
Procelio is a multiplayer vehicle builder/shooter set amidst a proxy war on the red planet. Build and refine your custom machines from orbit, then pilot them in a distant war against CPU and enemy players.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Procelio is a modular vehicle builder/shooter inspired by classics of the genre, where every component brings new functions to your robot and any system can break when under fire. Construct combat vehicles ranging from cars, tanks and hovercraft to planes, blimps, and drones- all from the comfort of your orbital home. Load your designs with your choice of ordnance, and fight for dominance in a proxy war over the dunes of Mars. Fight alone or with your coworkers in a multiplayer battle arena fit for chaos.
As a valued employee of Osprey Modular Hardware and Robotics, an arsenal of potential is yours to command. Prove your worth to the company, and you’ll unlock permanent part requisitions to expand your building toolkit. Through a tight loop of building and combat, you’ll learn the best practices of engineering for war. With each deployment, your arsenal expands and your designs can be refined.
While your potential has no limits, your power budget does. Limited AMP space means choices have to be made, and no one machine can truly have it all. Balance your offensive, defensive, support, and mobility capabilities to craft a war machine tailored to your specific play style and needs.
There’s more than one way to fight a proxy war.
Brawl your way through the front lines to secure valuable ground and collect the materials necessary for victory.
Go on the defensive, and protect allies and their collected resources directly and indirectly.
Embrace the power of logistics, repair and restock allies to keep them in the fight for longer.
Take to the skies to provide close-air-support for your allies, or high-altitude aerial bombardment against enemy forces.
Sneak your way around to flank and surround enemies, or take out priority targets from afar with long-range firepower.
With an endless combination of weapon systems, movement types, components and modules, you choose your approach to combat amidst a shifting battlefield. If one strategy isn’t working, you can choose another robot from your drop deck and redeploy with a new plan.

The year is 2152: man has entered a new era. Earth still turns, but the red planet burns. In the first bid of public interplanetary expansion, Hypox Mining Company was granted unrestricted rights to mine, process, and commercially exploit several sectors of Mars. When they arrived to commence operations however, they found the AEGIS colonies which had worked to open Mars to interplanetary traffic in the first place. With the colonies having claimed the same land for their own future plans, confusion and hostilities between the two groups boiled over into violence and sabotage. Enter Osprey Modular Hardware, a monumental research and hardware conglomerate with just the modular warfare package needed to fight a proxy war in a harsh environment, far from the logistics lines of Earth. The ensuing war will be long and hard-fought, but to the victor go the spoils of Mars.
And to Osprey, of course, the profits.
Genres
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Languages: English**languages with full audio support
Engagement
Reviews
Themes across 138 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pretty solid release to steam and does a great job at being a successor to Robocraft. There is certainly more to be improved but you can have a good time just building and fighting with what is given currently. It's free, and if you liked Robocraft you'll at least get some enjoyment out of this.
Ok so really not normal that I would post a review after 8 hours, but I spent thousands of hours playing Robocraft and this is basically Robocraft Reset. Firstly, a huge THANK YOU to the devs for recreating the original game, before stupid reworks, and better to boot. However, the game suffers from some major flaws that really should not be there: 1/ Your build is limited; and not by level. You have 2k points to spend and that is it. There is no evolution here. 2/ Flyers totally dominate the game. This is because blocks have no tiers other than light, normal and heavy for ground units (think T1 blocks in Robocraft), but the flyer tech trees are fleshed out. Result? You get very endgame Robocraft flyers vs T1 ground builds. It's no contest at all. I have to say that I am beyond delighted that someone somewhere took on the mission to recreate the original before it got all P2P and P2W, and for free to boot - I salute that without any qualm. However, as the game now stands, you may as well call it RoboAirCraft as anything on wheels, tracks, hovers, skis or AG is just pointless. And so I have no choice to give it a thumbs down. I hope it will change in the future, as RC already worked out that having more robust blocks and bigger build limits as you ranked up offset flyer dominance - we will see I guess. Still, it's free and Robocraft and if you were a flyer back then you will love this as of right now.
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Hours played at review time, across 138 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
So I played for a couple of hours, and I think I can confidently say that if you wanted Robocraft 2015, here it is. And I say that in a derogatory way. Robocraft 2015, despite what people may think, was an unbalanced, unfun mess. I like the ideas of tetrising and redirecting damage and all of that, but due to that, you introduce very weird and very easy to exploit balancing problems that make the game unfun to play. Flyers, especially thruster balls/sticks, are a problem. Throw together a tetrised thrustercraft, slap a layer of Electroplates on the bottom, a couple of guns sticking out on aerorods, and suddenly you have the Robocraft 2015 special. An unfun meta that punishes creativity and ruins the experience for other players. Some of the very things that caused Robocraft to become unfun and to decrease in popularity with people who weren't sweats. Yes it's fun to create and design a unique craft and have it be good, but you'll have to wait patiently, getting plasma rained on you buy an incredibly agile, nimble, hard to hit, heavily shielded, high health thrustercraft from outside your weapons' effective range. And even when you do get to a point where you can create and experiment with your craft, your sole priority now will be trying to design a counter to a craft whose sole purpose is to be uncounterable. It's not fun. After having the "pleasure" of reliving the "glory days" of Robocraft, I can confidently say that the game was healthiest before it died. Thrustercraft are too strong, electroplates are too strong, the weapons aren't strong enough. My recommendation to the the devs is to look at the changelogs for Robocraft, figure out which of the changes would be appropriate for their game, and implement them. I'd start with the numerous thruster changes and weapon recharging changes. Now that the main gameplay has been addressed, about some other things: Maybe it was an issue on my end, but I couldn't really hear any vehicle noises such as engines or tires, The UI is REALLY big, cluttered, and not the best to use (which is saying a lot because I have a 1440p monitor). The building is fine, completely perfect really, Maybe a tutorial about how the physics engine can interact with the builds would be nice. I love all of the lore and flavor the game has already, it's very nice to read about what's going on in the fictional world through the description of the parts, a bit like... DRG? GRIP as well? It's really refreshing to see at least some thought put into a backstory. I love that the building bay and the editor are one thing. The map types and variety are so cool! That was one thing Robocraft really missed on was making what you were fighting for feel worth it. Have motivation behind the fighting beyond just fighting. TRAINS! That's all I can think of for now, if I think of anything else I will edit my review.
