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The once peaceful surface of Mars has decayed into a violent battleground between arms corporations and Earthly governments.
To join the fight would be crazy. To survive would be downright psychotic.

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Landsword is a top-down mecha shooter with a heavy emphasis on destruction and gameplay that combines elements from classic shoot em' ups with contemporary action-stealth games.


Featuring fully destructible environments, players must use their wits and surroundings to outsmart and defeat enemies in combat, while still retaining an arcade feeling to its gameplay.


This early prototype demo currently includes seven different missions with fourteen different weapons to choose from.


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"D3DXCompile failed / Fatal Error in Vertex Shader Compilation"

Upon starting a mission, you may encounter an error screen that says a shader named shd_outline_old failed to compile. This error only occurs because your computer does not have DirectX9 or later, so please see if your DirectX driver is up to date or installed at all. You can download the driver patch directly from the Microsoft website. This will fix any shader compile errors if you are having them, and should work on any Windows version (including XP and Windows 7, 32 or 64 bit)

  • If you are having the same issue on a Linux emulator, please use Winetricks to install the DirectX patch and then try again.
  • A dedicated Linux build will also come eventually, but currently I do not have the ability to compile one.

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This demo is 100% free and the game is a work in progress, but any donations will go to paying for a proper soundtrack and some additional programming help for things such as shaders.

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Wishlist the game on Steam!

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Updated 17 days ago
StatusIn development
PlatformsWindows
Rating
Rated 4.9 out of 5 stars
(506 total ratings)
AuthorMezzSoft
GenreAction, Shooter
Made withGameMaker
TagsDestruction, mecha, Mechs, Pixel Art, Sci-fi, Shoot 'Em Up, Short, Tanks, Top down shooter
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
LinksSteam
ContentNo generative AI was used

Download

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Click download now to get access to the following files:

Project Landsword Demo Build V.0.8.2.zip 41 MB

Development log

Comments

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Hi!!! I really wanted to play the game but there seems to be a problem idk how to fix it. Whenever I Deploy the game kicks me out and Shows the image below. Would much appreciated if someone in comments helps me thanks!!!

Hello. Please download the DirectX patch from the Microsoft website linked in the description above.

(+3)

Hi there! I've been loving your game and cannot wait until I'm able to buy the full version! In my spare time for fun I've made a trailer for Project Landsword and I hope you enjoy it! Many thanks and best of luck with development! 

(+1)

Nicely done! Thanks for the kind words.

Anytime friend! If you ever wanna use this for social promotion you have my full permission.

This is an amazing trailer! :3

this is cool!!

also u have removed i saw some of intel on different kind of enemy weapons like tank in new updates. i saw just now why ?

Sorry, I'm not sure what you mean by that.

pov: the intro to GUNDAM IBO

also i wanna ask when will these new updates be added in this demo ????? im waiting for ur game release for years now .... is there any way i can help u in game development ? i can help u out.

(+1)

It's being worked on every day but I can't give any dates, sorry.

hi i have been following ur work for about 2 years now ... i just wanna say can u allow us to make our own levels? like allow ur game community to build their own maps and levels by allowing level editor to included in game? cause this can allow users to share with each other the custom levels them make with each other and u know once u allow us to do that there will be A TON OF new content coming out. Im just saying when u release ur game just allow in game editor or modding it just helps a lot in long term success of game, just look at skyrim or ravenfield . U never know how wild and even better levels can be made by ur players. 

(1 edit) (+3)

If you check out the latest progress report, you'll see a level editor tool is being worked on and it'll be available for players too. You'll be able to import and export level files, so sharing and playing levels made by other people will be possible. As for other modding such as Steam workshop, I'd like to have that too however I will need to look more into it.

(+1)

WAITER! WAITER! MORE LORE PLEASE!

(+1)

Soon!

OOOH MY GOD YESSS. playing it right  now and i'll drop a review (glaze it) when i am ready.  

(+1)

The updated build is not out yet I'm afraid, it's just a progress report haha.

