About this project
Our Final PayPal Total is $79,850!
What happens now? Funding after $2.5m will go into polishing the features and content we’ve already committed to. After that, any additional funds will go toward funding a Post-Launch Live Team that will continue developing additional features and content. First among them will be Cooperative Multiplayer, which will allow you and a friend to face-off against AI opponents.
Here’s what you can do to help!
1. Like, Share, and Retweet this video recapping our Kickstarter campaign for new folks. (Or if you're new here, watch this video!)
2. Take and share our “Which ‘Mech Are You?” quiz and post the results on Facebook and Twitter!
These efforts (along with the rest listed further down on this page) will continue to go towards Backer Mission points & Rewards until the close of this campaign.
Jordan Weisman, the creator of BattleTech and MechWarrior, is back with the first turn-based BattleTech game for PC in over two decades.
Don't have a credit card? PayPal is here for you! (Your contribution will still go towards the campaign's total funding level with regards to meeting our various funding goals.)
BATTLETECH is a turn-based, tactical 'Mech combat game for PC. (And Mac and Linux!)
Here's an EARLY in-engine visual exploration that our art team's been working on. It’s still work-in-progress, not final… but we just had to show you guys!
The BattleTech Universe is one of near-constant warfare and feudal political intrigue, where great noble houses vie for dominance of a vast region of space known as the Inner Sphere. It's a universe of flawed heroes, fallen empires and grey moral realities. Great families vie for supremacy, with alliances and betrayals constantly shifting the balance of power.
Our BATTLETECH game is set in the popular 3025 Succession Wars Era of the BattleTech Universe - often referred to as "Classic BattleTech".
The project is led by:
- Jordan Weisman, creator of BattleTech and MechWarrior, Shadowrun, Crimson Skies, and more.
- Mike McCain, Creative Director of Harebrained Schemes' critically-acclaimed series of Shadowrun games.
- Mitch Gitelman, Producer of the classic MechCommander series of tactical 'Mech combat games.
Our studio, Harebrained Schemes, has delivered three successful Kickstarter campaigns - Shadowrun Returns / Dragonfall, Golem Arcana, and Shadowrun: Hong Kong - to rave reviews and very positive responses from our Kickstarter backers. Kickstarter allows our studio to remain independent and to focus on making games directly for our fans.
Because we love BattleTech, and there hasn't been a turn-based, classic BattleTech game on PC in over 20 years! Above all else, our goal with this project is to deliver an authentic BattleTech experience. Accomplishing that goal isn't just about designing great 'Mech combat - it's about fully realizing the BattleTech Universe, its characters, its factions, and its stories.
With your help! CONGRATULATIONS ON REACHING STAGE 4 - PVP Multiplayer!
BATTLETECH is in development for PC, Mac, and Linux in English and will be delivered in standard and DRM-free versions on Steam, GoG, and Humble stores. The game will also be made available in German, French, and Russian (with localized text, and audio subtitles) in a post-launch update. Other platforms and languages may be announced later. BATTLETECH is expected to launch in early 2017.
BATTLETECH is set in a universe at perpetual war, fought by militarized factions utilizing huge, mechanized combat vehicles called BattleMechs.
Following centuries of space colonization and the rise of six Great Noble Houses, treachery undermined the Star League and toppled its First Lord. The rulers of the five remaining Houses each proclaimed themselves the new First Lord, and so the Succession Wars began - hundreds of years of mechanized armies, scavenged technology, and political machinations.
Now, in 3025, each faction is near its breaking point. An uneasy stalemate sets in as the Houses scrape to rebuild their holdings, reinforce their worlds, and restock their 'Mech armies. But the conflict continues as the nobility drives their agendas forward covertly through the use of mercenaries…
Whether maintained by a House army, or passed down within a MechWarrior family from generation to generation, BattleMechs reign supreme on the thirty-first century battlefield. These massive weapon platforms - ranging from seven to sixteen meters in height, and twenty to one hundred tons in weight - form the backbone of the Great Houses' interstellar armies.
Over the 200 years of the Succession Wars, attrition has eaten away at the resources of the Great Houses, and the number of working BattleMechs on the field has dwindled. By 3025, field-ready 'Mechs are a precious commodity, and keeping them running is a tactical necessity.
