Mechs V Kaijus cover
Mechs V Kaijus screenshot
Genre: Strategy, Indie

Mechs V Kaijus

TOWER DEFENSE FEST!!





Enjoy now the award-winning tower defense game 30% off!



Enroll as mech commander and bring liberty to Pokyo City!

GLHF!!







https://clan.akamai.steamstatic.com/images/32155727/68952bb3fc03781bf0b7c2ca32dcc2ff3f3

MVK 1.0.61 Patch notes: Prism-A Tower mini update.

MECHS V KAIJUS v1.0.61 PATCH NOTES.

Hello Commanders!

We improve a lot the Prism-A Tower since they were not up to the task of being one of the most powerful towers in the game.

But with that improvement, plus the 100% return on sells, we found a heavy exploit, that will break the game.
Because of that we are introducing a big, but no so big change. A -5% change or tax, hehe, on the "SELL" of the structures, this very small percentage should not affect the replace wall mechanic since it´s only $8 less (150 - 142, for walls), but should put a break in an exploit that I found while playing with the new Prism-A Towers. Since they are the most expensive they will sell for 1900 of 2000.

Remember the idea of the 100% returns of the first tier was always to encourage experimentation and fast adaptability to each wave in the early game, or reposition a tower if the placement was not good.


HOT FIXES:

Titan Hunters & Sky Battle levels will have an anti-lock soft that will win the level after the final wave, the timer has to reach zero, plus the number of kaiju alive is the same for over 10 seconds. If the number of kaiju alive changes the counter will reset.
This was the same fail-safe added to the Park level and looks like it works ok.

Mechalibur and Kappa suddenly have -10% life random at the end of the level.


ODIN BULLETS (fix):
Odin Bullets discrepancy in fire rate and magazine size, when switched them in battle vs selected them in Odin's upgrades menu, this last was the correct one.

About the Ammo, since some of you guys asked in the discord:

Long Range bullets are the standard, have the longest reach, highest DPS (550 without upgrades), and biggest magazine. But they do single-target damage.

Explosive Bullets are like grenade launchers. They do area of damage on impact, which is especially useful when a lot of small and medium kaijus clump up. Good very good for the small levels with medium to low tier kaiju.

Armour-Piercing: The OP bullet, that is why is very late on the tech tree. It does 300 DPS, but does damage in a straight line and can pass thru Kaijus, excellent to reach the range kaijus.

Explosive and AP bullets have a decreased rate of fire and range if compared with the standard bullets and limited magazine. By the time players which to this ammo they need to be comfortable with leaving the main wall and go closer to the kaijus.


IMPROVEMENTS:

The tutorial now teaches the players to jump the mechs out of the wall to reach the enemies that are far away.

Mechs Flares:
Now they said Mechs Landing Spot for 5 seconds at the beginning of the level so there is no doubt what they are for.

Better Prism-A Towers:

Better sound and visual effects.
Fixed a bug where they cut the shoot, doing less damage than they should.
New: Now the tower will follow the mouse when selected, and since the shoot is longer if timed wright can be used to swipe enemies.


CHANGES IN LEVELS:
SkyWorld Plaza, the Kaiju Boss Nematodah Rex will spawn 3 Kaiju spawners at the beginning, we feel the first 3 to 4 first minutes of the mission needs a little more action.

Added more landing spots in the early levels so players get more comfortable with this mechanic since is critical for episode II, and will reduce the need to upgrade the mechs upgrade a bit.

I hope that you guys like these changes. Please let us know how they feel after testing it.

POST LAUNCH PATCH



Hello Commanders!

We launch! But we also did have a bumpy release, lots of ups and downs, to say the least. A lot of bug fixing in the last two days on our part, and some bad experiences for you guys. We apologize for it, more testing before the release was in place. Rest assured that we are working full time, all game-breaking bugs are fixed, and we will deal with others if appears.


A more complex issue is the difficulty level of the game for a lot of new players, especially at the beginning. Enough that some changes are needed so everyone can enjoy the game, a challenge, but also have fun.

These next changes are in good heart, they will ease the early part of the game. Especially true for Easy difficulty (+HQ Armor) and for Normal. Grind is not a core idea here, just a resource if needed.

Easing the learning curve for the people that like a more passive or hands-off tower defenses game, is important. Not all are fans of RTS games like Starcraft, WarCraft, Age of Empires, for those, hard is still hard!

Also, not everybody knows the Defcon nomenclature, and some players have picked hard instead of easy, so we are going back to the naming standard.

