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Roguelike Mech Tactics

Something ancient stirs in the signal. Your mechs are waking up. Command a mercenary company through expeditions into the unknown, where every decision matters and every loss is permanent.

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Galaxy Map

The known galaxy — safe space at the core, the Great Gate, and the devastated unknown regions beyond.

Timeline of the Collapse

A thousand years of expansion, rebellion, and survival — from humanity's golden age to the reopening of the Great Gate.

In Action

Hex-based tactical combat, deep mech customization, and a living galaxy to explore.

Mech Lab
Mech Lab — Loadout, armor, and component management
Squad Management & Pilots
Squad Management — Assign pilots to mechs, review skills
Tactical Combat
Tactical Combat — Hex grid battles with terrain and elevation
Health & Injuries
Health & Injuries — Wound traits, surgery, recovery

Core Pillars

01

Meaningful Choices

Every mech lost, every pilot injured, every repair skipped pushes you toward harder decisions. There is no undo. Choose which lance to deploy, which mech to fix first, which contract to take.

02

Tactical Depth

Hex-based combat with facing, heat management, location-based damage, and terrain. Battles are engagements, not last-man-standing. Know when to push and when to retreat.

03

Living Galaxy

Factions wage wars, fleets move, coalitions form. Take contracts as a mercenary or carve your own empire. The galaxy doesn't wait for you.

Game Systems

Deep interlocking systems that create emergent tactical situations.

Tactical Combat

Hex-based engagements with facing, flanking, and line-of-sight. Heat builds up, armor crumbles location by location, and ammo can cook off.

  • Location-based damage and critical hits
  • Heat management and shutdown risk
  • Terrain elevation and cover
  • Retreat and surrender mechanics

Weapons Arsenal

Ballistics, energy weapons, and missiles across multiple tiers. Each weapon class has distinct fire patterns, heat profiles, and range envelopes.

  • Autocannons, Gauss, Machine Guns
  • Lasers, Pulse, Flamers, Coils
  • SRMs, LRMs, MRMs, Swarm, Homing
  • Tiered quality: Crude to Precision

Mech Customization

Deep mech lab with engines, armor types, weapons loadouts, and internal components. Every tonnage decision is a trade-off.

  • 6 armor types with unique defense profiles
  • Engines, gyros, sensors, cockpits
  • Hardpoint-based weapon mounting
  • Wear and tear over time

Pilots & Crew

Pilots gain experience, earn medals, and carry injuries. Rotate them to manage morale and fatigue. Losing a veteran hurts.

  • Skill trees and specializations
  • Injury and trauma system
  • Morale and contract loyalty
  • Promote veterans to managers

Economy & Salvage

Buy, salvage, or scavenge equipment. Negotiate contracts with bonuses per kill, per objective, per campaign success. Rare gear stays rare.

  • Field repairs with limited resources
  • Contract negotiation
  • Salvage and insurance systems
  • Scrap economy for field patches

Expeditions

Slay-the-Spire inspired operations with branching paths. Multiple battles per expedition with lance rotation, field repair decisions, and escalating difficulty.

  • Recon, assault, convoy, defense missions
  • Reserve lances for reinforcements
  • Intel gathering and surprises
  • Difficulty scaling per operation

Weapons Arsenal

Every weapon tells a story through its icon. Category colors, stat bars, and range envelopes — all from real game data.

Contracted Equipment Registry
Weapon Type Dmg Heat Tons Shots Range
AC (M) Ballistic 15 6 10t 2
Gauss (M) Ballistic 40 2 12t 1
Machine Gun Ballistic 5 1 1t 6
Laser (M) Energy 25 12 3t 1
Pulse Laser Energy 15x4 20 3t 4
Coil (M) Energy 50 20 6t 1
Flamer (M) Energy 10x3 8 2t 3
SRM 4 Missile 8x4 8 3t 2x2
LRM 20 Missile 6x20 20 4t 5x4
Coil Pulse — Impact Effect
Coil Pulse — Ground Miss
Rotary Machine Gun — Impact Effect
Heavy Laser — Ground Miss
Photon Lance — Impact Effect

Destruction

When armor fails and structure gives way. Locations detach, debris scatters, and mechs go down in flames.

Mech Destruction — Heavy AC Impact
Mech Destruction — Heavy AC Impact II
Arm Destruction — Part Detachment

Mech Roster

From light ambush strikers to 100-ton command mechs. Each chassis has unique hardpoints and personality.

Monarch Assault • 100t
Command mech armed with a Gauss Rifle, LRM-20, and dual pulse lasers. Nearly heat-neutral with fusion heatsinks, allowing sustained alpha strikes.
Engine200
Heat Sinks10
Total Armor1,370
Armor TypeComposite
Gauss (M) • RA
LRM 20 • LA
2x Pulse • CT/RT
HD
45
LA
120
LT
160
CT
200
RT
160
RA
120
LL
160
RL
160
Basilisk Assault • 85t
Siege engine armed with an AC/20, dual heavy lasers, and SRM-4. Devastating alpha strikes that can cripple any target.
Engine255
Heat Sinks10
Total Armor1,175
Armor TypeComposite
AC/20 • CT
2x Laser (H) • LA/RT
SRM 4 • LT
HD
45
LA
100
LT
140
CT
180
RT
140
RA
100
LL
140
RL
140
Striker Medium • 55t
Medium-range skirmisher with pulse lasers and heavy machine guns. Low heat generation allows continuous engagement without overheating.
Engine275
Heat Sinks10
Total Armor860
TraitsAgile
2x Pulse • LA/RA
2x HMG • LT/RT
SRM 2 • CT
HD
40
LA
70
LT
100
CT
140
RT
100
RA
70
LL
100
RL
100
Fang Light • 30t
Ambush striker armed with machine guns, a medium laser, and SRM-4. Fast and heat-efficient, designed to shred light targets.
Engine200
Heat Sinks10
Total Armor420
TraitsAgile
2x MG • LA/RA
Laser (M) • RA
SRM 4 • CT
HD
20
LA
35
LT
45
CT
55
RT
45
RA
35
LL
45
RL
45

Icon System

A consistent visual language where every icon tells you what the weapon does, not what it looks like. Trails show fire pattern, size shows caliber, impacts show the result.

Ballistic

Autocannon
Machine Gun
Gauss
Indirect
Scattergun

Energy

Laser
Pulse Laser
Plasma Bolt
Flamer
Coil

Missile

SRM
LRM
MRM
Swarm
Homing
CIWS

Armor

Composite
Woven
Layered
Ablative
Prismatic
Scrap

Equipment

Engine
Heatsink
Double Heatsink
Sensor
Targeting
Gyro
Cockpit
Jump Jet
Life Support
Structure
Arm
Leg

UI & Navigation

Hangar
Pilots
Warehouse
Health
Repair
Squads

Built With

Godot 4.5 .NET 8 C# NUnit ASP.NET Core JSON Data Headless API Hex Grid