(+1)

yeah, i confused the version number D:. anyways, i'll read the log when the internet is fixed. it's still great. keep up the good work man!

The new weapons, iinm they are laser, munition launcher, spiderbot, and mine. They are OP (I haven't tried the mine tho). No this doesn't mean I want them to be nerfed, what I mean is that this makes older weapons kinda obsolete.

For most cases, munition launcher is enough for almost everything. it's AOE, it eats up armor albeit slower, it goes through cover, it's ammo is plenty. What else do you need?

If you want more direct speedier engagement, laser is the best. Well, it's laser. Rapid fire, long range, and instantaneous hit.

Spiderbot is the homing missile done right. Though this is that type that you guide manually (not fire and forget). You can aim it and fire behind cover. Huge splash damage. Long range. Goes through cover. Now this is how you supposed to do homing missile.

Some recommendation to fix:

1. You can make flamethrower (thermal projector iinm) to lit the ground and that fire (and every other fire actually) cause damage. Or at least cause heavy spike in temp that eventually cause damage. Though I believe this just haven't been implemented yet since the game already have temp reading.

2. Increase the ammo number of dumb/unguided rocket. Rocket like this always comes in number and you fire them in rapid succession for AOE. IRL, most attack helicopter can only carry up to 16 homing missile but up to 76 unguided rockets. So if player tank can carry 12 homing missile, it should be able to carry at least 57 unguided rockets.

3. Make the homing missile arc higher so it won't bump into lower obstacle like cars. And if munition launcher can arc through buildings, there is no reason a homing missile can't. And make it so you can initiate lock on even behind covers. I know you want to imitate real life, but this is a video game and it's the future! Not to mention homing missile lock on is disturbed by smoke/chaff which is already a huge nerf.

(+2)

A lot of these weapons will eventually be purchased through a shop system and re-balanced much later on, so certain weapons such as the stack-launcher are indeed pretty OP compared to some of the other options available. As for the missiles, they will be fixed in the next release; I reworked how they launch and strike objects to be a lot less frustrating to use.

(1 edit) (+3)

I personally don't think the stack launcher is OP. It is very good in city environments, but the time to kill is long enough that enemies can generally get off a shot or two before they die, if they can see you. It's also not a good choice for missions 2 & 7. In mission 2 you're constantly getting chased by the giant grubs, and I can tell you from experience that the stack launcher doesn't exactly excel in that situation. The reason why it sucks in mission 7 is because you're underground, and there's lots of cover that goes up to the ceiling, which makes the stack launcher incredibly hard to use. It also kinda sucks at killing helicopters while they're flying. However, it is a very good weapon in the other 5 missions, especially if you're stealthy.

The laser is insanely good though. It honestly might be the best weapon in the game. It just melts everything so quickly, and its only downside, being the overheat mechanic, doesn't come into effect in the majority of engagements.

The spiderbot is also pretty good, but the blast radius is surprisingly small. However, the spiderbot makes up for that due to the fact that everything inside the blast radius dies, no matter what it is.

I can also tell you from experience that the mines are only decent, because it can be a bit of a pain to lure enemies onto them. They do kill anything that touches them though, so they are pretty good in terms of sheer destructive power.

(+4)

Recently play the updated version. Looking better.

I like it how smoke grenade disrupt laser and lock-on. Nice little detail

But currently there is less reasons to use homing missiles. While they are devastating, their ammo is also scarce. But critically, you can't lock on to enemies behind cover. And when you do lock them, the missile will hit something when there is any object along the way. I mean it's homing missile, they will be launch high into the air to avoid this very reason (and so it can hit top armor). Building is one thing, but they also hit lower obstacles like cars. I mean c'mon, the tank is definitely much taller than cars.

Yeah, I find this annoying too. The first time I saw the homing missiles I immediately assumed they'd go over buildings and stuff, but nope. It doesn't seem intentional though, at least not to me.

