Mechajammer cover
Mechajammer screenshot
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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Indie

Mechajammer

Mechajammer: The Refracted Update announced at The MIX 10th Anniversary Showcase

Announced during The MIX 10th Anniversary Showcase, Mechajammer: The Refracted Update will be released on March 24th 2022, bringing a host of new content and improvements to the game — free to all existing players.

Check out the new trailer below:

[previewyoutube="ftDjpDIotQk;full"]

The huge 1.1 update includes:


  1. NEW CHARACTER PORTRAITS
  2. NEW ARMOUR ITEMS
  3. NEW VEHICLES
  4. NEW GANG ALLIANCE QUESTS
  5. MORE COMPANIONS AND QUESTS
  6. ADDED EVENT LOG
  7. PLUS HUNDREDS OF ENHANCEMENTS


Mechajammer is a tactical cyberpunk turn-based RPG set on an off-world grindhouse jungle colony. Skulk through the shadows or charge in guns blazing. Recruit a unique party for large squad-based assaults as your adventure plunges you deep into the city’s secrets

Want to get involved with Mechajammer?

🐀 Follow us on Twitter
🐀 Join the community on Discord
🐀 Subscribe to our Newsletter
🐀 Buy here: Add to my library

Mechajammer is part of The MIX Next coming March 21st!

Be a part of cyberpunk horror set on a grim future colony world. As a part of MIX Next, you can see our latest updates, join the community and watch a BRAND NEW trailer we have made just for you.



Mechajammer uses simultaneous turn-based combat to create real-time tactics with the precision of turn-based controls.

Freely roam through the streets of an off-world cyberpunk city, the killer jungles outside its walls, and the occult syndicate hollows below.

You and your crew of deserters have crashed onto a hostile jungle colony. To escape, you must gather rumours, bribe enemies, and earn trust through completing missions. In this immersive sim choose your path wisely, as your story options will shift with every choice.

Recruit large squads of mercenaries, gang members, and thieves as companions. Issue commands to the whole squad to keep the turn-based combat fast and exciting.

🐀 Follow Mechajammer on Twitter
🐀 Join the community on Discord

Mechajammer | The Linux Version Has Landed!

The Linux version of Mechajammer is here!

To our Linux community: thank you for patiently waiting to play or pick up Mechajammer, we hope that because of this wait, you're able to have a more stable build in your hands and a better experience overall.

We've had a few questions about why the timing of the Linux release had changed, and we'd like to give you some clarity on that.

After launch, we had to shift our focus to fixing pressing issues for those who were already experiencing the game. We were waiting on a different QA team to our regular testers to review and let us know it was ready to go live. For us, the Linux build has been around the corner and ready to release for a while. Unfortunately, we've had to wait on external parties for longer than we anticipated.

We can't wait for you to experience roaming the streets of Calitana and join with the rest of the community in solving puzzles, working out best character builds and fighting rats.

Testing has been difficult on Linux, and while it should now have parity with other platforms in terms of stability, if you come across any issues in the game, please head to the official Discord server to leave a bug report.

The recent push to main that we're calling v1.81 also comes with a few hot fixes, listed below:

  • Fixed an issue with vehicles where a pooling bug can lead to them not show up at all over time with character/NPC use, or show up invisibly while stationary or with drivers
  • Fixed visual anomaly with hitting non-combatants with vehicles where they pop between two tiles


As always, huge thanks. And until next time.

— Whalenought Studios & Modern Wolf

Mechajammer | V1.07 Patch Notes

The January segment of our Post Launch Roadmap is nearing it's end!

We've been cramming the v1.07 patch full of updates and are now well on the path to 1.1. Highlights from this update include keyboard re-binding, achievements and improvements to the tutorial (we heard you and we've shortened it, too).

(Quick Note: all achievements work as intended apart from one involving a gang of hackers. There’s currently a bug with their spawn node and it will be corrected in v1.08!)

Here is the full v1.07 change-list:

UI

  • Tutorial messages updated to accurately reflect systems
  • Game feed additions: Faction resolution information
  • Game feed additions: Objects taking damage
  • Game feed additions: Objects breaking
  • Game feed additions: Learning percentage from deciphering text
  • Game feed additions: Show text from sign
  • Game feed additions: Show when time is added to next action from switching item
  • Game feed additions: Fire, oil, acid, traps
  • Fixed durability showing several decimals instead of whole integer for items in bag
  • Elevator keypad removed option to type alphabet keys
  • Fullscreen button fixed to match fullscreen status in Settings menu when starting the game
  • Added information about current noise radius to detection map and character sheet in “Crouch Radius” description
  • Added skip button for intro as an alternative to double click


Tutorial

  • Tutorial integrated into beginning of new games
  • Saving and loading functionality added
  • Skip functionality added
  • Tutorial shortened to reduce intro time
  • Clarity added to sight and hearing systems
  • Tutorial radio and help notice text updated to accurately reflect systems
  • Tutorial ending changed to trigger after last four training drones dispatched