We're excited that Piranha Games, creators of MechWarrior Online, are sharing their incredible roster of Inner Sphere BattleMech models with us for BATTLETECH. Not only are their 'Mechs wonderfully detailed, using the same models adds to the continuity of the BattleTech Universe.
Because we’re an independent game studio with big dreams for an amazing game.
We know that to do 'Mech combat right will be a substantial investment - in fact, Harebrained Schemes has budgeted over a million dollars to self-fund the STAGE 1 SKIRMISH GAME (see below), and we've already started pre-production. We’re confident that we’ve scoped the project appropriately, and that we can deliver this version of the game without any Kickstarter support.
But, we also know that BattleTech isn't just about big stompy robots battling it out. There’s so much more we’d like to include in this game! A full single-player campaign. Full control of your career as a mercenary. PVP Multiplayer. That’s where you come in!
The scope of this project expands in the four major FUNDING STAGES below - so that no matter which funding level we attain, we’re sure to deliver a great game worthy of the BattleTech name. Help us co-fund BATTLETECH and let’s see how big this game can get!
Naturally, 'Mech combat is the cornerstone of any great BattleTech game, so that’s where we’re starting development. HBS is self-funding a complete 'Mech battlefield experience in the form of the STAGE 1 SKIRMISH GAME.
Our goal is to craft a combat system for BATTLETECH that’s the perfect blend of tactical depth, speed of play, and meaningful unit customization. As we did with our Shadowrun games, we intend to capture the *spirit* of the original tabletop rules, while designing the best PC game we can. That said, Shadowrun and BattleTech are very different games! For one thing, Shadowrunners like to hide behind cover, while ‘Mechs… squash cover. Expect turn-based combat in BattleTech to feel very different than a more cover-based combat system like Shadowrun’s
On the battlefield, you'll command a Lance of four 'Mechs in turn-based combat. We’d like a typical skirmish to be complete-able within about 30 minutes, without sacrificing the tactical depth that any BattleTech game demands. All of our systems will be designed with a “layered” approach in mind - surfacing the information you need for quick decision-making, while also allowing you to drill-down into detailed stats and unit management options.
Think of the STAGE 1 SKIRMISH GAME like a personal 'Mech command simulation - you’ll be able to set the parameters and difficulty level of each skirmish game, challenging yourself to defeat larger and larger AI-controlled enemy forces over more and more difficult terrain. Or, choose from a variety of pre-built combat encounters created by our design team.
>>> STAGE 1+ ADDITIONAL FUNDING GOALS (FUNDED!)
- $250,000 - Combined Arms: We'll add a healthy roster of non-'Mech AI opponents to the Base Skirmish Game including tanks, hovercraft, support vehicles and more. But be careful - even the lightest of combat vehicles can still wreck your 'Mechs under the right conditions.
- $400,000 - Expanded Mission Objectives: We'll add a variety of mission types to the Base Skirmish Game including Escort, Capture, Defend, and more.
- $500,000 - Expanded Environments: We'll add a wider variety of battlefield environments to the game, including time-of-day and atmospheric conditions that affect both movement and combat. Confront enemy forces in the low-visibility conditions of a blizzard on a frigid ice world, or carefully manage your heat in a battle across volcanic fields.
The BattleTech Universe is all about stories - of nobles and MechWarriors, fighting to protect their people and their homes. Of mercenaries, surviving from battle to battle in a war-torn universe. It’s a dynamic science fiction setting filled with intrigue and cutthroat politics that spans centuries. It’s a shared universe that has evolved over 30 years, in tabletop miniatures games and sourcebooks, novels, comics, and dozens of computer games. We want to honor that history and make this perennial game setting come to life with a killer single-player story campaign.
At the end of the day, the life of a mercenary is all about money: the money needed to repair the damage your 'Mechs took in combat, to pay your MechWarriors to keep fighting, and - if you’re lucky - the money to put towards buying new 'Mech chassis and weapon systems. Fortunately, 'Mech components salvaged from the battlefield can be both cheaper and better-performing than the oft-refurbished parts available for purchase.
>>> STAGE 2+ ADDITIONAL FUNDING GOALS (FUNDED!)
- $1,100,000 - Cinematic Transitions: We'll add short cutscenes for various events in game - such as deploying your forces to the battlefield - and for key moments in the single-player story.
