02 · Games

What happens when I play too much MechWarrior.

I've spent a lot of evenings in MechWarrior Online, and two projects came out of it. LanceDeck is a tracker that turns the in-game scoreboard into a proper team board. MECHFALL is my own mech action-RPG, and it's slowly becoming a real game.

LanceDeck

A free team tracker for MechWarrior Online

LanceDeck watches your screen while you play. It reads the scoreboard, the lance panel, the Q overlay and the target readouts, and builds a live page for your team. It only looks at pixels. It never reads the game's memory, presses keys for you or talks to the game servers.

LanceDeck lance board: both teams as three lances of four, each mech with pilot, tonnage, role and health

Lance board

Live during the match
Released
  • Shows both teams as three lances of four, with each mech's picture, role and tonnage, and who's still standing.
  • Lists the loadouts of every enemy you've locked, with a bar showing who's ahead. At the end, the top three match scores get gold, silver and bronze.
  • I keep it on a second monitor, but it also works on a phone over your home Wi-Fi.

My mechs and records

Your history, on your disk
  • Saves every match with its final screen, the result, the survivors, your score and each team's medallists.
  • Builds a board of every mech you've played, with games, wins, scores, medals and survival, all from your own records.
  • The mech and map art comes from your own copy of the game the first time you run it. I don't ship any of it.
LanceDeck records page: every match with its final screen and medallists

Setting it up

1. Download the latest release zip and unzip it anywhere you like.  2. Run LanceDeck.exe. An icon shows up in the system tray and the setup page opens in your browser.  3. Type your pilot name, check the game folder is right, and click Save & import. From then on, just start LanceDeck before you drop.

Windows only. Unofficial, free, not affiliated with or endorsed by Piranha Games Inc.

In development

MECHFALL

MECHFALL is an isometric action-RPG. You play a human pilot who builds a war machine and keeps rebuilding it part by part, fighting your way up through a far-future galaxy that couldn't care less if you live. It's early days: pre-alpha, built in Unity 6.

MECHFALL title screen: two heavy mechs and their pilots in a dark industrial hangar, development build
The opening film · 2:07 · Thirty painted frames set to an original score, with the voices of a station losing control of its own fleet. The video only loads when you press play, and it doesn't set any cookies.

The pillars

What I'm aiming for
Pre-alpha
  • Hack-and-slash ARPG, in a mech. Seen from above and fast. You clear packs of enemies, grab the loot, bolt on better parts and push deeper, all without leaving the cockpit. There are five mech classes, and each one plays very differently:
    • Bulwark, the immovable fortress. Tank and control, wins by refusing to move; autocannons, mortars and missile pods; armour, shield and hit points all at once, and it smashes buildings onto its enemies.
    • Ronin, the hyper-mobile blade. Melee assassin, strong while moving; mono-blades, siege hammers, cryo lances to close the gap; the game's best evasion and leech, thin armour, and it vaults walls instead of breaking them.
    • Oracle, the precision artillery platform. Long range, crits and pierce; railguns, indirect-fire mortars, precision EMP; it sees and targets through structures and calls drone strikes to do the demolition.
    • Overseer, the drone commander. Fights through an army of machines: EMP drones, nanite swarms, heavy plasma drones that flatten buildings; its own guns only tag and support, and the swarm is its shield.
    • Prometheus, the reactor. The only class without a battery: reactor heat is its resource, infinite power if you can survive it; thermal, plasma and radiation damage over time, and a criticality risk that rewards playing hot.
  • Grim, dark, post-apocalyptic. A far-future galaxy where human civilisation has spread and rotted. You start on a dead-end, poisoned world with a salvaged machine and nothing else, and claw your way up through hostile terrain, alien fauna, rogue AI war-mechs and human factions that will sell you out the moment it pays. The story comes in chapters: the rise from scrap, the first betrayals, the machine threat closing in, and an endgame of galactic conflicts where you are the bounty hunter tipping the balance.
  • Talent trees for the mech, its weapons and the pilot. Three trees that feed each other. The mech has a deep single-class mastery tree that defines its combat identity. Every weapon skill owns its own specialisation tree, filled by actually using that weapon: supports, conversions, keynodes with trade-offs, plus socketed runes. The pilot grows on a three-axis tree, Mechanics, Energy and Software, and those three ratings are also what gates the gear you can equip: where you path decides what hardware you can run.