For all the hardcore RTS players, that really like the game as it is, the HARD ex Defcon 1, and HARDCORE will remain the same in terms of buffers/nerf. These are for those that are looking for a more challenging experience. HARDCORE will appear in the game after beating the came, and can be accessed only by the new game. 


We will roll them now, version 1.45, the change in tech prices is already up.
Try them on Sunday, and see what is the feedback from all the spectrum of players.


HIGHER IMPACT CHANGES:

Easy Difficulty: 
+60% Armor Bonus to the Main Wall.
This will give players more critical time to react before the shields HQ go down to cero and start taking damage. Also, the HQ hit points will be able to tank more pressure for the Kaiju, reducing a lot the sudden deaths, especially in the early levels where kaijus do less damage. Shields recharging time will stay the same. 

-25% Hitpoints for the KaijuOverall difficult reduction.

Normal Difficulty: 
+20% Armor Bonus to the Main Wall. 
-7% Hitpoints for the Kaiju



LOW IMPACT CHANGES

New Game start resources
Tech from 350 to 550 points. 
Gold from 350 to 500.

Who doesn't want more tech and gold?

Tech Tree:
Cheaper basic Early Tech and high light of crucial techs. 

Mechs Jetpack is unlocked from the start.
Anti Air tower from $200 to $100.
Tank Armor MK1 from $450 to $350
Tank Armor MK2 from $650 to $500
Missile Battery MK1 from $400 to 200
Missile Battery MK2 from $550 to 300
Grinders Mk1 from $400 to $300
Tank Factory from $600 to $500
Unlock Aegis Mech from $1100 to $750


Factory Tanks will slow down 90% of the current speed for the attack, and they build up more over time. 

Mechs Landing Spots:
Moving your Mechs forward is important when they have no Range Upgrades, which is one of the more important to assure constant damage output and no idle mechs. In mission 4, the mechs won't reach the Kaijus if they do not jump closer or have 2 Range upgrades. Flares that indicate a Mech landing position, we are adding a little arrow to be able to spot them more easily at the beginning. We are gonna add the Jetpack mechanic to the tutorial in the close future. 


Level Changes:

M2 - Placid Lake: Spider waves rebalanced.
M7 - The Bridge: 5sec Warning before the node collapses. 1 less destructible node. 
M4 - Pokyo Households: 1 Building is destroyed and a construction node will be in its place to hint more clearly that controlled destruction can be beneficial sometimes. #collateralDamage.


We really hope that these changes will change for the better the overall experience for all players at the beginning and not the heart of the game. Try it and let us know your thoughts here or in discord.

GL HF, and Good Hunting Commanders!

Nacho, aka Tenacious.

MECHS V KAIJUS is TODAY!



The day has finally arrived! In only a few hours we are leaving Early Access, a very emotional moment for our little team. ːsteamhappyː

We want to give a special thanks to all the fans who play the game during the EA phase and help us to make MVK better, and more creative. Thanks a lot, guys!

The Full campaign is complete!

Defend the City of Pokyo from the surprise attack of the Kaiju Horde.
And then, take the fight to them in Chapter II, The Kaiju Wars. A much more creative and experimental approach to tower defense.

Keep the feedback coming, and start sending us your thoughts on what you guys want to see in MVK 2! The Kaijus are not done with our planet yet.
And neither do we.


Nacho aka Tenacious.
From Doble Punch Games.


MECHS V KAIJUS is OUT NOW!



The day has finally arrived! We are leaving Early Access, a very emotional moment for our little team. ːsteamhappyː

We want to give a special thanks to all the fans who play the game during the EA phase and help us to make MVK better, and more creative. Thanks a lot, guys!

The Full campaign is complete!

Defend the City of Pokyo from the surprise attack of the Kaiju Horde.
And then, take the fight to them in Chapter II, The Kaiju Wars. A much more creative and experimental approach to tower defense.

Keep the feedback coming, and start sending us your thoughts on what you guys want to see in MVK 2! The Kaijus are not done with our planet yet.
And neither do we.


Nacho aka Tenacious.
From Doble Punch Games.


OUT OF EA NEXT WEEK!

Hello Commanders!


Finally, the day has come! After 3 years of solo, plus another with my new programmer, Yeferson. We are finally releasing the 1.0 of Mechs V Kaijus, on February 17.

For all the new players, a lot of new stuff to try and play. And for the old commanders from day one, also a new surprise. Like new tech, a new HARDCODE game mode will be unlocked after beating the game in any difficulty. Plus a new Factory Unit to make even greater armies!

