
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
Stats
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
[b]I'm very mixed[/b] and this review will be more of a rant than anything, but I am leaning towards a recommendation slightly as the game is fun assuming you meet the following; * You played the original robocraft during its prime, 2014-2015 or so. * You understand how the damage system works and how you can use that knowledge to your advantage. * You're willing to accept that you'll be fighting the same people who have basically mastered the game already because it's so mechanically similar to its predecessor. * You're ready to get stomped by near indestructible dodging flying cubes by said people for the first few hours. Basically, this game has the arena shooter problem. Where the playerbase is more of a small and dedicated group that know things that took years for them to discover and master, which makes the experience for anyone new to the genre miserable as they struggle to catch up. New players will either give up because they're not having fun getting stomped, or will power through and eventually have fun. Keep this in mind as you read on. I've played every version of robocraft that came out, during its early years, later years, its first sequel, and its closed beta sequel remake. But even with that knowledge and expectations set, I wish they handled this differently, specifically in the balance and even existence of flying vehicles. If you were around back during robocrafts prime you'll absolutely remember how heated debates were over how powerful flying bots were back then, and that debate continued with every update that was designed to balance the game more in favour of ground bots, most of which were ineffective or sometimes even helped flying bots out. It's no different now, the first major complaint of this game is that flying bots are already dominating the meta and that's made so much worse with how small the community is. The dev's reaction to this is to supposedly add flak weapons (large aoe mid-air explosives) but I really don't think that solves the problem beside making it more annoying to play a flying bot without insane design optimisation. Recall robocraft's flak implementation - it made more casually designed flying vehicles crumple while the highly optimised cubes of thrusters could easily shake them off. It ultimately just punished anything that wasn't the meta in flight which only made the problem worse in the end. So why even add flying bots as a possibility? We have years of arguments, balance changes, and experience to show that, no matter what, they'll always be horrible to play against unless you are also flying. Ground vs Air is just not possible to cleanly balance in my eyes, and I feel like the solution should've been to simply exclude flying components from the game and focus exclusively on ground combat. TL;DR - Fun game if you know how to play it and don't mind playing with people who are almost certainly better than you at it.
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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
I love this game... but there are some huge issues I assume will be addressed. I'll keep going! Thanks
close enough, welcome back robocraft.
I don't know who wanted an money system.
Good game so far especially for early access but for the love of God fix the problem where fliers dominate the game, I know it’s early development and balancing takes a while to work on but, focus on this issue
TL:DR This has huge potential and is made by some awesome people! and is definitely worth trying! I played this before it was on steam, and before steam it could be a hassle to game, but now its on steam its great. It shows really great huge potential and is fun to play, the devs are not fast at updates but that said they are consistant and keep working on it, also they keep posting progress on the discord. Which is way better than keeping in the dark or stressing out updates just for them to burn out. The game is a bit basic right now it does have some content but seems to have so much more to come and it is a early access game so expect a few bugs and such, but i havent had any game breaking or any that makes it annoying to play so definitely try it.
As a robocraft veteran this seems pretty good so far. I'm unlocking stuff and seeing how they work.
As someone who spent a lot of time with Robocraft, Procelio immediately caught my attention. It feels like a spiritual successor to that formula, bringing back the creativity of designing your own combat vehicles while putting its own spin on the gameplay. Even in its current state, I had a lot of fun experimenting with different builds and seeing what worked. The strongest aspect of Procelio is its foundation. The core gameplay loop is already enjoyable, and the building system encourages creativity and experimentation. Every new design feels like a small engineering project, and it's satisfying to see your creations perform well—or spectacularly fail—in battle. It captures much of what made Robocraft so enjoyable in the first place. That said, the game is still clearly in development, and there are several areas where it could improve. Weapon variety is one of the biggest ones. While the existing arsenal is enjoyable, having more weapon types and specialized equipment would greatly expand the number of viable builds and make experimentation even more rewarding. The sound design is another area that could use more attention. Vehicles currently feel a little too quiet and weightless. Small details like tire sounds, suspension noises, engine feedback, and stronger weapon audio would go a long way toward making battles feel more impactful and immersive. Visually, I also think the game could benefit from another polish pass. The art direction itself is perfectly fine, but the presentation sometimes feels a little flat. Improved lighting, stronger shading, or a more distinctive shader could make the environments and vehicles stand out much more without changing the overall style. Despite these criticisms, I came away optimistic. The important part is already there: the game is fun. It's much easier to build on a strong foundation than it is to fix a game whose core isn't enjoyable. With continued updates, more content, and additional polish, I can easily see Procelio becoming the go-to game for players who have been looking for a worthy successor to Robocraft. If the developers continue supporting it, this is definitely a game worth keeping an eye on.
This game is so jank and the rockets got buffed, so now its just free kills. D:<
welcome back robocraft
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| $1.5K | 3 | 0% | $12.99 | |
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| $0 | 0 | — | Free |