(+2)

Yeah, this is something that I've needed to fix for a while. The missiles when locked-on should have been flying over the buildings at least, but I forgot to actually have them change their altitude despite all the variables being in place. In the next update, the missiles will only strike cars if you've specifically targeted one under your reticule, and they'll also auto-lock if you just rapid press on enemies instead of having to hold down the mouse button.

(+2)

Been a while since ive checked in, how's it going? Im still super excited for this game and plan to resume work on the model soon as well now that my health is back in order

(+2)

Work on the project is still progressing steadily, cheers.

(+1)

Hello, just checking in to wish you a good day. Hope the work is going well everything looks like a labor of love since I last saw, so don't worry about taking your time.  

(+1)

It's very kind, thank you. Hopefully it'll be worth the wait.

(+1)

I'm not letting myself play the Demo because I really want it to hit me like a truck when it finally comes out ! Though I should probably practice my Howitzer shots again = w= 

(+2)

Replaying half a year later, the game is still fire.
Will we by any chance get a new Report progress any time soon? Its been a while since we got any new updates on how the game is going, and I am genuinely itching for more

(1 edit) (+10)

Hopefully within this month I'll have the next progress report out. Without spoiling it, the reason it's been so long is there's a big feature I've been working on that's very important for speeding up the development and will also be something that players will be able to use as well. It does pain me that it's been so long since an update, but hopefully soon you'll see why it's been taking this much time. Things are being worked on despite the silence, the game has not been abandoned...

(+2)

Great! Looking forward to it. I hope all the props aren't just for show and move around :P. Don't feel pressured xD

(+2)

Wow! It's cool to see more props, as well as a graphics improvement! I bet the next update is gonna be amazing!

(+4)

Please don't die, I really want this update!

Nice, but I wanna ask, is there really only 7 missions?

I'm afraid so, but new ones are coming. The game is still a work in progress.

(+3)

Once again, life imitates art.

(+1)

even this bot can properly shoot

(+2)

Excellent. Now just scale it up and combine it with one of these:

(5 edits) (+4)

Hi! I'm really enjoying your game. While playing, I had an idea: what if we could select different ammo types for our guns in the hangar before starting a mission?

I think this would make each weapon much more versatile and offer a wider variety of playstyles. For example, if I equip the Mark 7 AutoCannon, I could choose to bring both Armor-Piercing and Explosive rounds (without exceeding the mech's maximum ammo capacity).

The available ammo types could include options like:

  • Thermal Rounds
  • Armor-Piercing (AP)
  • EMP Rounds
  • Acid Rounds
  • Airburst Rounds

During gameplay, players could easily swap between their selected ammo types by pressing the 'T' key.

To keep it balanced, there could be a slight delay when changing ammo, along with a clear UI indicator showing which ammo is currently loaded. I believe this mechanic could be applied to other weapons as well. You could even give enemies this ability, which would definitely increase the challenge and variety across different stages.

Thank you for your excellent work! I'm really looking forward to your game.

(+1)

This is a really cool idea! Idk if all of those ammo types would realistically be available for every weapon though. However, we'll just have to wait and see what the developer says ¯\_(ツ)_/¯

(+1)

Thank you for the kind words and idea!

Different ammo options for the primary weapons is something I've been considering, but with how the weapons are set up and balanced at the moment I think it's best to just choose one option at the hangar rather than having the option of switching while in mission. It's a unique idea though, I'll think about it a bit more. In general the hangar needs an overhaul for some of the new options that will be implemented soon.

(+6)

This is the best thing I've seen in a while, I'd like to thank the developer and wish him good luck.

(+2)

Thank you!!

Greetings!

While playing the final mission, I was thinking, how about making ammo containers interactable with the C key?

When playing with the Vulcan cannon, I always seem to run out of ammo, and I think being able to carry the containers would expand the range of gameplay options.

(+2)

Interesting concept! The next build will have the Vulcan's ammunition increased substantially, so it probably won't be necessary to include. Still, it'd be fun to have other objects that could be towed around for cover perhaps.

there only 7 missions at current time?