- $1,200,000 - Player-Character Origin Stories: In BATTLETECH, you’ll create your own mercenary character to star in the story. If we hit this funding level, you'll be able to choose one of six origin stories for your mercenary commander's career. Are you the only heir of a once noble family that has since fallen from favor? The bastard child of a famous MechWarrior? You decide.
- $1,350,000 - Voice Acting: We'll record a cast of talented voice actors to act as your advisers, provide mission briefings, and record battlefield emotes. We’ll also add voice acting to the animatics for important moments in the story.
- $1,550,000 - 3D MechWarrior Portrait Customization: We'll build a complete 3D portrait customization system for you to customize the look of both your MechWarriors and your own Mercenary commander.
The STAGE 3 EXPANDED MERCENARY CAMPAIGN puts you in full control of your life as a Mercenary. The campaign becomes open-ended, allowing you to charter JumpShip transport for your mercenary outfit when needed - travel to various hot-zones across the Periphery and Inner Sphere. You’ll be able to choose your contracts and alliances, with both the Great Houses and other subfactions within the Inner Sphere.
Over time, the missions you choose to accept and the objectives competed in those missions will determine your reputation as a mercenary. Your reputation will affect the contracts and contract terms you may be offered in the future. But be wary: each Great House - and in some cases, each House representative - can have their own agendas, sometimes leading you into bad deals or deadly betrayals.
To support this open-ended Mercenary career, STAGE 3 adds a wide variety of “side-contracts” in addition to the story campaign, as well as a procedural contract-generation system to ensure that you always have fresh contracts available, wherever your Mercenary career may take you.
>>> STAGE 3+ ADDITIONAL FUNDING GOALS (FUNDED!)
- $2,000,000 - Customizable Home Base: As part of the ongoing campaign, you'll acquire a home base (likely in the form of a derelict DropShip) for your mercenary outfit to call home. At this funding level we'll also allow you to adjust its appearance, repair and upgrade its functionality, and grow and evolve your base as your outfit grows and evolves.
- $2,150,000 - Legendary 'Mech & MechWarriors: In addition to the game's standard 'Mechs and customizable, procedurally-generated MechWarriors, we'll include rare legendary 'Mechs to find, and rare hero MechWarriors to hire - including some famous characters from BattleTech history. Such legends may not stick around for long, but will be well worth hiring if you can afford them.
The neutral planet of Solaris VII is home to the Inner Sphere’s most famous gladiatorial 'Mech combat arenas. Here players can challenge each other to casual PvP battles or enter our matchmaking system to be matched against an appropriately experienced opponent.
Each Great House maintains an embassy and a namesake arena on Solaris VII and each has very different gameplay features - from the Roman-inspired Steiner Coliseum to the frozen glaciers of Davion’s Boreal Reach (or one of Davion’s many other holographic environs).
Tournaments and Leagues will reward the victor with various prizes and Leaderboard fame.
Jon Everist, composer for the award-winning Shadowrun: Dragonfall - Director's Cut and Shadowrun: Hong Kong, is creating the music for BATTLETECH. We’re very excited to continue our collaboration with Jon and you can hear his first BattleTech tune in our Kickstarter video!
Instead of throwing a bunch of random tchotchkes into this campaign, we've focused our physical reward efforts on two really awesome reward levels that we know we can deliver (in addition to all the great digital rewards we've created.) This focus will allow us to devote more of your funding towards making the best BattleTech game we can!
To encourage everyone to get involved and share their passion for the BattleTech Universe, we've created a set of missions for you to collectively complete, listed below. Each mission accomplished by the Global BattleTech Community (GBC) earns a point. Earned points unlock cool content in the game and fun rewards for Backers (also listed below).
Note: For more details about the Final Week Bonus Missions, see this Kickstarter Update!
Posts to share & pages to Like/Follow:
Risks and challenges
We know there are BattleTech fans that have been burned by other crowdfunding projects, and we’re really sorry you had to go through that.
Harebrained Schemes has delivered solid Kickstarter projects three times. We know how to make quality games, we know how to finish them, and we have no intention of letting you down. Check out our other campaigns and read the comments on our project updates to hear from our happy backers.
