
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
This game is so jank and the rockets got buffed, so now its just free kills. D:<
[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
As a robocraft veteran this seems pretty good so far. I'm unlocking stuff and seeing how they work.
welcome back robocraft
robros... we might be back
My beloved, you have returned to me. There's a lot of dev time and tweaking to be done, but the foundation here is lovely. May the devs of this game find a balanced way of monetization, and be given success and prosperity.
The year is 2015, plasma bombers are OP. The year is 2026, plasma bombers are OP.
Game's gas, nostalgia that doesn't run out when you're back in this from Robocraft 2014-2016.
If you're feeling nostalgic for Robocraft, this is your game. Which is also the only thing that it really sells. If you're imagining cool, futuristic robot fights, lower your expectations. The game runs poorly when there are more than 10 people in a lobby. If you're thinking of building a cool robot, you'll quickly realize that it mostly comes down to making a box, completely covered in shields, with guns sticking out. That's also half of all the bots in the game. If you're thinking of playing Robocraft without the crappy P2W mechanics, you're right! Instead, grind money by playing with ♥♥♥♥♥♥ robots, so you can finally buy equipment that won't have you instakilled by the same boxes mentioned before.
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
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.5K | 3 | 0% | $12.99 | |
| $0 | 22 | 50% | Free | |
| $3.7K | 40 | 82% | $3.99 | |
| $920 | 5 | 100% | $4.99 | |
| $188 | 1 | 100% | $9.99 | |
| $0 | 0 | — | Free |