
Rage of Mechs is a multiplayer turn-based strategy game set in a post-apocalyptic world. Customize your Mechs and fight in tactical arena battles against other players. Every move matters. Outsmart, outmaneuver, and dominate the arena.
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About

Rage of Mechs is a turn-based strategy game inspired by classics like XCOM, Jagged Alliance, Fallout, Heroes of Might and Magic III, and BattleTech.
The game is currently in early alpha. A lot of core systems are already in place, but we’re just getting started. We have big plans ahead and a clear development roadmap to guide them.

There are no hard limits on the number of units in your squad—only weight. Each weapon and module adds to the total weight of your Mech, and the combined weight of all your Mechs determines your team’s limit. Balancing firepower, utility, and mobility is up to you.

Every Mech is fully modular and uniquely customizable. Inspired by the way firearms are assembled in real life — with attachments like grips, silencers, and optics — we’ve built a system that lets you swap out weapons, engines, armor, cooling systems, camouflage units, radar arrays, and more. Each choice affects performance on the battlefield.

Each Mech is piloted by a Paladin — a warrior bonded to their machine. While pilot abilities, factions, and mood systems are still under development, our goal is to introduce specialized skills, interpersonal relationships, and faction-based buffs and debuffs. Paladins will be more than stats — they’ll be characters.

We’re passionate about turn-based gameplay and wanted to bring it into a competitive, multiplayer setting. Rage of Mechs blends tactical depth with head-to-head battles, where every decision counts.

We’ve implemented dynamic maps with day/night cycles and varying terrain types. At night, visibility is reduced — just like in real life — making ambushes and stealth tactics more viable. Forests slow your movement but improve camouflage. Water cools your Mech but can be dangerous to cross. Terrain isn’t just decoration; it’s part of your strategy.

We’re building Rage of Mechs alongside our players. Your feedback, ideas, and insights are vital to us. Join our official Discord and help shape the game. We want to create something great—with you, not just for you! Join today and become a Paladin :)

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Ukrainian*languages with full audio support
Reviews
[b]READY TO RIDE![/b] I. BUILD. MY. OWN. CURSED. MECH! FINALLY! :) Have a few battles with AI and some unknown player. For alpha release damn good condition: - AI works - physics works - MULTIPLAYER works - have some customization and variety of builds - good sounds and visuals Also I've found several problems: - repair value is more than battle win reward, and I'm thinking, what happened when I have no money to repair my mech. - dmg bar and death animation starts before enemy shooting animation I hope this game will raise ASAP! TY Custom Software that brings to us something new, wish you guys to finish this game and add MORE AND MOREEE content!
I don't even know where to begin with this one. Everything is both under and over explained. Game starts, and you're prompted through about fifteen pages of text and static images to build a mech from scratch. No templates, no examples, just boxes to click and choose from a list of poorly explained parts. So, I go through and build a mech, click every box and make sure something's in every space available just in case that matters. Select a pilot, make sure there are no errors, weapons that need ammo have it, etc etc. Select "Start Battle" to jump in vs an AI mech. More text, more images, how to move, use weapons, etc etc. Standard stuff for anyone who has played a turn based game. I meander around, no idea what I'm supposed to be doing, but eventually I find an enemy mech. I approach, click on my weapon, select firing mode, click the enemy, and...nothing happens. I double check the ap total, I have enough. Maybe I'm out of range? Except now that I've selected a weapon I can't unselect it, or go back to movement, so I end my turn. The enemy AI.....sits there, doing nothing, for the entirety of it's almost 3 minute turn. I get almost within melee range on my next turn, with AP left to fire my weapon, and again nothing happens. I end turn, enemy sits there doing nothing. I end the battle, go back to the hanger and check mech status. Fully repaired, weapons loaded, pilot engaged, no errors. I destroy the mech, build a new one, try another battle, same results. I'm beginning to think all these glowing positive reviews were written by the developer.
Got my first taste of Rage of Mechs at the 'Games Gathering' conference in August. The team's drive hooked me right in. Loving the game's animations and sound design. Congratulations to CPCS on the game's successful release on Steam! Keep evolving it.
Чудовий старт! Але роботи попереду ще багатенько...
Cool game
A MOBA without anyone to play against. It will match you with AI, but the gameplay is choppy, and the UI doesn't tell you anything. You can throw together modules through trial and error, but once you get it working, you'll still be playing vs AI in a game you bought for multiplayer. Typically, it isn't difficult to figure out how to shoot an enemy, but no matter what I do my mech (and theirs) just stand there. It could be user error, but I can't figure it out, and the game isn't giving me what I need to. But at the end of the day, I didn't buy it to play against AI anyway.
Mechs won't fire, AI is literally none existent. Hope they fix, but atm not worth the money.
really cool idea and will likely be great once they get it together and make it at least somewhat playable. right now all you can do is build mechs, get into a match with AI and you move the first turn and nothing can fire weapons, AI wont even move or fire after first turn. literally unplayable atm. just want to actually try the cool idea of the game.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
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