We are polishing any rough edges here and there this week, and I'm reading the steam forums every day, even If I don't respond to all. Thank you all for the feedback and report over these years, very much appreciated!

Keep posting ideas, some of them are finding their way into MVK II! ːsteamhappyː

See ya all on the battlefield!

Nacho, aka Tenacious, from Doble Punch

THE LAST BETA IS OUT!

Hello Commanders!



We are super happy to announce that the new and last BETA before the release of MVK 1.0 is online and ready to play!



USE CODE: TheFinalBeta



This BETA is the closest to version 1.0 that we have been, we have worked for several months implementing new game mechanics and especially running all the bugs that have been reported to us in the Steam "Feedback" thread.
For this reason, and to receive the new feedback in an orderly manner, I am going to close the feedback threads of the previous versions.

A new Feedback thread is available for this build E.A. v0.9.910 and up, so are sure that the new feedback is about this version and not old builds. Bugs, or things to improve, feedback on the controller implementation will go in the new thread:

https://steamcommunity.com/app/809540/discussions/0/3203748171386300519/

This is the summary of all the new content!

A NEW WAY TO PLAY:




FULL TECH TREE:




NEW TECHS:



Emergency Repairs:

After the tower is maxed out commanders can call at emergency repairs on destructible towers for half the price of the tower.

Reinforcements:

Players can deploy extra mechs on the battlefield (for $25k) as long as they have AT LEAST 10% hp!




This is my favorite new feature, It opens new ways to play and destroy the Kaijus! Since this new mechanic is so powerful it's also very expensive to do. Let me know how it feels, can´t wait for you guys to try it! It was amazing to do survival and have all the mechs over the Carrier!

NEW UNIT:

The MRL Mobile Rocket Launcher, has a devastating long-range attack, It's made in the factory. Has very low HP, but great range and area of damage.
Combine this with the tanks and helicopters, tesla tanks, and Jet Fighters and now, we have an Army!


GUI CHANGES:



Armory Wheel menu re-re-desing:



Improved Pause Menu:




Buy-Sell Buttons:


Bigger Buy (U) and Sell (O) tower buttons, for an easy click, plus a visual show of the shortcuts for each button U / O.
When you upgrade the tower, and it's not maxed out the pop buttons will appear again for easy re-upgrade.

Let me know if you like the new size and functionality.

NEW Kaiju Ai:


The Kaijus have been re-worked a lot. They are not perfect still, but they should be much smoother, and not as buggy. What out for the Dalifantes (the ones that shoot the pick death ray), they are deadly now.

BUGS FIXED:


The challenges.
Grinders damaging air units.
Homing missiles losing frames.
Exchange tech for gold-free money bug.
Insta Game Over if replay the level and Odin was kill, now start with a minimum of HP depending on the difficulty level.
A bazillion more! too much to say, but the major ones reported on steam they should be all good.


BALANCE:


Tanks now advance at a very slow speed when attacking.
Repair Mechs full HP from 300 to 200.
Some early Techs are less expensive.
Grinders do 10% less damage.
Flame Towers do 50% more damage.
Rebalance of Episode 2 Special Ops.
Mechs Armor from 500 per level to 200
A huge bug, that makes that in Hard, the more the kaijus respawn the more HP they got. Sorry guys, I miss that error for years. If any of you beat the game in Hard, you are a Legend!


If you read this far wow! Thank you for being such a great fan!

And for you a great News, the 1.0 release will be this February!! Finnaly! We are gonna be publishing the Tutorial, making a new HardCore DIfficulty for those who want a bigger challenge since now the game got a little easier.

Harder Kaijus, No restart button, no health bars for the Kaijus. Its gonna be fuuun!

After that will see how the game goes, and probably drop some new special ops mission in the future. Plus of course, start working on MVK II.

Stay tuned! love you all! ːsteamhappyː






WHERE IS THE NEW UPDATE?!

Hello Commanders!

A quick update on where we are and why the last beta is not up already.

Reason number one, we are adding controller support.
Witch is amazing, I know, hehe. But this is more easy said than done, is quite time-consuming since the game was not really intended to be played with controller, but we like the challenge.


But it's true that is taking quite longer than we thought.
And, since we want your feedback on how the game feels with the controller before the release, we need to wait for this feature before the new beta is out.

