# Mech vs. Mech — grails.de

> grails.de (iPhone/iPad app by Christian Grail.)

- Source: https://appshunter.io/ios/app/mech-vs-mech/id6792481823 (this page in markdown: same URL + `.md`)
- Developer: [Christian Grail](https://appshunter.io/developer/1303469226)
- Category: Games, Action
- Price: Free
- Age rating: 12+
- Requires: iOS 16.0 · 5 MB
- Languages: American English
- Released: 2026-07-28
- Data updated: 2026-10-07
- User reviews in markdown: https://appshunter.io/ios/app/mech-vs-mech/id6792481823/reviews.md

## What is Mech vs. Mech?

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.


## Version history (last 4 releases)

### 1.3.1 — 2026-08-08

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.

### 1.3 — 2026-08-04

Jump jets that clear the walls, a map edge you can fall off, dealt pilot names, and the app now runs on iOS 16.

JUMP JETS, UNLEASHED
- Your jets now crest the walls. Cover blocks are perches, and an enemy fort can be entered over the top as well as through the gate. Spend the climb, drop into the courtyard.
- 1.2 said walls still stop you. They now only stop the enemy: AI mechs keep their low hop, so nothing climbs into YOUR courtyard.

THE MAP EDGE IS REAL
- The invisible fence around the district is gone. The world ends where the last tile does, and past it there is only the fall. Step off the edge and you die exactly as you would in a chasm.
- Enemy mechs read the edge as a bottomless wall, so they stay on the map. Whether you do is up to you.

PILOT NAMES
- The lobby asks for a name and deals you one (VIPER, REAPER, and the like), so a fresh install can head straight into a match. The dice button deals another; typing your own still works.

AND
- Runs on iOS 16 as well as 17.

### 1.2 — 2026-07-28

Everything since 1.0 — night fighting, capture the flag, room-run lobbies, and a district with a hole in it.

NIGHT MODE
• The district is now fought at night by default. Your mech carries a sensor lamp, and enemy mechs and turrets exist only where your sensors reach them.
• Contact fades instead of popping: half a mech behind a wall is half a silhouette, and one that ducks behind a pillar never fully disappears.
• Take damage and the lamp browns out and narrows with your hull, then comes back as you self-repair.
• Turrets you build carry their own lamp, so a defended corner stays readable after you walk away. Enemy turrets get none.
• DAY MODE is one row away in the mission menu, and a lobby room fights in the weather its creator picked.

CAPTURE THE FLAG
• A second mode beside base assault. Walk into the enemy flag inside their compound, carry it back to your own stand, three captures take the district.
• Dying drops the flag where you fell, touching your own dropped flag sends it home, and an untouched flag returns on its own after 25 seconds.
• Flags decide the match and nothing else — levelling the enemy base only cuts off their reinforcements.

JUMP JETS AND MOVEMENT
• A new button jumps your mech a full terrain tier: high ground is reachable anywhere and a pit is no longer a one-way trap. Walls still stop you.
• Push the stick to its rim to run. The knob turns gold while you are sprinting.
• Damage now costs speed — down to 65% at zero hull, and back up as you repair, so a fight you are losing is one you cannot stroll out of.
• Legs shuffle sideways when you strafe instead of marching forward on the spot, and the walk is driven by ground actually covered, so a mech pinned against a wall stands still like one.
• A turret you build now lands beside you instead of across your path.

MULTIPLAYER
• Phones and browsers share the same lobby and the same match.
• The room's creator picks the district, the mode and the weather, and the map comes from the server — so nobody in a room can end up on a different map.
• The map picker is the level select's own list, map pictures and all.
• If there is exactly one room going with space in it, you walk straight into it: callsign, teams, deploy.
• A callsign somebody already has gets a number (ACE 2) instead of a refusal.
• START MATCH is the only button that matters now — every pilot deploys as their match lands.
• The result screen rolls on to the next district by itself after ten seconds; NEXT MAP skips the wait, BACK TO LOBBY gets you out. If everyone else has left, it returns you to the lobby instead.

DISTRICTS
• Three new ones, including THE RIFT: a chasm splitting the map in two with three bridges across it and no floor anywhere else. Step off and you keep falling.
• THE SPRAWL and THE EXPANSE are the largest districts in the game, built for 5v5.
• Win a district and you drop straight into the next one instead of returning to the menu.

ENEMY MECHS
• They follow a wall around instead of grinding into it, probe with their real width so a shoulder no longer clips a corner, and jump ledges to reach you.
• A mech that can see you keeps its guns on you while it side-steps.

LOOK AND FEEL
• Filmic tone mapping and bloom, a dusk gradient sky the distance fog takes its colour from, panelled walls, muzzle flashes on every gun, and a cockpit vignette.
• Menus rebuilt as titled cards over the orbiting district: the way back pinned at the top, one action at the bottom, and a picture of every map drawn from the map itself.
• The same layout fits an iPhone SE and a Pro Max.
• Entering a match no longer stalls the menu — music, map pictures and the long district lists are off the main thread.

FIXES
• A flag carried by a mech that dies is now dropped where it fell.
• A flag dropped over a chasm goes home instead of being lost.
• Rolling into a rematch no longer reports you to the other pilots as having left.

### 1.0 — 2026-07-28

No release notes.

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*Data collected daily from the US App Store and indexed by [AppsHunter](https://appshunter.io/). User reviews are verbatim App Store reviews. Ratings, prices and chart positions refresh continuously; this snapshot is from 2026-10-07.*