Where it is: proof of concept

Playable: a combat slice in Unity. Move, fire, packs that swarm, loot that drops, a first city block with destructible buildings, and the five mech classes walking, running and firing.

Designed: the game bible, the five classes, weapon kits and skill trees, pilot tree, progression, environment grammar and a production plan.

Not yet: the full loot loop, a vertical slice with a boss, and real sound and music. That's probably my next year of evenings.

What it needs: support

MECHFALL gets my evenings and weekends, and that's it. Getting from here to a playable demo needs more time, plus some money for art, a composer and maybe a second pair of hands. Coffees on Ko-fi help with that. The vote below decides which class I build out first.

Which class would you pilot?

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Tap a class to vote. You get one vote a day, and I only keep the count.

Artboards: the five classes

Art from the current build, one per class, with the pilot standing next to it for scale. They all handle differently and treat the city differently. The Overseer never goes anywhere without its drones.

BULWARK: a heavy, broad mech with a shoulder cannon
BulwarkThe immovable fortress. Heavy armour, taunts, smashes structures and turns the rubble on its enemies.
RONIN: a slim, tall mech with two blades
RoninThe hyper-mobile blade. Wall-jumps, extra dashes, uses the city as a springboard instead of breaking it.
ORACLE: a mech carrying a long-barrelled artillery weapon
OracleThe precision artillery platform. Sees and targets through structures, calls a drone strike.
OVERSEER: a mid-weight mech with its pilot, flanked by its light drones and a heavy drone
OverseerThe drone commander. Fights through a swarm of light drones and a heavy one that does the demolition; the pilot barely fires a shot.
PROMETHEUS: a stocky mech with a glowing reactor core
PrometheusThe reactor. No battery, effectively infinite energy, and a criticality risk that rewards playing hot.

Artboards: the city

The first chapter starts in a rotting industrial city. I build each district out of painted blocks like these.

Mech hangar building artboard
Mech hangar
Repairs garage building artboard
Repairs garage
Black market building artboard
Black market
Steel foundry building artboard
Steel foundry
Corporate tower building artboard
Corp tower
Power plant building artboard
Power plant
Drone factory building artboard
Drone factory
Data core building artboard
Data core
Hotel Orion building artboard
Hotel Orion
Shipyard building artboard
Shipyard
Command centre building artboard
Command centre
Watch tower building artboard
Watch tower

The lore, so far

Humanity owns the stars. Most of them are graves. Here's enough of the setting to get a feel for it. I've kept the plot off this page on purpose, and even the game never fully explains the Machine.

No aliens. Ever.

Thousands of years from now humanity has spread across a vast network of settled systems, and has never found another civilisation. Every city, fleet, ruin, religion and war in known space is human in origin, or comes from the machines humanity built.

Grimdark at street level

Technology became miraculous; life did not. The rich replace organs and grow new bodies. A mining moon one jump away loses a generation to bad water. Famine, plague, debt bondage, trafficking, clan war and black-market surgery came to the stars with everyone else.

The Machine

Beyond the human wars is a fourth force: autonomous machine armies directed by an intelligence whose origin, objective and true scale are unknown. No faction can prove whether it is one intelligence or many, a forgotten human weapon, or something humanity built by accident. Most people simply call it the Machine.

Each side becomes what it fights

A modern mech thinks faster than its pilot. To keep up, humanity wires machine processors, software and neural interfaces into people. The best pilots no longer control their mech; they wear it.

Three answers to survival

The Helix Directorate, a corporate-technocratic federation: civilisation survives when competent people control systems, information and capital. The Covenant of Sol, an ancient military-political order: humanity survives through duty, law, sacrifice and continuity. The Vagrant Synod, a loose network of fleets, cells and free systems: rigid systems collapse, and survival belongs to whoever adapts faster than chaos. You pick one, around level 10. None of them is the good one.

Where you begin

A poor peripheral world, recently shattered by precision orbital strikes nobody can account for. You are not a hero, a soldier or a famous pilot — you are trying to survive. A badly damaged combat mech falls out of the sky nearby; its pilot lives just long enough to leave you fragments that contradict each other. With hostile forces closing in, you climb into the cockpit, and the machine accepts the connection when it should not.

What is deliberately not here

Who made the Machine, why it lets you in, what the factions look like behind their public faces, and where four acts of campaign end. All of it is written. None of it is going on a web page.