(+1)

Yes, I'm afraid currently there are only 7 missions. Next demo release will have more added.

Hey so i'm running into this error

___________________________________________

############################################################################################

FATAL ERROR in Vertex Shader compilation

ShaderName: shd_outline_old

D3DXCompile failed - result

at gml_Object_o_player_Draw_0

############################################################################################

--------------------------------------------------------------------------------------------

stack frame is

gml_Object_o_player_Draw_0 (line -1)

Please how can I fix this ?

Hello. Please download and install the DirectX patch linked in the description above.

U got a discord server?

One will be put up at a much later point.

Hello again! Today I decided to replay this game, and noticed weird shooting sounds that enemy mechs make, that sound like blasters from star wars. Is that a temporary SFX asset, or a stylistic choice?

Hello, I assume you mean the ricochet noises? It's a stylistic, choice, I think it sounds interesting.

(1 edit)

ooh, now I see it! The only complaint left is that subjectively for me, they sound too high-pitched, which is unpleasant for ears.

(+1)

soo i've been thinking about how the more "traditional looking" mechs would look like without ruining the alienees that comes from leaning to being vehicles in the game and i kinda came up with this. two forearms come from the elbow, one is to hold onto the weapons (even improvised ones) and the bottom one is to being able to continue to interact and manipulate their environment.there is no way in hell this would be implemented in the game aside from a lore text. the head wouldn't be an actual head but a sentry (two weapons put on each side of a camera system). (i didn't add the legs since they are so perfect, literally my favorite tetrapod designs ever)
i can continue to detail this design up if you'd be interested. and keep up the good work man!!

Very cool! I like that you put the crew compartment all the way in the rear. Admittedly, I haven't given too much thought as to what a traditional bipedal mecha would look like in the universe, but something smaller in scale intended for light infantry support would probably make the most sense, seeing as most legged and wheeled vehicles would be outpacing them both in firepower and movement speed.

i can continue to detail this design up if you'd be interested. and keep up the good work man!!

Cheers! Feel free to.

(+1)

i am really glad you liked it and the praise means a lot to me, as for the purpose of bipedal mechs i'd have a differing idea (though, this design was more of a "mod" on the crawler val uses)

flankers, the main point of the biped mechs would be 3 dimensional combat like a sort of bridge between a tank and a helicopter. the point of the legs in that sort of a design would be not to facilitate walking but to survive the landing by breaking the fall (think of them as more built like ostrich or more generally bird legs). i've been toying around that idea for a long time and i thought about those designs for a long time. i can send you the latest one i am working on trough some sort of a dm, i don't particularly feel comfortable sharing that one to the open.

thank you for your encouragement!, i'll work on this one and post more about the arms :D.

Just uploaded a Mission 2: Lazy Blade gameplay showcase after someone requested help beating it 😄 Turns out the strategy is basically standing around and slicing everything that gets close lol.

Loving the destructible environments and combat flow in this demo so far. Looking forward to future updates for Project Landsword!

Gameplay video: Mission 2 – Lazy Blade Gameplay 


Nice job, thanks for making a video! The blade tactic is cheap but indeed works, I'll probably have to give it a cooldown. The next build will also have the map replaced with a completely new one, so stay tuned!

(+1)

Thanks! 😄 The Lazy Blade may be cheap, but it's hard to argue with the results lol.

Looking forward to the cooldown changes and especially the new map. The demo has been a blast so far. Keep up the great work! 👍

(3 edits) (+2)

this game is surprisingly replayable, considering months have passed after the last time i replied to this, so once again here are some ideas

- endless mode

simply put, you fight waves after waves of enemies, each wave harder than the last. however, while the arena is quite large, the terrain shifts between waves. maybe this could be added as a training room for crawler pilots? unrelated note, since we are speaking of terrain,

- actual terrain in missions

considering mars has quite a lot of craters, riverbeds, sand dunes and more, it makes some sense that there could be places where the terrain has multiple parts with different elevation. this could make for some good fortresses, especially with minotaurs and turrets in a crater holding an objective, though i dont exactly know if the game engine would allow it.


moving onto the crawlers themselves, it might just be me, but the crawlers do look like tank turrets on legs. maybe it makes sense lorewise that they have either a multi-crewed variant for co-op play, or one made for troop/item transport? after all, APCs and IFVs do exist, so maybe they can be enemies?

last but not least, a new secondary weapon could be fun.