Game development is not without risk, though. We're building an all-new codebase in Unity 5, with lofty visual and gameplay goals - and we know that really nailing the feel of BattleTech will take time and iteration. We’ll need a few new team members, too, but we've proven that we have a pretty damn good track record for hiring talented, dedicated people who go the extra mile.
So, the standard game development caveats apply. Some new features may take longer to make than we thought. Some piece of gameplay may not be as fun as it sounded on paper and we’ll need to revise it several times until it works.
But that's part of the fun of making games.Learn about accountability on Kickstarter
No. Our game will advance time in your merc career but not long enough to reach the 4th Succession War.
Backers at Reward Levels above $85 AUTOMATICALLY get the cool new stuff AT NO EXTRA CHARGE.
Unfortunately, no. The number of options we offer are quite costly and adding more will actually reduce the amount of funding that actually goes to the game.
We would LOVE to be able to offer all sorts of cool BattleTech physical goodies for you to purchase but unfortunately, right now we can’t. While we are able to offer some sweet physical rewards as a THANK YOU to Backers, we don’t have the rights to SELL physical goods to you in the form of Add-Ons. We’re working on it, though, and hope to be able to offer some cool physical Add-Ons before our Kickstarter campaign is over. If and when it happens, we’ll send you an Update ASAP!
We’ve gotten a lot of feedback on our Comments page about Backer’s desire to purchase Add-Ons and support the project. We would LOVE to be able to offer all sorts of cool BattleTech physical goodies for you to purchase but unfortunately, right now we can’t.
While we are able to offer some sweet physical rewards as a THANK YOU to Backers, we don’t have the rights to SELL physical goods to you in the form of Add-Ons. We’re working on it, though, and hope to be able to offer some cool physical Add-Ons before our Kickstarter campaign is over. If and when it happens, we’ll send you an Update ASAP!
But we did hear that we just added a bunch of BattleTech PDF sourcebooks as digital add-ons? Take a look! You can also buy copies of BATTLETECH for friends and family. So we're very happy to add that!
From the wonderful wiki on Sarna.net:
Unseen refers to certain imagery, namely the visual appearance of a number of iconic BattleMechs, that has not been depicted in official publications since 1994 for legal reasons.
To wit, only their visual appearance may not be officially used anymore; the units as such (particularly their names and game stats) remain part of the BattleTech canon and are even frequently mentioned in novels and fiction. Neither the images nor the units they represent were retconned out.
The term is alternatively used to summarily refer to the real-world imagery as such, to the particular in-universe designs (and subvariants) in question, or as an adjective.
The list of "Unseen" has repeatedly changed over time, with some individual designs put on and removed from the list several times.
We can't answer specifically but we know we want these Inner Sphere 'Mechs to retain their "character". We also want deep customization so you can have fun tweaking your loadouts. It's a balancing act but we're not particularly interested in allowing "laser boats" and such.
BATTLETECH is in pre-production, so many decisions, like the final 'Mech roster, are not yet determined. But here are the 'Mechs we're currently planning to include:
LIGHT: Locust, Commando, Spider, Firestarter, Jenner, Panther, Raven, Urbanmech
MEDIUM: Cicada, Blackjack, Vindicator, Centurion, Enforcer, Hunchback, Trebuchet, Griffin, Kintaro, Shadowhawk, Wolverine
HEAVY: Dragon, Quickdraw, Catapult, JagerMech, Thunderbolt, Cataphract, Grasshopper, Orion, Marauder, Warhammer
ASSAULT: Awesome, Victor, Zeus, BattleMaster, Stalker, Highlander, Banshee, King Crab, Atlas
We’re excited by the great re-imagined 'Mechs Piranha and Catalyst have done for some of those “imperially entangled” ‘Mechs. We're excited that the Marauder and Warhammer will be in our game.
We think so too! If we're lucky enough to receive funding beyond our $2.5m Stage Four goal, it will go to polishing the features and content we’ve already committed to.
After that, any additional funds will go toward funding a Post-Launch Live Team that will continue developing additional features and content. First among them will be Cooperative Multiplayer, which will allow you and a friend to face-off against AI opponents.
