AirMech: Wastelands cover
AirMech: Wastelands screenshot
Genre: Role-playing (RPG), Strategy, Indie

AirMech: Wastelands

Launch delayed to Nov 29th, our fault

Sorry to have to update and say the Early Access release has been delayed to November 29th. (next Wednesday) This only affects people who want to buy AirMech Wastelands and don't already have it--remember if you made ANY purchase in AirMech Strike (the F2P sister game) before November 1st, you can get Wastelands for free by going into AirMech Strike chat and clicking the "Wastelands" link.

The delay is our fault. We had some boxes checked in the store page (map editor, achievements) which are coming but not yet included, and on review Valve pointed out we needed to change those things. We also needed to add our EULA/ToU so that Valve can show it as part of the install flow, so they can also say they showed it to you. (this ToU has always been shown ingame, but it tells the Carbon servers this, not Valves, so we understand why it should show it this way)

We were notified we failed the review pass on Monday, and immediately made the corrections and resubmitted, crossing our fingers. As it is Thanksgiving week here in the US I guess that slows things down, understandably. The next good date for us to launch will be the following Wednesday.

Sorry for the delay, it's our fault for not double checking all the technical requirements. We were over confident since the game itself is working fine (and lots of people are playing) and messed up the basics.

This doesn't slow down work on the game however, so the upside is that more bugs will be fixed, more cool things added when you do get to it.

And besides, the Steam Sale is going on! Check your wishlists, and check your friend's wishlists too! It can be just as fun to buy and gift some great games as it is to get them for yourself. :)

AirMech Wastelands Update #1

Not technically our first update, but the first one to have some sort of patch notes about! Our current workflow is to upload new builds every 1-2 days, usually late at night PST. Since we are still on the test server, we're not too worried about the state of the builds since no one can "lose" anything, and it's probably best to keep rolling forward and getting feedback/testing from you all.

We will rework the tutorial missions to explain this better, but there is a newer revision of the deploy system. By defualt (with new players in mind) if you press a key or click a unit to build it, that unit will build and deploy at the nearest structure you own. So far this is something you've seen before.

But now, the E key (rebindable) will cycle between 3 options: Nearest owned Structure (deploy and hold), your AirMech (deploy and "follow" the mech), and Dropped Flag (rally point, move here and hold). Keep pressing E, you will see a flag on your mech meaning they will follow you, a flag on the ground means they go there, and press again and it's "gone" means it's back to nearest outpost.

I can hear the veteran players freaking out--but don't worry! If you hold Ctrl when you press a build key or click a unit icon it will "build and NOT DEPLOY" that unit, so you can fly to any location and pick it up (or deploy it) at your leisure.

And before you ask, yes there is a new game option to change the default behavior, and what adding Ctrl will do. It's one checkbox away from the classic AirMech build behavior you know and love, and you can still do one-off changes using the Ctrl modifier when you need to without having to dig into options. I think this is a nice setup.

Note that AirMech Wastelands defaults to 64-bit which generally gives better performance. If you are on a 32-bit machine, it will fallback to use that exe. If you really want to run the 32-bit for some reason and you are on 64-bit, track us down in Discord or the game and let us know.

- remove auto-melee from Warthog
- speed up Helix Rockets and increase collision size
- fixes to difficulty settings in coop games
- allow camera to offset when Helix is charging special attacks
- normalize Helix and Angel's energy relative to other mechs, and make balance adjustments so it generally feels the same--let us know if you find strange behavior with them related to energy use
- fix for metal scaffold geo collision used in various maps, try to make it so you don't get caught on it
- make Striker sword use some energy on a successful hit
- fixes to multiple players in lobby not displaying right
- cancel "move to" right click actions in overworld if normal movement detected
- drop notifications now non-interactive during battle
- new parts (almost always new parts or part tweaks, will do more detailed breakdowns later)

Welcome too all our Alpha Heroes!

Is this thing on? I feels way overdue, but it's time to start putting updates up here instead of just the forums. If you are reading this then it's likely you are one of our VIP supporters from AirMech Strike and a member of our very first test group--and we thank you very much!

Initial testing is going well with AirMech Wastelands on the test server. (PTR) If you haven't done so yet, you can claim your copy of AirMech Wastelands by going into AirMech Strike, typing "Wastelands" in chat, and click the link. Instructions will walk you through getting access, which will add it to your Steam Library.

http://store.steampowered.com/app/206500/AirMech_Strike/

Currently no one can buy AirMech Wastelands. It is exclusively for our previous paid supporters to get an early peek, and give us feedback to get AMW ready to connect to the main AirMech server, so all your AMS and AMW data/progress will be pulled from a single account. Earn things in one game, they are there in the other. I think even the hardcore PvP players will still find a few things they want to use AMW to get.

As of this post, AirMech Wastelands connects to a test server, so you do not have your "stuff" yet. Some progression things are wildly unbalanced, resulting in players being able to acquire massive amounts of Kudos and gear--which is fine if it's fun, and if those things won't break the Strike economy. Testing/tuning is going well, and we expect to switch to the "live" server soon.

More updates soon, just wanted to start with a "proof of life" post. We're just working like mad on AirMech Wastelands, all the feedback from the players has been very helpful.