Another issue is our current GUI, the upgrade and sell nodes, were too small. And the GUI of the Mechs Jetpacks and Panacea Drones was not clear enough. But after implementing the Controller, such issues became impossible to ignore further.

So we are implementing a new Radial GUI for fast access for both controller and mouse.



The Armory Menu barely works on the keyboard, never like that grid to be honest. But with controller wast pretty bad, so we create a new GUI for the Armory menu + (New Ability):

But this needs to be changed in every single level by hand, and the game has over 60 levels in total. This happens a lot in this game because. This is one of the main reasons why takes a long time to upgrade or change something in-game.
This is because the game was created in unity 5.6 and at that time the prefabs were pretty basic and I was a noob at coding!

I think and hope, that we will finish these 2 features in less than 15 days. And with that, we will publish a beta for you guys to check out.

The Final tech tree won't be in that release. That is for the 1.0! :D


Thank you all for your patience, the game is getting better than ever with many annoying bugs fixed, a more responsive GUI, and changes in the quality of life in-game. I'm very excited to show you guys the work so far, I will keep you posted where on any development!

GG WP!

UPDATE ON GAME PROGRESS

HELLO COMMANDERS!



Hi everyone! we are working hard on the final build of the game, I can finally say "we" correctly because Yeferson, a young talented programmer for Colombia has joined the ranks of Doble Punch and we are finally close to the 1.0!

What can you expect in the next update of the final release BETA?



Maximus-Z:

Anti Structures Mechs. He will prioritize Kaiju structures if they are in range.

Aegis:

Titan Hunter: He will prioritize the Kaiju with more Hit Points.

Abraxas:

Crowd Control: He will prioritize the Kaiju with fewer Hit Points and is closest to him.



This will bring a lot more refine tactics to the game, special for episode II The Kaiju Wars.



Graphics:


A new tree with falling hand-drawn animation. Look really good and comes in 4 colors. Better DropPods and Mechs Landing animations, now with camera shake and sound FX.

Quality of Life:


Factories will remember what they are producing after upgrading it. 

Better feel to the camera move buttons. Now the camera will move as long as you press the button, like with the Q - E buttons. 

Changes:


Mechs can´t be deployed with less than 10% Hit Points. 

Kaiju Ai re Worked, a lot changed under the hood here. And change quite a bit the feel and attack damage of all the Kaiju units. So, the game needs to be re-balanced a bit, that's what is holding up the beta update at the moment. 

Flame Tower improved
: More damage than the Grinder. Changed the area of damage to reach longer so it's more viable to put Flame Towers behind walls, but do less wide area. 

Repair Drones duration from 30 sec to 45 sec.



NEW LEVELSHorde and Titans Challenges from level 6 to 10. These will be ready to play on the next update. 



New Special Ops for episode II, wanna see what is to squash the Kaiju horde with the brand new Battle Carrier in tank mode? We got you cover. 
(Designed but not implemented in-game, this will be available on Release Day.



NEW TECHNOLOGY"Emergy Repairs": After unlocking this tech, destructible tower level 3, can be repaired to 100% this includes factories and Shield Walls, for half the price of the tier 3 upgrade. 

GAME-CHANGING TECH: This Will be revealed close to launch day. Stand by for this!



BUG FIXES! (These are just the main ones)

ːsteamboredː ːsteamfacepalmː
New Kaiju Bullets optimizations, and kaiju Ai optimization. The game should handle better + 100 Kaijus in the level. 

ALL Kaijus attacks - reworked and made more predictable. Steam Achievements are all fixed.

Geminis Mech re-vised attack now doesn't get stuck in animations when flyers enter his hit box.
Revised SAVE SYSTEM.

Constructions nodes look selected "green", after exit and enter the deploy menu. 

Now all should trigger when completed.

Mechs Platform and landing spot issues. 

Mechs can jump to different close proximity platforms.

Mechs can´t anymore get stuck in the sky if players deleted the platforms in mid-flight or if it was destroyed.

ThunderBird Mini Mechs, helicopters, and tanks stopped shooting sometimes it´s fixed.

Particle cannon sometimes shooting seconds later of the player's input. 

Prism-A tower not shooting if flyers were in front and other situations.

Now player can´t use the "U" shortcut to replace the level 3 tower.


The Beta with all these changes will be next week!

Nacho, aka, VJ tenacious

AMORY UPDATE

This Update brings a lot of bug fixes plus the new Amory to get cool 1-time use upgrades, powers ups, and units.
Spend your extra gold and have some fun with this experimental weaponry!