Another day, another grouping of patches!
I do apologize for all of the issues and inconveniences you guys are running into! FYRE Games is a predominantly one-man team (that one man being me), and I don't have a regular QA staff to check for bugs and hiccups, so it gets a bit challenging to find the glitches prior to launch. However, seeing all of your feedback and playthroughs has been incredibly valuable in making this playable teaser the best it can be!
v1.0.3 comes with a couple of big fixes that'll hopefully smooth out the experience for most players!
Another massive geometry optimization pass was done on the final basement area. Compared to v1.0.0, this area can see upwards of a 90% reduction in geometry complexity, leading to much improved performance
A bug causing enemies to get stuck on locked doors has been fixed
A bug that disables the flashlight when respawning in the final basement area has been addressed
This game being a one-person development, I want to say that I do take all of your feedback and criticisms to heart, and I want you all to know that I am working tirelessly to make sure that this demo is to the highest quality standard that I could hope to achieve. Ironing out all of these little things will make the final release of Project Songbird all the better for it!
If you have any other issues or concerns you'd like addressed, don't hesitate to reach out by any means you see fit, and I'll see what I can do to remedy the problem.
Until next time, take care, and I can't wait to see more of you trying out Project Songbird Teaser: Faceless :)
Conner
Greetings Officers!
Our servers will be temporarily unavailable later today for maintenance as we prepare for a hotfix to address some bugs. More details on the timing below.
(24th Oct) (MYT) 1115 PM ~ 1215 AM
(24th Oct) (GMT) 315 PM ~ 515 PM
(24th Oct) (EST) 1115 AM ~ 1215 PM
(24th Oct) (PST) 815 AM ~ 915AM

Hotfixes
Fixed Eset’s Wing Gust not pushing back minions
Fixed timing issue with Loki’s Vanish
Fixed Mulan’s Training Banner never coming back if dying while deploying
Fixed Ullr’s passive cooldown reduction not working
Fixed Chronos Pendant passive not working
Fixed Necronomicon losing stacks if changed in the inventory slot
Fixed issue with Ground Target Arrow stopping short of full ruler length
Hey all!
Do you want a chance to have your own custom penguin skin made for you in-game?
If so here's how:
Publish a video of gameplay on any social media platform
Paste or share the video on this announcement thread
Leave a comment on this announcement of what kind of skin you would like to be added
Note: Any inappropriate skins that can be considered offensive will not be added & you will be disqualified
First 10 People only, so act fast!
Hey everyone!
It’s been out for a little over a week (with a patch since then), but here it is — the Exploration Update!
As the name suggests, this version focuses on… exploration!
You can now explore other islands and build freely on them
New biomes: Forest, Desert, Meadow, and Taiga
Procedurally generated mountain on every world
Improved minimap
Ores now depend on biome type in the mines
New color selection menus
Skippable tutorial at the start
Comboboxes replaced with more functional versions
Collectable rocks and tree stumps destroyable with an axe
Various small improvements
Logger improved for better debugging
Rendering optimized (effects now directly applied to sprites)
General stability improved
Lots of fixes and small adjustments based on feedback from CGC, GameShow, and Gap Good Game
Added a map editor (currently used internally)
🛠️ Many small fixes and micro-improvements aren’t listed here — too many to count!
Head to the boat and talk to Pedro!
You’ll need Trust (earned through quests) to travel to new islands.
The City Update is already in the works!
Thanks again for all your feedback, patience, and support ❤️

Snow Resort Simulator: Prologue is now live on Steam!
Repair snowboards, sell tickets, manage guests, keep the lifts running, and create the ultimate winter escape.
This prologue is a 4-day experience at your mountain hotel. Sell tickets, repair the broken ski lift, stock up the fireplaces, fix your guests’ snowboards, and learn all the main game mechanics.
Got a cool idea? Drop it in our Discord! Our team is always listening and happy to respond.
Hello, Commanders! The long-awaited Public Test Server has finally arrived! Update 1.8.1 has been released on the Public Test Server. We welcome everyone to participate in the test and provide feedback to us!
Locate Mechabellum in your Steam library, right-click on it, and select Properties...

In the pop-up Properties window, select the Betas tab, and then choose public_test from the drop-down menu of Beta Participation.

