Iron Rebellion cover
Iron Rebellion screenshot
Genre: Indie

Iron Rebellion

Point capture fixes, ping system fixes, Broke spitfire animations, will fix Mon

:) ALSO MAKE SURE TO UPDATE! AS THE NEW SERVERS ARE RUNNING IN UPDATED BUILD. if not there will be no players in the game for you.

NEW WEAPONS MAPS AND SYSTEMS!!! Merry Christmas! from our team

V0.9292
12/24/2022

TLDR:
Arsenal upgrade, new loadout UI, reworked Crossing map, new community map, better ping system and a ton of polish!

Weapons:
Artillery, - massive support artillery. Due to its weight limited only to the heavy mech class. Provides ability to fire over obstacles, similar to a mortar. great way to take out camping enemy snipers or maintain control over capture points.

Frag launcher, - a semi-automatic belt-fed hull cracker. Hold fire to charge launcher's coils to fire the projectile further, pull trigger 2nd time to detonate. Another weapon that affords non direct firing, bounces off walls, terrain.

Smoke launcher, - a quick deployment smoke system designed to drastically alter the battlefield, disrupt enemy sight and provide cover for you and your squad. Fires similar to the frag launcher but detonates on impact.

Maps:
Crossing has been completely rebuilt and arted out.
Our first community made map by Torridien. A different take on junkyard with more space, parking structures, better verticality.
Changes to Zone 13 spawn areas, added more protection.
All maps received a spawn rework to work better with the newly added weapons.

Mechs:
Pinging system now shows range to help identify enemy's locations and provide info for artillery aiming.
Pinging an enemy now locks the ping onto their mech and tracks them for a few seconds, even if they go behind cover.
Slide select sectors, - added a few mechanics to help select sectors to heal easier and faster than ever before.

UI:
New loadout UI, - reworked the menu for changing your loadout, making it easier to pick weapons, mech classes, consumables and more (to be added).
Loadout presets, - you can now create up to 5 loadout presets for quick switching in matches.
HUD icons have been reworked and now should be more clear, have less issues.
Killfeed, - added basic kill info, for your kills and deaths. Tells you who you killed or who killed you. We'll be expanding this in the next updates with weapon info, more feed events like players joining and leaving the match.

Misc:
Tons of bugs were fixed, probably most notable are dead mechs ragdolling into the sky and heads spinning at supersonic speeds.
Added new bugs to discover and fix later.
Polish on existing maps, rockets tuning, optimization.

New war machines are here

In this major update we introduce new mech classes built to thrive in all battle conditions

These three mech classes will be the foundation for all other mechs to come and will mature over time as you the community experiment with them.

Class basics



Scout
Stripped down to its bare essentials, This is a blazing fast reconnaissance mech built to get in and out of situations quickly while using the environment to its advantage. Though this mech can only carry one weapon its maneuverability makes it a formattable foe.

Assault
Versatile and built to handle any situation. This mech is the bread and butter of most battles as it is very adaptable and well rounded to any combat need.

Heavy
Armored to the teeth and built to hold strategic positions. This Fat boy may not move fast but can take on multiple mechs at one time and change the entire tide of war by simply occupying key locations

Updated Repair system


Each mech class has different amounts of repair nodes depending on its weight class. Scout class has 2, Assault class has 4, and Heavy class has 6.

Every mech has been outfitted with an updated repair touch screen to help better manage this new mechanic.

Mech damage


Mechs now display external cosmetic damage giving critical information to pilots as they choose to either engage or retreat for repairs.

Large Scale Combat is here!

About the maps
With this update our goal is to close the loop and go beyond the physical skill of controlling your mech, and demand the player also use high levels of strategy in order to succeed. For this to happen we needed to give players room to strategize!

Our solution to this was to break out of arena sized maps and open our worlds for players take advantage of massive spaces. Fire fights can now happen at all ranges, paths can be flanked and attacks can be evaded, adding a deep layer of complexity to the games core loop.

We knew that one day larger battles would be part of Iron Rebellion and because of these new maps we have the space to expand into 6v6 or possibly 8v8

We still plan to develop maps like Junk Yard and Taurus Station as they bring unique and high energy combat to our game allowing for all types of players to enjoy epic mech combat.

Dialed-in movement System
Mech have now been upgraded to handle much more rugged terrain in response to the new level of fidelity we have added to our large scale maps.

This gives mechs the ability to traverse much more uneven ground and climb up slopes while staying gripped to the surface.

Jumping has also been overhauled pushing it more into the space of a maneuvering tool and less of a evasion tool. This means mechs jump a bit more sluggish and fall a lot faster in order to keep the majority of combat grounded. In the past players first response to every encounter was to simply jump and float around in air.

We are still working out some bugs for the new maps and would love your feedback in our discord if you find anything.

We hope you enjoy this update!

Haptics, mini map compass and more!

V0.9245
5/31/2022

Haptics for all core systems
Mini map Compass
Improved voice communications
Healing lever more easy to pull
Other quality of life fixes

With great power comes great responsibility


TLDR:
This build is all about taking care of your mech with the new (REPAIR MODULE), and conquest type game mode (AREA CONTROL)

Mech / Cockpit:
Mech repair / healing system, new cockpit layout
Directional hit indicator
Directional warning indicator for snipers
Much requested team and global voice chat
Improved respawn sequence
No movement before bootup

Maps:
Game play redesigned Taurus Station and Crossing maps
Crossing work in progress art

Weapons:
Howitzer nerf, added external charging laser, HUD warning indicators
Weapon selection on respawn
Weapons now auto reload

Misc:
Light & heavy mech previews in mechbay
Remove ability to shoot after death
Fixed reticle jitter
Various bug fixes, quality of life improvements

Mechanics overhaul

RELEASE NOTES HERE:
https://coda.io/@gameir/iron-rebellion-release-notes

Oculus
https://www.oculus.com/experiences/quest/4076925385769824/
Discord
https://discord.gg/WJKSETT
Our Roadmap
https://coda.io/@gameir/iron-rebellion-road-map
Patreon
https://www.patreon.com/IronRebellion

Cough... huge content push... cough

Quietly pushing a shit ton of insane new content and core strengthening for the entire game! shhh, let us know if things break on you. Will make a bigger announcement in a day or so.

New map, game mode, and a plethora of requested features!

Version: v0.9218 Release Date: 02/14/2022

Lobby:
Reworked all the UI, server browser, hosting, finding game

Gamemode:
Point Capture Mode for 4v4,
New announcer voice

Maps:
Prototype map "Crossing"

Mech / Cockpit:
Cockpit Tilting,
Ping mechanic,
Recoil indicator,
10s Spawn protection,
Major sounds update,
Aim, spread and player tag fixes, Oculus still pending

Weapon changes:
Weapon retune,
adjusting spread,
reload times

Misc:
Updated Steam VR integration,
Tons of small bug fixes,
audio and quality of life improvements

Small fix, some things made it into build that should not have

Small fix