
Your mech is all that stands between you and what writhes below. FEED MY MECH is a short horror experience—venture into a dead underground colony and recover lost tech. But something is spreading through the machines… and it’s looking for a way inside your mech.
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About
Your mech is all that stands between you and what writhes below. FEED MY MECH is a short horror experience—venture into a dead underground colony and recover lost tech. But something is spreading through the machines… and it’s looking for a way inside your mech.
An Immersive Kind of Horror: You are trapped inside of a mechanical chassis, you can't move, you can't hide, you can't run.
Limited Vision: There are no windows to look beyond the cold metal walls of your mech. Make use of distorted, unreliable screens and maps to navigate the decaying environment.
Exploration: Explore the remains on what could have been a prospering community and discover secrets that may hint to what went wrong.
A Short Horror Experience: Can be completed in around two to three hours on the main path, but explore more if you wish, there are many secrets to find beyond that...
The main portion of the gameplay is set within a mech provided by your employer, Solance Systems. They have tasked you with retrieving "Signals" from various remains of previous mech pilots in the area, any further information about your task is strictly confidential. Something goes wrong while you're down there, you are trapped in an old residential colony below your target location. While not intended, Solance tasks you with collecting the "Signals" on this lower, more hostile floor. They aren't carving an escape path for you until you do.
Get the signals, get out, and maybe discover what actually happened to this residential colony on the way...
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 36 reviews with recorded playtime.
Reviews
Sadly I can't recommend the game. One of the endings is bugged and I've tried to contact the developer about it. This is a issue that someone else has had around 6 months ago aswell and I'm not sure if they found a fix. The game is fun and I enjoyed it. Cool story and a fun game loop that kept me on edge. Just a bummer I can't technically finish it.
Okay, I want to preface this by saying I love the idea of this game as a closed cockpit mech sim with psychological horror elements. I actually enjoyed the mining tunnels area; that was pretty tense and paced pretty well. Plus, even after I died once, it wasn't much trouble to recover my progress as I spawned right where I died. However, as soon as I got to the wider open residential area, the problems started to rear themselves. The closest point of reference to this game is clearly Iron Lung. Where Iron Lung was a textbook example of rising tension and release, that was entirely on rails assuming the player plays as intended, FEED MY MECH gives you actual threats that you're capable of combating and can die to outside of scripted sequences. Theoretically that should make it a scarier game, but the horror quickly gave way to tedium for me and it's all in the mechanics. So in Field mode, you're capable of moving and turning, but you can't see your objectives or enemies. You have to switch to Targeting mode to see interactibles, wherein you can still turn but you can't move forward or backward. This wouldn't be the worst on its own as a tension-creating mechanic, and it's this game's version of taking pictures in Iron Lung, but when combined with the rest of the mechanics it serves to create frustration. See, there's NO way to detect enemies coming other than to look at them, and on top of these limitations, there's a power management mechanic. Moving and using your tools and weapons uses up energy, and you're required to do a math minigame to restore the power. I should also mention that while you're standing still, small creatures try to get into your cockpit, and you have to shine a light in their faces to get them to go away. They're not really anything more than a minor nuisance. Now, in the tight, dungeon-esque areas where you could check one of the limited directions and enemy could come from manually, all of it works together pretty well. You could spot an enemy and quickly fire off your gun to get them to go away if you're being careful. Playing cautiously rewards you with convenience. In the Residential area, it all fell apart. Technically it's still a relatively tight area, but the lack of clarity on where to go, with the buildings in your way, means that you're fumbling around a lot more. The lack of environmental clarity means that enemies could come from a lot more directions, and since you're using more power fumbling around, you have a lot less available to electrify the hull and shake them off. If you run out while one is latching on, then you're just dead. You don't have enough time to do the minigame and restore power. And the game spawned me at the entrance to Residential without anything I collected, requiring me to backtrack. It's a cascade effect that makes the game annoying rather than tense or frightening. I was able to appreciate Iron Lung's lore update because you were technically entirely safe, but the game's atmosphere was so good that it didn't feel like it and you wouldn't know on first playthrough. Here, I'm trying to speed read logs and not absorbing the information because I could literally get attacked at any moment. That pretty much encapsulates the whole game, I feel. I won't refund it as I feel the dev did a pretty good job for fa first-time release, an I got it discounted anyway. I would still be interested in future projects because the potential TheManiacMartian showed here is quite impressive. However, I don't know if I could finish this game. It feels like the only way to do it is just to memorize where all the stuff is through repeated deaths and beeline my way there while keeping an eye out for enemies because I can't effectively deal with them as is. Some way to detect approaching enemies while in Field mode, even with just the radar would go a long way to helping the experience be a lot more tolerable.
I know I don't have much play time, but I've watched the full game, and played the demos and betas, so I think I'm well within my right to review, despite not having much playtime on the full game LOL! I for one am a huge fan of the atmosphere and game play loop. The lore bits from the scans, and the heaviness of your chassis is very environmentally immersive, and the focus and demand of the player feels like a genuine experience. I don't think the games are similar, but I find the *feel* of it is similar to titles like Iron Lung, and other mechanical and heavy games alike. FEED MY MECH sets itself unique and apart by its quiet prologue and demanding end game. The contrasting beginning - to - end really ups the ante. The environment is very isolating and oppressive, and it really does dump you into the helpless nature of the plot. I am a huge fan of this game and I think at its pricepoint and playtime, it is a worthwile and fun experience; you can really feel the love and hard work put into the game.
A game breaking bug has been present since at least last friday in which you cannot move the character to start the game, and the mouse is not constrained within the game window whether it's on windowed, borderless, or fullscreen. Refunded
If you like Iron Lung or mechs you will love this game. Huge Mech fan myself and I liked watching Markiplier play Iron Lung so I had to try this game and boy it delivers. Super similar to Iron Lung in terms of objective and core gameplay, but its also got plenty of different mechanics to make it fresh and new. REALLY love the cockpit environment, looks amazing and its got a great gritty feel. Still haven't finished the game, I assume I'm about halfway currently, but as of right now I whole heartily recommend this game if you were looking for a mech horror game (something I didn't know I needed).
there is a fun and unique horror game here in the same vein as iron lung or FNAF, the difficulty is that these systems do not mesh well, fnaf rewards focus, quick thinking and intuiting while iron lung rewards patience and maneuvering. together this makes a system where trying to figure out what you are doing while holding off the monsters, of which you don't often know where they are located difficult and frustrating. for those able to master the game, I commend you, but for me, I'm not so sure I'm built for this kind of game.
Yo this ♥♥♥♥ is creepy.
Great concept and visuals, however I sadly could not bear myself to finish the game due to frustration (however the world and how the game will turn out still intruiged me so I will be watching a playthrough of rest of the game). The gameplay loop and the scares are pretty good initially, however the game drags on way too long for them to not diminish their effects. Eventually the clunky controls and sparse checkpoints get to you which leads to a frustrating experience combined with new things to keep you engaging too far in-between. I still believe developers have a lot of promise and will grow a lot from this game, will be following them for their later works for sure.
such a cool concept of a world, the game itself is very similar to iron lung but your just in a walking mech surrounded by infected mechs the only problem i have with this game is that i dont think the gun feature is fitted for this style, maybe if the gun had a different way of working besides using the camera. Maybe like a submarine camera? where a headset pops down and a camera pops out to examine everywhere but its with a gun? just a thought, but definitely reccomend it
- Кому здесь нужна еда? Кто здесь "мех"? - ЙАААА!!! Но ЖЕЛУДОК вот-вот рвань-йО-О-От!
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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