almondblight
Arcane
- Joined
- Aug 10, 2004
- Messages
- 2,634
I'm hoping for the best, but I still wish the two of them would get around to making Copper Dreams one of these days:
Whalenought_Joe & whalenought_hannah
I'm confused. I redeemed the Dec 1 key but the August 26 key is different (both entries have the same key)
Was it supposed to be a beta or something? Because I didn't ask to join the beta or anything.
Not sure about that either. When you're taking negatives during character creation for example it'll mention things like being slower to jump and shit but how that translates into actual gameplay is harder to gauge since once you pick an action it plays "Real time" until it's complete and you don't know how many "Actions" or whatever actually passed in that span of time.Haven't figure out the battle system yet, for example, i couldn't find how many turns i have, how many i spent to attack, how many recovered etc.
And maybe i'm missing smth, but there seems to be no cybernetic implants to install??
Press release:
London, UK – 2nd December 2021.
The London-based (UK) indie games publisher Modern Wolf and Chicago-based (USA) indie games developer Whalenought Studios, today announced with great pride and delight that their much-anticipated cyberpunk-themed tactical CRPG “Mechajammer” is now available for PC via Steam and GOG.
Danger lurks in every corner of this grimy tactical title, as players attempt to escape the killer jungle planet of Calitana after crash-landing with a crew of Ci-War deserters. Multiple paths can be pursued in this vast open world; create and customise your own character, gather allies, bribe enemies, and successfully complete missions to get off planet. Mechajammer’s unique turn-based combat means that every choice you make will have real-time consequences – so strategise carefully and choose your squad wisely.
All of this and more can be seen in the new launch trailer, which shows off never-before-seen gameplay alongside the specially commissioned track from Ital Tek; an electronic musician whose dark and brutal synthlines could not be a better fit to bring the world of Calitana to life.
As part of the partnership with Ital Tek, Mechajammer players can look forward to a free version of the full track with their download of the game. All of this and more can be seen in the new launch trailer, which shows off never-before-seen gameplay alongside the specially commissioned track from Ital Tek; an electronic musician whose dark and brutal synthlines could not be a better fit to bring the world of Calitana to life.
As part of the partnership with Ital Tek, Mechajammer players can look forward to a free version of the full track with their download of the game.
The concrete jungle of Calitana awaits you in this isometric, immersive sim.
Mechajammer will be available on PC and Linux on Steam, Epic Games Store and GoG from today at £19.99 / $24.99.
About Modern Wolf
Modern Wolf is a publisher of weird and wonderful strategy games, founded in 2019 by Fernando Rizo. Based in London, the Modern Wolf portfolio includes Ostranauts, Rogue State Revolution, Necronator: Dead Wrong, and more.
About Whalenought Studios
Whalenought is Hannah and Joseph Williams. Based in Chicago, they’ve been making RPGs since 2012. Previous titles include the Isle of Bxnes and Serpent in the Staglands.
Lol that was fucking hilariousNot sure what records you can print in the base but it loads nothing for me. Skip to the end to see why I ragequit
In what condition was SotS when it was released? I only played it a year or so later after launch.
How is the actual quest design, level, etc. I do heard the level are a mess.In what condition was SotS when it was released? I only played it a year or so later after launch.
It was just fine for me. Don't remember any major annoyances.
In regards to Mechajammer:
Well, between needing some basic quality of life features like detailed documentation on attack, lockpicking, hacking, charm, etc. roll information and me soft-locking in a combat in the tutorial, I think I'm going to hold off on this to get some patches before I play any more. Also, numerical representations for things like HP would be much appreciated as well. Don't understand the complaints about difficulty in the tutorial at all though. Barely struggled at all.
I think my biggest problem with it from an overarching systems standpoint at the moment is regenerating HP be integral to the way the game plays out in the longterm. I like injuries having at least some impact on this, but I always hate to see regenerating HP in any RPG, let alone a tactical RPG with an emphasis on exploration. There's a lot of promise here, and I'm far from writing off the game. It's just very clear it needs more time in the oven. Too bad, was really looking forward to digging into this.
How is the actual quest design, level, etc. I do heard the level are a mess.
That reminds me, it makes no goddamn sense if it works like how it SOUNDS like it does. They say dice are used for skillchecks (And if it's unskilled you get a luck roll of a single die where if you get a 6 it's a success, apparently. Which makes no real sense because if skills are worth investing multiple dice into to improve consistency then a large number of checks should be dramatically harder than 1 in 6 which means you reach a point of it being better to hyper-focus or put absolutely no points into something but WHATEVER NERDS) and pips are a +1 to the result. But they then also say that when you reach 6 pips in a skill it becomes one more die. So that would suggest you move from a flat +5 to a +1-6 which is dramatically worse.I have one die in social and 3 pips
That reminds me, it makes no goddamn sense if it works like how it SOUNDS like it does. They say dice are used for skillchecks (And if it's unskilled you get a luck roll of a single die where if you get a 6 it's a success, apparently. Which makes no real sense because if skills are worth investing multiple dice into to improve consistency then a large number of checks should be dramatically harder than 1 in 6 which means you reach a point of it being better to hyper-focus or put absolutely no points into something but WHATEVER NERDS) and pips are a +1 to the result. But they then also say that when you reach 6 pips in a skill it becomes one more die. So that would suggest you move from a flat +5 to a +1-6 which is dramatically worse.I have one die in social and 3 pips
Haven't fucked with the game more after doing a few minutes earlier today since I'm in a bad enough mood today I'm convinced the game would make me murderous.
Whether it's arcade-y or not, it looks different and interesting. I would take a Mechajammer over a The Outer Worlds every day of the week.