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If you don't have steam intolerance, this funny mech autobuilder is something you might want to check out for yourself.

Fight it out against other people over a series of rounds. If you run out of points - Game Over-.
Each round provides supplies which can be spent on a different mechs. Mechs are given a permanent position on the battlefield. They also gain experience, increasing stats, and different load-out possibilities. With a purchase cost of course.
Each round, the amount of mechs standing at the end of the game decide the loss of point amount for the loser.
To spice things up, a card roll at the beginning of a new round will have you access to different special upgrades. From a health mechanic for a unit, to a summon and even specialists for hire that provide a bonus for the rest of the match.

At the moment the game is in open beta. Cost at around 14 euro's. I thought i read that after the open beta, the game will be free to play. I'm pretty Curious to see if this one will manage to survive.

PC gamer at least provided the game with some generous coverage, so there's that.

I did a couple of rounds myself. Explored the single player survival mode. Had a blast in the pvp arena. I noticed people numbers vary a bit between the 2 and 4000 concurrent players. Almost no lag experience whatsoever. All in all, if you are down to 1200 points. The opponent managed to win the last 3. Hoop fades slowly away.
It pretty feels nice to be able to fill the air with nukes. If only not for that energy shield...
It looks interesting. 90% rating on Steam. I like how there is various combinations of stuff and the talk of counters. A review spoke of how it's too easy to log in as a observer on a alternate account and see what the other player put down, can anyone confirm if that is a issue?

Mechabellum is turn based and that is a must for this kind of game.

Disappointing to see no sign of local playing. Online coop but no local coop? Sad.
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Hapygoo: It looks interesting. 90% rating on Steam. I like how there is various combinations of stuff and the talk of counters. A review spoke of how it's too easy to log in as a observer on a alternate account and see what the other player put down, can anyone confirm if that is a issue?

Mechabellum is turn based and that is a must for this kind of game.

Disappointing to see no sign of local playing. Online coop but no local coop? Sad.
No local coop but you do have the possibility to create rooms and play with your friends. Also atm there is only game mode that provides for pve coop named survival. Survival is pretty fun to do though. This morning, after winning another pvp match i finally managed the normal difficulty solo survival mode. As opposed to regular pvp in survival units come with maintenance points. Every time the unit is destroyed, you lose a point. When all points are gone, you get a 75% refund and loose the unit for good. This fact and the random nature of the opponents you are pitted against in survival makes for a pretty challenging and varied game mode. Harder difficulty levels cut you down on supply received every round and maintenance points available. Level up's refill the maintenance bar but cost supply. I have not tried the 2 player survival mode as yet, but i can imagine that to be pretty hectic
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Zimerius: To spice things up, a card roll at the beginning of a new round will have you access to different special upgrades. From a health mechanic for a unit, to a summon and even specialists for hire that provide a bonus for the rest of the match.
To me that looks not like "spicing things up," but rather the game arbitrarily deciding who wins based on which player happens to receive or not receive good RNG results; in other words, turning a supposed game of skill into a game of luck.

Seems like very bad design.
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Zimerius: To spice things up, a card roll at the beginning of a new round will have you access to different special upgrades. From a health mechanic for a unit, to a summon and even specialists for hire that provide a bonus for the rest of the match.
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Ancient-Red-Dragon: To me that looks not like "spicing things up," but rather the game arbitrarily deciding who wins based on which player happens to receive or not receive good RNG results; in other words, turning a supposed game of skill into a game of luck.

Seems like very bad design.
Every round 4 cards are drawn. Both players have access to the same cards. The stack is not shared. So both players can choose the same card.

Cards can be roughly categorized into

one time bonus
game bonus
round effect with cooldown
unit effect (affecting all units that share the same template)

As a couch wargamer i personally enjoy rng type of situations that fall into the range of a car tire goin flat ruining a meticously planned attack, without too much of consequence but with the slight possibility of evolving into a major headache