
This week’s update will be a fun one for anyone who enjoys melee, stealth and ambushing units. Total roster has grown from 50 -> 65 units. Latest unit sheets can be downloaded here.
Continue reading “MechaStellar: Unit Roster Update 15JUL21”
This week’s update will be a fun one for anyone who enjoys melee, stealth and ambushing units. Total roster has grown from 50 -> 65 units. Latest unit sheets can be downloaded here.
Continue reading “MechaStellar: Unit Roster Update 15JUL21”
Hello everyone and thank you for reading. MechaStellar is a labor of love but also a work in progress; we value any feedback you’d like to provide as we continue to develop the game. In addition to the DakkaDakka and MechaTalk forums you can also leave feedback here if you prefer. Here is some specific feedback we are looking for. You can leave a comment below or use the “Contact” link at the top to email it. Thanks!
General rules questions or clarifications
Any Battle Report’s you’d like to share
Versus Mode
-What unit was your MVP?
-Which units didn’t pull their weight?
-Big Zam, pushover or unkillable tyrant?
-Which secondary objectives did you find hard to achieve?
-Which types of Tactical Advantage did you find easiest and hardest to achieve?
-Which deployment type did you prefer?
Coop Campaign Mode
-Which mission(s) did you have the hardest time on?
-What Gundam series would you like to see in future mission packs?
-Do you prefer Sandbox mission packs (acquire any unit you want) or Narrative mission packs (Mechs are pre-determined each mission)?
-From the Gundam series which MS would you like to see next?
-What are your top 3 Mecha Series and which would you like to see included?

Coming off the heels of the Grenades post I thought it would be a good time to talk more about weapon profiles, this post will be covering Energy weapons like beam rifles, lasers and plasma casters.
Continue reading “[MS] Design Goals – Abstraction & Energy Weapon Profiles”
Coming off the heels of the Grenades post I thought it would be a good time to talk more about weapon profiles, this post will be covering Kinetic weapons like machine guns, cannons and bazookas.
Continue reading “[MS] Design Goals – Abstraction & Kinetic Weapon Profiles”
Coming off the heels of the Grenades post I thought it would be a good time to talk more about weapon profiles, this post will be covering explosive weapons like grenades, rockets and missiles.
Continue reading “[MS] Design Goals – Abstraction & Explosive Weapon Profiles”
Grenades represent an interesting problem when it comes to equipment slots and hard points. Grenades can be very deadly and very small but unlike missiles and rockets tend to lack accuracy and target saturation that you see in their explosive peers.
Continue reading “[MS] Design Goals: Grenades”
For this week’s update we’re releasing variants for the Dom and GM Sniper Custom mobile suits.
Continue reading “MechaStellar: Unit Roster Update 08JUL21”
MechaStellar is a game about dynamic Mechs. Each turn a Mech can move and/or make a melee attack independent of how many actions it is. Furthermore, we didn’t want to limit movement so any Mech can move, then shoot, then move again.
Continue reading “(MS) Design Goals – Rewarding Boldness”
We touched upon this briefly in our Lethality post. One goal we always strive for with weapon design is to ensure you can still replicate your favorite moments from your show. You don’t want a weapon to be too weak that it can’t do something you’ve seen on screen.
Continue reading “(MS) Design Goals – Iconic Moments”
In our last post we talked about lethality in weaponry. In this post we will talk about how we try to keep energy and kinetic weapons distinct.
Continue reading “(MS) Design Goals – Kinetic & Energy Weapons”