets, available for in-game $500 each.
The Croquet XR
Steam Deck Verified Tell your friends, tell your mama—#DRIVE Rally is now Steam Deck Verified! Grab your Deck and hit the road!
Share your feedback about the new update, here on Steam Forum or join the official #DRIVE Discord server.
To the #DRIVE Rally Community:
Thank you for your continued support and for playing #DRIVE Rally! We’ve seen some wild leaderboard results and an incredible amount of total playtime. We truly appreciate it all! If you have a moment, we’d love to hear your thoughts through a Steam review. Your feedback is essential in shaping the game and letting us know how you’re feeling about it.
Follow us on social media and be sure to join the official #DRIVE Discord to stay up to date on future updates and share your thoughts about the game with us and our community! See you on the road!
The year is 2361. Three hundred years have passed since Cold War rivalries erupted into nuclear devastation. Humanity has expanded beyond Earth, with colossal space stations orbiting planets and Mars standing as an independent power. But war never changes—governments, corporations, and mercenary factions battle to control the SOL system's dwindling resources.
In this fragile peace, disputes are settled not through diplomacy but battles between massive mechanized warriors (MCs) armed with Gatling guns, missiles, lasers, and even orbital bombardments. The question is: How long can this fragile peace last before full-scale war erupts once again?
What Awaits You in Mechanized Corps: Rebirth? 🔹 Choose Your MC – Select from four classes: Scout, Infantry, Heavy, and Assault, each with three unique chassis. 🔹 Full Customization – Equip your MC with dozens of weapons, engines, shields, cloaking devices, and more to dominate the battlefield. 🔹 Paint and Personalize – Stand out or blend in with custom paint jobs for your MC. 🔹 Battle Across Multiple Modes – Fight offline in Instant Action mode or challenge players online in squad-based warfare and arena battles. 🔹 Faction Wars & Mercenary Life – Align with a nation, corporation, or mercenary faction—or fight for your own glory!
Current Early Access Game Features ✅ Instant Action Mode – Battle AI-driven opponents with AI squadmates, perfect for solo play. ✅ Multiplayer Battles – Team up with friends against AI or fight head-to-head in online arenas. ✅ Pilot Progression – Track stats, switch faction allegiances, and build your reputation as an elite MC pilot. ✅ Squad Management – Form or join a squad to fight together in online battles. ✅ MC Hangar – Build, modify, and create the ultimate war machine with weapons, flight systems, shields, and more.
Join the Community & Prepare for Battle! Want to connect with other pilots, form squads, and stay up-to-date with game updates? Join our official Discord server today: 🔗 Join the Discord
Mark Your Calendars – March 11, 2025! The battlefield is calling. Suit up, customize your MC, and fight for your faction, your corporation, or your own survival in Mechanized Corps: Rebirth!
Playtest open to the public for 3 weeks until March 30, so don't hesitate to report any bugs via our Discord server or via the Discussion tab on the game page.
Here's the Patch v0.0.1
Correction of a hole on the map.
Fixed infinite xp button mistakenly forgotten in the collection menu.
Fixed collision bug on some walls.
Collision preventing the pallet truck from being picked up.
Upgrade to Unreal Engine 5.5 With the latest version of Unreal Engine, we have access to a range of new features that make the game world more immersive, realistic, and dynamic. One of the biggest additions is Mega Light, a groundbreaking technology that allows us to use a vast number of dynamic light sources—without significantly impacting performance.
Previously, we often had to limit the number of light sources to maintain a stable frame rate. This was especially noticeable indoors, where cabins, houses, and even streetlights had to be designed with fewer lights. But with Mega Light, that’s no longer a problem. Now, we can fully utilize atmospheric lighting to create dense, immersive environments. Whether it's flickering candles in an abandoned cabin, softly glowing streetlights, or the eerie glow of a fire pit—all these details can now be fully realized to enhance the world’s atmosphere.
Another exciting feature is Skeletal Mesh Tessellation, which allows for real-time deformation of organic creatures. This means we can introduce more lifelike animations and believable creature behavior. Muscles and skin will react dynamically to movement, wounds or deformities can be realistically displayed, and even fine surface details can adapt in real-time. How exactly we’ll use this feature in the game? Stay tuned for a future dev blog!
New Cabins and Houses Creating a dynamic and ever-changing experience is one of our main goals. That’s why we've been working on an advanced procedural system that not only generates cabins and houses but also fills them with realistic interiors.
The core of this system isn’t just random object placement—it’s about structured, believable interior design. Our goal is to make procedurally generated buildings indistinguishable from handcrafted level designs. To achieve this, we use different procedural construction methods depending on the type of building:
Cabins: The interiors of cabins are generated as open, interconnected spaces. This results in organic and natural environments that perfectly suit smaller dwellings.
Houses: Unlike cabins, houses are divided into multiple rooms, each with a distinct function (e.g., living room, bedroom, kitchen, dining area). We use a category-specific procedural generation (PCG) system to ensure logical furniture placement.
Each room type follows specific design principles to create a cohesive and immersive environment. For example, sofas in a living room aren’t just placed randomly; they form realistic seating arrangements around a table or fireplace. Dining rooms feature well-organized layouts with tables, chairs, and cabinets, while bedrooms have logically positioned beds, nightstands, and wardrobes.
Balancing Procedural Generation and Handcrafted Design:
A fully procedurally generated world runs the risk of feeling too chaotic or random. That’s why we’re carefully balancing procedural variety with handcrafted elements.
To ensure structure, each world will feature fixed, handcrafted landmarks that act as anchor points. These unique locations tell their own stories and provide a strong contrast to the procedurally generated environments. Players can use these points as recognizable landmarks, helping them navigate even as the world changes around them.
This blend of procedural dynamism and carefully placed handcrafted elements ensures that the game world feels fresh and unique with every playthrough—while maintaining a consistent atmosphere and sense of coherence.
And that wraps up this Dev Blog.
Stay tuned for more updates, and as always, happy hunting!
English ##########Content################ [Item]Newly generated Sheriff Harry's Hat can now affect your walking image if it's equipped on your main character. (Existing hats do not have this feature.) [Game Option]Added a new game option to turn off this new feature. ##########System################# A system is now in place that allows additional images to attach to a character's walking image. 简体中文 ##########Content################ 【物品】新生成的哈利警长的帽子现在会在装备在你的主角身上的时候改变行走图外观。(已经存在的帽子没有这个特性。) 【游戏选项】加入了一个新的选项允许你关闭这个新的游戏功能。 ##########System################# 加入了一个系统,允许额外的图像被加入到一个角色的行走图上。