https://xitter.cf/t.co/ZJAeVh9xMG

Joined May 2026
Sign-ups are now open for our public pre-alpha playtest. You can register right away on our Steam page. store.steampowered.com/app/4…
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Guys, we aren't dead—we’re working at the same pace, but we decided to focus entirely on preparing a pre-alpha build. The build will be ready in October, and there will be plenty of news and all sorts of interesting things.
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I made a 3D scene for the main menu of our game. Nothing special, but I want everything to be on a serious level, like with the big guys.
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I added a “mission area” that’s marked on the radar. When you go outside its boundaries (like in the Battlefield series), a message appears stating that the player is leaving the mission area. This is much better than building invisible walls, and we think it enhances immersion.
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Plus, we want players to be able to leave any mission if the objective conflicts with their moral principles.
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The Automatic Protection System (APS) in our game works a little differently from the classic shields in games. Weapon damage doesn't affect the percentage of the shield you deplete. However, the number of projectiles does.
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Meet the Alpha Strike ability of the light elite unit. Bot fires homing missiles that can deal heavy damage to an unwary mech. When you combine this firepower with the unit's speed and agility, you’re facing a truly tough opponent.
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Mech Ops 2092 retweeted
wwow.. AI just turned red alert 2 into 22mins epic film
🤖 Made with AI
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Perhaps you've already noticed that our unitsmoved rather clunkily. Ugh! No life, no realism. Well, it's time to change that! Just recently, I finally cracked that nut and managed to reconcile grid‑based movement with realistic turning, deceleration, and acceleration.
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Mech Ops 2092 retweeted
思い立って作ってみた、12連回転弾倉バズーカ ~陸〇自〇隊風機体に添えて~
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The EFD's Mechs appear less technologically advanced than those of other manufacturers, reflecting a lack of resources and the effects of the energy crisis that hit the European Union in the 2040s. However, they compensate for this with reliability and good protection, as well as significant bonuses when using ballistic weapons, cannons, mortars, and recoilless rifles. The Directorate is truly strong in producing large guns. Building a build with Directorate components will produce a powerful Mech with good cannon armament for close and medium ranges. It will have sufficient protection to get to a comfortable firing range even under enemy fire, especially if you equip it with solid shields. Its sheer firepower will crush anything. --- So if you like a lot of guns, be friends with the Directorate's weapon manufacturers.
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We are currently actively working on the orbital elevator model, the concepts of which we've showed earlier. We've already begun transferring individual parts into the engine. This work requires not only creating the model but also developing new procedural materials, as we don't have a whole team of environment artists to manually draw every rivet and stone, and we don't use neural networks, so we need to somehow automate the work. We don't want to show too much yet, as much is not yet ready, but we will still add a few screenshots from the engine to show that the work is in progress.
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EFD H-89 "Eber" Europäischer Föderativer Direktorat Hauptkampfplattform H-89 Eber (European Federal Directorate Main Battle Platform H-89 "Eber") The H-89 "Eber" is the standard combat platform of the European Federal Directorate (EFD), designed for sustained, high-intensity operations. While lacking exceptional performance in any specific category, the combination of reliability, modular design, and seamless integration into the combat network makes the H-89 one of the most effective Mechs on the modern battlefield. While capable of autonomous operation, the vehicle demonstrates its greatest effectiveness when deployed with other mechanized units, where the advantages of Directorate doctrine (coordination, logistics, and reliance on heavy ballistic weapons) can be fully realized.
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Medium missile and cannon turrets for defending various bases. Nothing special, but still took the time to draw them; We want to show them off.
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Few weapon sketches. These weapons are still far from complete, but work on new guns is ongoing.
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we agreed that for the first build we would have just one house in the middle of the desert, but we didn't specify what this house would be like or how big will it be, so I decided to have some fun 📷 So far, the greybox concept
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Enemy Wave Spawn System. Currently, the system is capable of generating enemy waves consisting of microwaves. Each microwave is a group of units that spawn at their own time, so the enemies in a wave don't all appear at once, but in small batches in different locations.
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Transports work as part of the unit spawn system. This system will have multiple ways for units to appear, depending on the unit type and the mission circumstances. The main thing is that no unit will ever appear out of thin air.
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A new missile launcher. You can never have too many missiles. This launcher's unique feature is its simplicity: it fires infrared-guided missiles at the player's active target, meaning it doesn't require a separate target lock, allowing it to fire much faster than other missile launchers. True, the missile guidance isn't very good, and a mobile enemy can easily dodge them, but against large, slow targets, this missile launcher will be ideal.
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The missile launcher fires a swarm of small missiles that can tear apart anything in any quantity. It's a kill-all button, but it has a very long reload time, so you need to carefully choose the location and moment to launch it to avoid wasting its ammo.
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