- the air/orbital strike

by launching a marker, the air force or navy would be alerted to call in support either by conventional bombing or kinetic bombardment. for obvious reasons it wouldn't work underground, but above ground this could be very capable of damaging any static enemy. for balancing, the enemies could either move out of the way or attempt interception of the projectiles, possibly shooting down the jets outright as well.

anyways, i'm just gonna leave this wall of suggestions here, might go back to replaying the campaign again

edit: i reread the intel of the MBTs in game, and it appears that they are significantly larger modern MBTs. how big are they compared to modern tanks?

edit 2: regarding the co-op idea, i should probably clarify, the driver can operate the weapons normally in singleplayer, but more often than not the driver does get distracted by combat and can get stuck in terrain, resulting in hits that otherwise could be avoided. also, maybe add some reward for S-ranking a mission?

edit 3:out of sheer boredom, is there a chance you will add modding support in the future? i have some ideas for missions and weapons to test

(+1)

Thank you for playing again! I'm always surprised when I hear people are still playing this short demo so many months since the last update. Sorry there still hasn't been a new release, but the progress report I'm working on will show why.

- endless mode
simply put, you fight waves after waves of enemies, each wave harder than the last. however, while the arena is quite large, the terrain shifts between waves. maybe this could be added as a training room for crawler pilots? unrelated note, since we are speaking of terrain,

Yeah, a "simulator" room back at the base you're in with just a sandbox and endless waves of stuff coming at you can be done, or some challenges. It'd be sort of like the VR missions in Metal Gear 1 and 2.

- actual terrain in missions. considering mars has quite a lot of craters, riverbeds, sand dunes and more, it makes some sense that there could be places where the terrain has multiple parts with different elevation. this could make for some good fortresses, especially with minotaurs and turrets in a crater holding an objective, though i dont exactly know if the game engine would allow it.

Elevation is kind of a problem in this engine, I'm afraid. I don't really think it's possible with the current setup unfortunately, both with the way buildings are drawn and the way in general the game has been laid out. I do want more varied environments though, and there'll be a lot more foliage added in the future.


moving onto the crawlers themselves, it might just be me, but the crawlers do look like tank turrets on legs. maybe it makes sense lorewise that they have either a multi-crewed variant for co-op play, or one made for troop/item transport? after all, APCs and IFVs do exist, so maybe they can be enemies?

For sure. There will be more than a few massive crawlers that are multi-crewed, some will be like mini-bosses and others full on main bosses that the stage are centered around. I can't share too much, but you'll hopefully get a glimpse in the next progress post.

last but not least, a new secondary weapon could be fun. - the air/orbital strike by launching a marker, the air force or navy would be alerted to call in support either by conventional bombing or kinetic bombardment. for obvious reasons it wouldn't work underground, but above ground this could be very capable of damaging any static enemy. for balancing, the enemies could either move out of the way or attempt interception of the projectiles, possibly shooting down the jets outright as well.

I've been working on a variety of new secondary weapon options that I'll be showing very soon. If you check the last progress report I put out, there's actually cruise missile air strikes for the tertiary/grenade slot which I've been playing around with. They function pretty close to that:


edit: i reread the intel of the MBTs in game, and it appears that they are significantly larger modern MBTs. how big are they compared to modern tanks?

Probably twice as big at least, especially if on Mars. It varies though.

regarding the co-op idea, i should probably clarify, the driver can operate the weapons normally in singleplayer, but more often than not the driver does get distracted by combat and can get stuck in terrain, resulting in hits that otherwise could be avoided. also, maybe add some reward for S-ranking a mission?