Gameplay

  • Fixed bug where traps do not save correctly after being used
  • Fixed infinite traps from one bug
  • Fixed bug with plasma guns not hitting cars
  • Fixed visual issue with attack animation plays twice if you’re hit while prepping attack
  • Car lot note has corrected code for elevator
  • Fixed ferry that takes player to Arms Guild prison island
  • Fixed errors occurring on some machines while changing blocks during bridge cinematic
  • Fixed bug with cars not taking damage while parked
  • Fixed bug where companion group number saving unpredictably
  • Updated incorrect text displaying on Gershwein terminal to return player to train station
  • Fixed bug where equipping item did not add one turn to next action
  • Updated Gershwein's computer to shows accurate language when opening his study door
  • Closing gap between interactive objects more predictable
  • Reload noise on game load removed
  • Fixed bug where cars cannot hop curbs
  • Game correctly pauses when Faction map alert opens
  • Fixed bug where fight with boss in gangs triggers combat mode remaining active after combatants have left
  • Increased XP gained from allying gangs to balance with destroying gang
  • Gang reputation meter updated to be accurate between saves
  • Balanced various lockpick rolls
  • Sight cones in detection map shrink when you are in grass or shadow to reflect how far an NPC can see
  • Fixed bug with surface type modifier not updating noise radius
  • Fixed bug where interactive objects are not saving correctly when quick saving then leaving a map and returning
  • Updated armor item descriptions to clarify Armor Rolls and Threshold mechanics


Art

  • Fixed black box on top of house south of Faith Temple
  • Grubworm workers have a different sprite than guards to differentiate hostile workers (coming Tuesday)
  • Reduced number of guards in various areas of map for balance
  • Fixed bug with flickering lights in Copper Face lab
  • Fixed East Bridge block not connecting correctly to neighboring block
  • Removed excess new kidney NPCs in Old Town Bridge
  • Fixed texture issue with building flickering in Factus West
  • Fixed missing texture under building Factus Core South
  • Fixing flashing line of sight visual in Factus Core Northeast
  • Smuggler area south of Faith rock light of sight issue fixed
  • Factus Core west long wall flickering texture fixed


A very special thank you to all the players who have been reporting feedback and patiently waiting for new features! Here's a list of folks that have reported bugs via our Discord that have been fixed in v1.06 and v1.07:

Rithrin
Shizuwolf34
aure
cosplaydiver
D I N G| |xpoopanusx| |Andrew
Andre
Jordiii
fugori
Murdergurl
yarow12
prestoppc
Redglyph
floppy_glass
borkenal
MrMistersen
Toupzy
Doomguy
catmes
syke_low
Naiba
Scramster
yarow12
net8floz
kormakrtv
GamleKorp

For bug-reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.

We're looking forward to seeing what you think of the v1.07 patch and we're already hard at work on v1.08!

Thank you all for your comments and support, until next time,

— Whalenought Studios & Modern Wolf

Mechajammer | V1.06 Patch Notes

The highly anticipated v1.06 patch is here!

This is our largest patch to date and it includes all the fixes and additions we worked on throughout the holidays. Some of you may notice a few of these changes from playing on the Quinton Playtesting branch, which we've been happy to see your reactions to over on Discord!

Without further ado, here's the v1.06 changelist:

UI

  • Overlapping items bugs fixed
  • Notifier in game feed for mutation damage
  • Tightened game feed text
  • Pelican does not get mini map icon at beginning of game
  • “Acquired item” text pops up correctly
  • Character sheet shows all advantages and disadvantages next to list of jobs
  • “Open Bag” key corrected in options menu
  • Fixed typo with one-handed and two-handed edge weapons in character sheet description
  • Fixed bug where the notepadopens on the player's HUD incorrectly when the user mashes the “I”
  • Fixed incorrect label of settings menu
  • Fixed typos with lightning rod text in item description
  • Fixed types with commas missing
  • Fixed health bar not dropping to zero in training tutorial
  • Fixed bug in tutorial where enemies display the unconscious meter incorrectly when the player respawns
  • Fixed typo in psionic detector description
  • Can read text in hover box over items in top row of inventory bag
  • Fixed bug with hovering over side-by-side items in bag not always showing description text
  • Can double-click to equip shields and armor in bag
  • Fixed equipping shield and two-handed weapons bug
  • Game log is smaller and can stay open during gameplay
  • Game log starts open
  • Game log names are colored for main player, companions and enemies
  • Fixed bug with damage roll game log text
  • Increased size of merchant bag
  • Updated socket sprites
  • Fixed bug where socket upgrades dragged onto items without sockets can disappear
  • Fixed formatting issues in character creation description text
  • Updated description for Action Turns in character screen for accuracy to ruleset