Wait for the update to complete. Please note that the version should display as public_test. Now click Play, and you can get access to the Public Test Server.

In order to switch back to the live server, please repeat these steps and select "none" from the drop-down menu.
The following is the content of Update 1.8.1 iteration 1:
New Unit Variant \[Assault Raiden]: Increases Raiden's HP by 200% and movement speed by 3, but decreases range by 50
New Unit Variant \: Increases Hound's ATK 270%, but increases ATK interval by 2.6s[/p][/*][/list] \[Subsidized Steel Ball] Card Level 2 → Level 3 Projectile (Flame) Movement Speed: 250/s → 450/s ATK: 88 → 84 (-5%) Developer's Note: Thanks to Mathismight for bringing this to our attention in a Reddit post. We have inspected the projectile movement speed of all units in the game. After extensive testing, we found that the movement speed of the flames emitted by Vulcan significantly affects its effectiveness against light units. Tests have shown that the adjusted Vulcan has improved efficiency against various types of units. Therefore, we have slightly decreased Vulcan's ATK to balance it. In our tests, the new Vulcan with reduced ATK is still stronger than before in most cases. Projectile (Bullets) Movement Speed: 300/s → 420/s Developer's Note: The Tarantula with \[Mechanical Rage] will no longer waste bullets due to the slow bullet travel speed. Projectile (Flame) Movement Speed: 200/s → 400/s (Special effects optimized) Range: 70 → 75 ATK: 28 → 26 (-7%) \[Counter-Fire] Adjustment: HP increased by 30%. Taking damage increases its Range by 60 for 20s. Developer's Note: In the previous patch, Fire Badger had relatively conservative stats. After this adjustment, Fire Badger should see a higher usage rate. \[Incendiary Bomb] Cost 250 → 200 Developer's Note: After the ground fire nerf, the cost-effectiveness of the Hound's incendiary bomb became too low, so we decided to reduce its price slightly. \[Aerial Specialization] Anti-Air Damage Modifier +75% → +90% ATK: 392 → 381 (-3%) HP: 14,551 → 14,115 (-3%) Developer's Note: Wraith was too strong in the high MMR range, so we decided to slightly nerf it. ATK: 5,570 → 5,291 (-5%) \[Fork] Cost 200 → 250 \[Chain] Cost 250 → 200 Developer's Note: After multiple buffs, Raiden's \[Fork] has become too strong, so we have decided to swap the price of \[Fork] with that of the relatively weaker \[Chain]. Fine-tuned the position of Gatling Guns in some layouts; now, Rapid-Fire Cannon and Defensive Walls will be destroyed together by a single defensive missile. \[Arclight & Sabertooth Pack] Player’s Initial HP -100 → -300 \[Arclight & Sledgehammer Pack] Player’s Initial HP 0 → -200 Added a function to view the damage statistics of Rapid-Fire Cannons and Anti-Armor Cannons. Added a button to instantly retry the last round immediately after the battle ends. Added a button to refresh the replay list. Fixed the issue where Fire Badger's Scorching Charge sometimes charges into energy shields. Fixed the issue where the visual effect of Fire Badger's Scorching Charge was not displayed correctly. Fixed the issue where the attack visual effect of Void Eye was not displayed correctly. Fixed the issue where War Factory sometimes got stuck on Defensive Walls. Fixed the issue where some avatar frames were not displayed correctly. Fixed the issue where battle records of 2v2 Tournament matches were not displayed correctly. Fixed the issue where Tournament replays could not be deleted. Fixed the issue where the language on the Tournament UI was displayed incorrectly. Fixed the issue where the ground flame visual effect was displayed incorrectly. Fixed the issue where the building color in 2v2 was displayed incorrectly. Gain Combat Power in PvE and custom rooms. Still gain Combat Power after losing a battle. We are currently testing new building types and new building layouts internally. In the coming months, we will continue to analyze and learn from your feedback and make gradual adjustments to improve buildings and building layouts. This is all the content for this update. For feedback, suggestions, and bug reports regarding the current public test patch, please submit them through the following channel: Mechabellum Discord: https://discord.gg/mechabellum Mechabellum Reddit: https://www.reddit.com/r/Mechabellum/ Mechabellum Steam Discussions: