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:
NEW CHARACTER PORTRAITS
NEW ARMOUR ITEMS
NEW VEHICLES
NEW GANG ALLIANCE QUESTS
MORE COMPANIONS AND QUESTS
ADDED EVENT LOG
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
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
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.