Mech vs. Mech

Mech vs. Mech

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  • Released
  • Updated
  • July 28, 2026
  • August 8, 2026
Mech vs. Mech screenshot #1 for iPhone
Mech vs. Mech screenshot #2 for iPhone
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MECH VS. MECH — BASE STRIKE Strap into the cockpit of a fast, heavily-armed assault mech and fight for control of a neon-lit combat arena. Your mission is simple: destroy the enemy base before they grind yours into scrap. Everything between you and that base — waves of enemy mechs, entrenched turrets, and open kill zones — is yours to fight through. HOLD THE LINE, THEN PUSH Enemy mechs pour in from the north in waves that grow bigger and more aggressive the longer you survive. You can't kill them forever — the only way to win is to break through and level their base. Balance defense and assault: dig in when you're overwhelmed, then seize the opening and charge north. ARCADE COMBAT, ZERO FUSS Twin machine guns for sustained fire, heavy rockets for the big hits, and a sprint boost to close the gap or bail out of trouble. Smart aim-assist snaps your shots to the nearest target, so you focus on positioning and timing instead of fighting the controls. Your mech self-repairs when you break contact, and if you go down, you redeploy at base — but the enemy won't wait for you. BUILD YOUR DEFENSE Salvage is your only currency. Earn it every second, and in bigger chunks for every enemy mech and turret you wreck. Spend it on defensive turrets — drop them to cover your base and lock down choke points, then use the breathing room to go on the offensive. Every match is a push-and-pull between spending on defense and committing to the attack. PICK YOUR FIGHT Three difficulty levels tune the whole battlefield. On Easy, enemies march straight in with sloppy aim. On Medium they strafe, flank, and lead your movement. On Hard they're fast, relentless, and deadly accurate — with a tougher base to crack and tighter salvage. Your choice is remembered between sessions. MANY ARENAS Fight across a deep roster of hand-built maps — from tight skirmish arenas to sprawling XL battlefields with ramps, high ground, walls, and cliffs that block line of sight. Terrain matters: take the high ground, use cover, and force the enemy into your turrets' fire. TEAM MULTIPLAYER — UP TO 5v5 Grab a callsign and jump into the lobby. Create or join a room, pick blue or red, and battle from 1v1 all the way up to full 5v5. It's a pure, symmetric team base-assault: no AI waves, no pre-placed turrets — every pilot earns salvage, builds their own defenses, and fights to destroy the other team's base. Get knocked out and you redeploy in seconds, so the base is the only thing that decides the match. Several rooms run at once, so multiple squads can fight in parallel. FEATURES • Fast, arcade-style 3D mech combat • Endless, escalating enemy waves in single player • Machine guns, rockets, and a sprint boost • Build-and-defend turret economy driven by salvage • Three difficulty levels that reshape enemy behavior • A big library of arenas, from duels to 5v5 battlefields • Online team multiplayer, 1v1 up to 5v5 • Terrain-driven tactics: high ground, cover, and line of sight • Live-synthesized sound and a driving combat soundtrack Deploy your mech. Hold the line. Take the base.
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What's New in Mech vs. Mech

1.3.1

August 8, 2026

A second camera: pull the view up off your mech's shoulder and fight the district from above. BIRD'S EYE VIEW - A tactical camera that rides high over your mech and looks straight down its own axis. No sky in frame and about twice as much district on screen: you see the wave forming, the flank nobody is holding, and the courtyard before you jet into it. - Forward is still up the screen, so nothing about driving changes. The camera climbs and settles back rather than cutting, so you never lose track of which mech is yours. - The view button sits above the rocket and turret buttons, a size down, so a thumb reaching for a weapon never finds it. Its face shows the view a tap would give - BIRD from the ground, CHASE from up high - and your pick is waiting for you on the next drop. - Night fights lose nothing up there. Your sensor range travels with the camera, so climbing does not fog over the ground your mech is standing on.

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