

First-person mech combat where everything is made of lines of light. 100 missions in open battlefields, inside Battlecruisers and Dreadnoughts, and out in deep space! 10 Mega Mech bosses and a salvage economy that pays for every piece of hardware you rip from your dying opponents.
Overview
First-person mech combat where everything is made of lines of light. 100 missions in open battlefields, inside Battlecruisers and Dreadnoughts, and out in deep space! 10 Mega Mech bosses and a salvage economy that pays for every piece of hardware you rip from your dying opponents.
Description
Wireframe terrain to the horizon, hostiles as bright outlines, and a cockpit that is nothing but
readouts and lines. The vector-arcade look is not a filter over a normal game: everything you can
see is something the game had to draw as geometry, which is why the whole sector reads at a glance
and why a target at a kilometre is still legible.
Open ground with roaming waves and field objectives to break - defence grids, shield pillars,
factory reactors, an enemy general worth assassinating. Boarding actions in a ship's interior,
where there is no terrain and no horizon to read. Flying sorties on rails when the sector will not
be crossed on foot. And the flat arena, which means a Mega Mecha is waiting.
Each one is a different problem rather than a bigger health bar: armour that has to be stripped
before the core is worth shooting at, emplacements that have to be answered first, and patterns
that punish standing still in front of them.
Salvage is what you cut off the enemy, not a mission reward line. It banks between missions and it
buys the next weapon: energy saber, guided missiles, charge laser, flamethrower - the autocannon
is stock and is never sold. Rank rises with the contracts you complete and raises the floor under
your hull and shields, so progress is not only what you can afford.
Components take damage separately. A weapon at 60% condition is a weapon that behaves like one,
and a jet at 40% is a jump you should not plan around. Repair costs salvage, which is the same
salvage that buys the next gun.
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