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An endless arcade action game that casts you as a powerful mech in stunning cinematic battles against a relentless robotic army.
An endless arcade action game that casts you as a powerful mech in stunning cinematic battles against a relentless robotic army.
An endless arcade action game that casts you as a powerful mech in stunning cinematic battles against a relentless robotic army.
574 backers pledged $28,434 to help bring this project to life.

MechRunner Updates!

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Hello everyone! It’s been a little while but we wanted to fill you in on what’s been going on at MechRunner headquarters. There are a couple of tidbits of news we’re excited to share but first let’s do a production update. 

Production Update 

Things never go as fast as we’d like them to, but they are definitely humming along. We’re still on track for a November release for Steam/SteamBox as well as an end-of-the-year release for Sony platforms. We’ve been spending our time fine tuning the graphics and balancing the game to get the best experience. 

Once of the newest editions to the game are the ProtoEnergy Transmitters! These things are now all over the place and do two things: 1) they give you lots of extra targets to shoot at (and PE to collect when you hit them) and 2) they ‘charge up’ nearby mechs in need of repair – and by that we mean enemy mechs. Some enemies take longer to destroy than others and, if you take too long, chances are good that an enemy might start drawing power from nearby transmitters and undo all the damage you’ve done. Switching to battle mode and taking out the transmitters with your guns is a handy way to solve the problem, but you might have to dodge a few extra missiles while you do it. 

ProtoEnergy Transmitters charging up an enemy.
ProtoEnergy Transmitters charging up an enemy.

 We recently spent some time redesigning the loadout interface to make it easier to trick out your mech with all the new weapons you’ve unlocked. We’re providing more information about each weapon now as well to help you decide which missile launcher best fits your personality. 

New loadout options
New loadout options

We’ve also updated the slicing feature in the game to add a timing component. Slicing up enemies is about finesse, so well-timed cuts will yield larger FX and cooler rewards while clumsy hacking will get you little to nothing for your trouble. 

New timing elements for slicing enemies!
New timing elements for slicing enemies!

Tobii Eye Tracking Support 

Another nifty new feature we’ve been working on may not effect everyone on day one, but if you are using the new EyeX eye tracking system from Tobii (http://www.tobii.com/xperience/), you can play MechRunner in style! We’ve built in support for targeting, gaze response, special weapon delivery, and cinematic integration. We can now put to bed one of life’s most enduring questions: Is it awesome to blow things up with your eyes? The answer is YES! 

A MechRunner fan blowing up robots WITH HIS EYES!
A MechRunner fan blowing up robots WITH HIS EYES!

Indiecade 

This past weekend we were at the Tobii booth at Indiecade in Los Angeles, showing off the latest build of MechRunner and meeting with potential marketing partners. It was a great time and we were thrilled at all of the enthusiasm and terrific feedback we got. If you were there, thanks for coming out! 

At Indiecade last weekend.
At Indiecade last weekend.

 That’s it for now. Look for more updates as we get closer to launch! 
-SPG Dev Team

Josh Nizzi, Cybe Wolf, and 1 more person like this update.

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