A campaign editor is out of scope for this game. However, you'll be able to control a variety of game parameters during Skirmish play - such as the map you're on, the composition (and sometimes location) of player & enemy forces, the mission objectives and victory conditions for the skirmish, and possibly more!
That said, we have no intention of obfuscating our file formats (except in the case of Unity-specific files) so you will have access to them.
We’ve found that around 4 is really a good “sweet spot” for tactical control in a squad-based combat game. A team of 4 worked really well for our Shadowrun games. 4-6 (depending on upgrades) was the right squad size for XCOM. Our goal is to make a great *squad* combat game, with an emphasis on detailed individual unit control over battlefield numbers.
You’ll definitely own and manage more than 4 ‘Mechs as your Mercenary outfit grows - you’ll just be deploying once Lance at a time for typical missions. There will almost certainly be opportunities over the course of the game to command larger forces due to specific mission parameters. For example, allied forces may join your Lance during a mission to complete a shared objective.
As far as non-’Mech units, we’re exploring ways for the player to use support units in the Stage 3 Expanded Mercenary Campaign (for example, by calling in AeroTech strikes). However, we want to keep the command emphasis on your ‘Mechs and ‘MechWarriors - we view other units (such as AeroTech, artillery, and possibly tanks) as supporting units - not as primary units that you would manage and customize to the same level as your ‘Mechs.
We are prototyping and exploring a non-hex solution but have not decided yet.
We’d love to have it - if our gameplay prototype supports a quality hotseat experience, we’ll definitely look at including it in the game.
We’d love to have infantry in addition to the vehicular forces that have already been unlocked - but until we've prototyped it and proven it's fun in the game, we don't want to commit to it.
BATTLETECH will release on Windows, Mac, or Linux through your choice of Steam, GOG or Humble. DRM-free versions available, too.
Our goal is to craft a combat system for BATTLETECH that’s the perfect blend of tactical depth, speed of play, and meaningful unit customization. As we did with our Shadowrun games, we intend to capture the *spirit* of the original tabletop rules, while designing the best PC game we can. That said, Shadowrun and BattleTech are very different games! For one thing, Shadowrunners like to hide behind cover, while ‘Mechs… squash cover. Expect turn-based combat in BattleTech to feel very different than a more cover-based combat system like Shadowrun’s.
There are no Clan ‘Mechs in the game yet but the BattleTech universe spans hundreds of years and in success, we plan to include them in later installments.
MechWarrior Tactics was a completely different game developed by a different company. There is no connection between the games or the companies.
First, we’re really sorry that happened and we understand why you might be hesitant to back BATTLETECH for that reason.
However, we have three reasons why we’d like you to consider backing us. One, this game’s development is led by Jordan Weisman, the creator of BattleTech, so it will be an authentic BattleTech experience. Two, it’s being developed by his company, Harebrained Schemes, who worked passionately to make the Shadowrun series an authentic Shadowrun experience. And three, Harebrained Schemes has a solid track record for delivering Kickstarter projects that their backers are happy with.
BATTLETECH will be a premium title with a retail price of up to $40, depending on the number of Funding Stages our Backers unlock during this Kickstarter. It will not contain microtransactions.
None of the game's single-player content will require an Internet connection. (If you're using Steam, Steam may require an internet connection on launch.)
Unity is a development platform for creating 3D games. By using Unity as the underlying architecture for our combat system, we’ll be building on years of expert game developers’ work, reducing risk to the project and allowing us to focus on the fun. If you want to learn more, you can find a nice video that explains it at http://unity3d.com/unity.
Thanks for asking. No, this isn’t a reboot. We’re working with Catalyst Game Labs to remain true to BattleTech while adapting it to this medium.
Our Shadowrun games are cRPGs with tactical combat. BATTLETECH will be a tactical ‘Mech combat game. If we’re lucky enough to reach the Stage 2 and Stage 3 co-funding levels, we'll be able to add some RPG elements, but the core of this game is tactical combat.
We’ll do our best to ensure a wide audience can play.
Yes! We’ll post PayPal totals at the top of our Kickstarter page periodically. The total will also include Vanguard Backers who supported the project at GenCon and PAX Prime.
PREVIOUSLY, we said that PayPal Backers will ONLY get a receipt from PayPal. THAT IS NO LONGER TRUE. They will now get a SECOND receipt from Harebrained Schemes.
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