I've since made some changes to what can be destroyed and increased the movement of the player. You'll be able to run over the larger trees in the next update. Some rewards for completing certain objectives and getting good or bad ranks are planned, but I can't promise anything at the moment.

edit 3:out of sheer boredom, is there a chance you will add modding support in the future? i have some ideas for missions and weapons to test

I would love for people to be able to mod the game, but it's difficult for me to say how it would be set up. I will need to look into it more. Right now however, I am working on a level editor tool to create maps and missions, and that will definitely make it into the game at the very least.

Thank you again!

Is there any plans to add controller support so the game can be played like a twin stick shooter?

Definitely!

i think having the aiming be like how it is in golden eye would be best for this game

(1 edit) (+2)

ill give some funny feedback to make the game feel more "dynamic" in some way or another!

+v Buildings collapsing on enemies/players can damage them overtime until its completely destroyed (aka rubble) (excluding infrastructures that are weak in intergirty) cause adding live hazards that is caused by players are fun to look at i guess lol?

+v an Dash Mechanic for an new powerplant (or just called overdrive ingame)

> made up lore time! "a prototype powerplant designed to maximize mobility for crawlers alike, though with its dexterity comes with a price of its hefty size requiring the crawler to give up some of its armor plating to implement it"

> like mentioned ^ it would sacrifice armor for more mobility

> unlike some games interpretation of dash (being just tap shift to dash an certain distance) this one would be more of an hold down SHIFT to wind up the bar. the longer you hold down, the bar would slowly be depleted and thus longer dash disance, while also creating a projection of where you would be in the moment you release the bar!

>Bar mechanics:
- every kill you get will instantly refill one bar (with each bar on default requiring 4~7 seconds to refill natrually (will also play a sound when one bar is filled* (MIGHT NEED BALLANCING!!!!!!!!!!!)
>Keybind Mechanics:
-holding down shift will use the amount of dash it consumed, by releasing SHIFT on the end of each bar, the user will get EXTRA distance boost for doing a "Perfect Dash"
-Bars that isnt fully depleted (while winding up) will be instantly empty upon releasing (so user requires to conserve them in some way)

>okay now onto the extras!
-dashing into something (like building or enemies) will "Bash" them 
-buildings will collapse towards your direction while also sending giant chunks of debris into the direction (aka free shotgun pump) 
-enemies will be "Staggered", flung away from you and gets damaged by buildings that they collided into (including other enemies! think of like, 8 ball pool but with giant buildings and robots)

very evil mars lunatic crawler driver showcasing an PPlant's abilites!
Visual representation ^
thats it for this post! i do have some ideas here and there, with some refining ill post them here!
(+2)

unfortunately the embeded image doesnt work sooo ill post it here V

this immediatly reminded me of the ultrakill dash system

(1 edit)

Thank you for the feedback and ideas! I'm working on some melee weapon options that will sort of behave in a similar way regarding the charge-up and damage to buildings. Stay tuned!

(+2)

the sound breaker

(+2)(-2)

It's a really good game, and I even tried emulating it in WinLator, and it worked perfectly. Without needing to configure the container, I give it 10/10. It's compact, a great game/demo.

Very interesting, I didn't know it's even possible to run it through an Android emulator. Thanks for playing!

(+2)

the nuclear mech,

(2 edits) (+1)

Hi, I just remembered that irl hovercraft don't set off landmines, unless they're super sensitive landmines, which are apparently very dangerous to set up. It's not all that immersion breaking, but you could add that small bit of realism if you feel like it. I'm just a random person on the internet, you don't need to take my advice ¯\_(ツ)_/¯

(+1)

Interesting suggestion, thanks! I'll try changing them, maybe there will also be some larger hovercraft that set them off.

(+1)

or that the mines had to be developed further to detect hovercraft since they are more commonly used in this world. while i think the catch is great i also think there can be easy explanations. (though using that info when making future enemy designs would be really cool too)

(+1)

That's a good point.