Everyone wants to praise the nostalgia of 2015 Robocraft and how great this game is. I've never played such a frustrating game in my entire life. The physics leaves something to be desired... all in early access but this is not a game I can treat like Robocraft or even attempt to be slightly competitive with. The bots are completely braindead and useless, they are slow, fragile, constantly get stuck or lost, deal no damage and lack any concept of awareness of their surroundings. There is no concept of balance whatsoever, teams that actually have players, are not matched in skill nor by choice of robot and it results in a one sided stomp. Playing healer is pointless considering you give up most of your damage potential for very little healing ability, the whole point of the weapon. Speaking of weapons, you have a choice between shooting confetti or the ability to wipe out an entire team yourself. Flying robots are a pain in the ass to deal with since most weapons don't have the range to engage them effectively. The secondary weapons are not a substitute for primary weapons, while this may be intentional, considering the poor balance already it only worsens the problem. They simply lack consistency, damage in general or an ability to hit flyers. The appearance of maps is fine, I'm not a fan of the size of the maps. It is faster to intentionally destroy your robot, wait for the respawn timer then go back to wherever you were than travel back to your base normally just to fully heal back up. Regardless of this oversight, the sluggishness of travel time and unrewarding combat, the most effective robots in the skybox nowhere near the objective and incentivising a passive playstyle... the entire pace of every game is completely ruined.
Overall -- A worthy successor to Robocraft with a very well done foundation. This game is fun now and has high potential. === Gameplay -- - This is where Procelio shines. The devs have manage to cherry-pick the best aspects of Robocraft's team fights, and layer it on top of thoughtful map design that surpasses anything Robocraft had. - Choice matters - both in building your vehicle and in tactics. Weapons feel good to use, and are quite balanced against each other. Party / Queue system -- - Queues are very fast, even in a party. - The party system is cumbersome to use and breaks often. It needs work. UI -- It's serviceable, and has rough edges that need polish, but it'll do for now. I'm glad theyve prioritized gameplay and balance over this. Progression -- - Low grind to build what you want. Maybe 20-30 hours to unlock all items to build any vehicle. You can prioritize a specific build in maybe 3-6 hours. - Devs have wisely avoided tiers to keep queue times fast. - There is no matchmaker - so again, queue times are fast. This feels fine so far, but a light-touch matchmaker or some mid-game balancing may be needed down the road. Something like objectives spawn closer to the losing side, or more AI bots on the winning side - nothing heavy needed.
It's Robocraft, but not literally dead. Some pretty good foundation here, and Im looking forward to seeing where this goes. Fliers feel like they have a *bit* of an edge, but Im also terrible at aiming so maybe thats just why. Give it a shot, it's free.
So far I am enjoying Procelio as much as I did it's genre predecessor in the early days. Highly recommend giving it a shot if you want a game with both building/design mixed with combat.
Literal first match I'm in, I'm fighting against top-tier enemies with endgame level gear. Same ♥♥♥♥♥♥♥♥ that killed Robocraft. You'd think these idiots would learn by now.
Procelio is great! In it's current state, it is very remisicsent of the early days of Robocraft in 2014. Currently, the size of bots is limited to 2000 "amps" ("pFlops" for old RC players) and you have all 2000 right from the start. The Requisition Trees are simple, pretty well laid out and have links between trees for related parts. Your earnings from matches go into unlocking and buying parts. For the more common parts like wheels and guns, you just unlock and have an infinite amount of them rather than having to buy every single wheel and gun you want to use. Some modules you have to buy individually after unlocking. The building system is great, you can translate, rotate and mirror parts easily, and there's an artificial floor tool which makes starting new builds very easy. Procelio has building tools that many Robocraft players had been begging to get for many years. You can also copy and paste your builds into new garage bays, and share designs between friends easily. Procelio shows a lot of promise, and I look forward to seeing it developement in the coming years.
Looks like Robocraft but plays worse than that. The weapons, movement, maps everything all around feels worse than Robocraft.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $1.5K | 3 | 0% | $12.99 | |
| $0 | 22 | 50% | Free | |
| $3.7K | 40 | 82% | $3.99 | |
| $1.5K | 8 | 75% | $4.99 | |
| $188 | 1 | 100% | $9.99 | |
| $0 | 0 | — | Free |