Gameplay

  • Pick up items with HUD menu instead of in world clicking
  • Fixed bug with items falling outside of walkable areas
  • Fixed bug with saving unconscious enemies
  • Fixed bug with dropped items having 1 durability
  • Fixed bug with bar keep merchant bag in Factus Core
  • Fixed bug with MFI scanners spawning in ground
  • Fixed bug with MFI scanners drifting too slowly
  • Fixed plasma guns not hitting crouched enemy
  • Rioters no longer start riots indoors
  • Rioters and police leave the area correctly after altercation instead of standing around
  • Fixed bug with cars driving through ground over ramped areas
  • Backup reinforcements from spotlights limited to 2 groups at once
  • Fixed error that occurred while using lightning rod on civilians
  • Fixed bug with walking through locker doors
  • Fixed bug with walking through lockers after opening
  • Fixed enemies that disappear in shadows incorrectly
  • Text shows on hover over locked doors that describes door health (fragile/sturdy/indestructible)
  • Loot drops further away from locker door to avoid colliding with locker itself
  • Fixed hover colors on body parts (bug introduced in 1.04)
  • Fixed bug with time passing incorrectly when talking to an evangelist
  • Fixed healing time passing incorrectly when healing with medic
  • Drones are created in bag inventory item panel instead of with item on ground (due to changes to item pickups)
  • Fixed pathfinding issues when clicking over water surface
  • Updated note at the Faith to accurately display puzzle colors
  • Fixed bug with healing from toxins through clinic dealer in Old Town
  • Fixed bug in beginning cinematic where thug runs across bridge after raised
  • Fixed debris appearing in wrong location when hitting object or wall
  • Increased volume of sound that plays when you hit objects to match other sounds
  • Fixed bug where player can bludgeon a box from a distance after switching from range action
  • Fixed bug with gang NPCs not turning hostile when you talk to boss


Art

  • Fixed shadows not showing correctly in tutorial and in some areas of game maps
  • Drone companion plays correct animation while driving and talking
  • Fixed bug where dead NPCs show up with incorrect sprite after returning to an area
  • Fixed items clipping through floor


Ruleset

  • Fixed incorrect pain threshold stats included in roll for knockout attacks
  • Fixed bug with rolls for chemistry not calculating learning dice correctly
  • Fixed bug with rolls for hacking not calculating learning dice correctly
  • Fixed bug with rolls for social not calculating occult dice correctly
  • Fixed bug with rolls for repair not calculating learning dice correctly


Dialogue

  • Medic plays correct sound effect during dialogue
  • Fixed dialogue text error with Bottler and R4T boss
  • Companions virtue skills are separated to keep from going off screen during dialogue
  • Fixed bug where companion bag opens while talking about skills
  • Can talk to Faith Preacher now after ignoring them the first time
  • Fixed mismatched warnings from gangs that spawn in street after you infiltrate their base


Due to the size of this patch, we're unable to offer a special thanks to specific community members for their bug reports and feedback that have led to these changes, but we do want to say a huge thank you to the folks that have continued to play on the Quinton branch and help us get Mechajammer to this point! We can't wait for you to see what's in store in v1.07 and beyond.

For bug-reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.

Thank you all for your patience, until next time,

— Whalenought Studios & Modern Wolf

HNY and Welcome Back to Calitana!

Happy New Year!

We hope you were able to spend time with family, friends and your backlogs of video games :)

Over the holidays we kept a second 'Quinton Testing Branch' open for players who wanted to try out Mechajammer fixes and additions as we worked on them (the branch is still available now!) and we're now putting v1.06 of Mechajammer through our own QA testers before its release.

The 1.06 update will be hitting the main branch soon and you can expect 73 additions, fixes and improvements. Keep your eyes peeled for full details and patch notes very soon.

Until then, we wanted to share some content from the community. We've been excited to see what you've thought of the game so far, your stories and experiences from your time exploring Calitana.

Over on our Discord you've been sharing your character builds!

Kanonite's "child soldier" build



Naiba's very aptly named "bang bang bang bang" build



Friday_Living's "69 year old woman" build



Toupzy's "sneak-throw-stab" build



Share your own over on our Discord and we'll show them next time!

We've also been keeping our eyes out for your gameplay videos to gather feedback and see how you're experiencing the game! We particularly enjoyed watching these:

[previewyoutube="41fvJQGXm7Y;full"]
That soundtrack really gives us away...

[previewyoutube="u-93FDA8QuQ;full"]
We've been loving this ongoing series from KormarkTv!

[previewyoutube="keavxCipnBs;full"]
BringItDon has made 7 videos playing through Mechajammer so far, it's been great to watch later content being played

[previewyoutube="yQL9RrgPTQs;full"]
WizardWorm has been helping folks new to the game survive with their series!

Thanks again for sticking by us, it's great to see your reactions to the updates and we can't wait for you to see v1.06 ahead of even bigger updates down the line.

— Whalenought Studios & Modern Wolf