Deleted 75 days ago
(+1)

This looks like just the tail end of a longer comment. All I can see is ",a nuclear mech: Kaali Yuga".

Deleted 72 days ago
(+1)(-1)

yeah sorry i talked abt a long thing but it got erased,i will rewrite  it with the highest accuracy 18 h after this comment because  atually its 00:17 where i'm living + i have school,8 hours,ye

yeah, i wonder what they said too

(+3)

hey man, i know it isn't right to ask for when the dates of the updates and i don't want to bother you with that. however i think we would be really pleased if you shared around some ideas (story or gameplay). honestly the art style and the world that you are constructing is more precious to me and i'd love to learn more about it if you are comfortable with sharing. :D

(1 edit) (+3)

I'll see if I can include some details in the next progress report! I'm glad you like the world, a lot is planned for it.

(+2)

thank you and god i am excited, best of luck man. i have nothing but good wishes for you

(+3)(-1)

WIP,i only used vectors to draw this in microsopht paint,and concept,only attack H2H,

but like it's name,launch 3 warhead-style projectiles that contains one mid-sized mechs each projectile,mid HP or slightly low,

used by the "Global Federation" and some clandestine orgs.

But the Centurion itself has a very high HP(35 layers average),moves slowly,mainly used to make bridge for mechs,that's why it has a powerful arm that can be meaningful to carry injured mechs(small-mid sized)

and also to attack with it's  6,5 meters knife,very powerful(could remove 3 layer to the player,or enemy if used by player),ofc it has a cooldown effect,and so attack slowly WIPConcept for Project Landsword or Terminal Lucidity

(+1)

Nice, thanks for sharing!

(-1)

You can solve directX problem to download d3dcompiler_43 or d3dcompiler_47 into game folder

If you download the DirectX patch linked in the description it should work as well.

I got an error and couldn’t download it properly...

(2 edits) (+1)

salut mon ptit chou ^^,si le jeu sortirait sur steam,il sera gratuit ou payant ?Et attends mon ptit chouchou^^,tu sais  je suis suffisamment aisé à créer des perso fictifs(surtout du camp ennemis dans le jeu,et qu'ils seront majoritairement des bosses[concepts])et faire des dessins sur eux,donc stv jpeux les partager ici

(+1)

Bonjour. L'idée est de finir le jeu et de le sortir sur Steam à un prix modique. Et merci pour votre proposition d'aide, c'est très gentil. Je ne peux pas promettre que quoi que ce soit sera intégré, mais n'hésitez pas à partager vos illustrations de fans ou vos concepts de boss, ça ne me dérange pas.

(1 edit) (+3)

how long do you think will take till the next update?

(+2)

one century

(+5)

(+5)

My past estimates were incorrect, so I think it's best to avoid giving more false dates at this point. The game is actively being worked on though.

(+2)

Well, thank you for not giving us false hope lol. Still can't wait for it to drop, easily one of my favorite games I've ever played!

Ima download ts game rq it seems fun :D

(+1)

Just found this game again after a year and got sucked in right away, hahaha, It`s nice to see it wasn't abandoned. This game is also an inspiration for a novel i'm currently planning to write and i would like to learn a thing or two about the lore and further plans. Is there a way to contact you or maybe there is lore and info about the setting posted somewhere? Thank you, dude.

(+1)

Thanks for the kinds words, and nice to hear it inspired you!

Is there a way to contact you or maybe there is lore and info about the setting posted somewhere?

It's being worked on, but for now there's not much I can really share. Next update should have more information about the world though.

is there going to be a sandbox mode to play around with in the future?

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Maybe!

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Finally got S in all my mission , i am ussally a railgunner , i am ussually a fast paced maneuvering type fella so the issue i am been facing is sometimes the mech goes right instead of left and and this happend atleast twice my keybord seems fine so idk and as railgun has pretty low ammo missing shots is annoying

Nicely done! I'll look into the keyboard problem, but I haven't encountered it in testing.

it would be nice to know how well you are doing or what rank you have when redoing level kind of like how it is in ultrakill

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