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Bravemech
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Availability unconfirmed·Bravemech Studio·
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A deterministic mecha action-roguelite — one full war campaign per run. Command a squadron through the first year of a hundred-year war, build your roster, bury your dead, and face nemesis aces who remember your scars. Deterministic to the frame — share a seed, share a war.

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About Bravemech: The Century War

Bravemech: The Century War screenshot 1

A mecha roguelite. One full war, every run.

"Survive the beginning, and you will be present for the answer." — Star Alliance motto

A deterministic mecha action-roguelite: one complete campaign per run — a strategic

convoy line above, real-time 120Hz mecha battles below. You fly the first year

of a hundred-year war through three theaters, building a squad, burying your dead,

and meeting enemy aces who remember the scars you gave them. Win the year — or

become a name in someone else's dispatch.

Bravemech: The Century War screenshot 2

The Story

It is called the Century War not because a hundred years have passed, but because

everyone who survives the opening already knows what they have started. From the

first sorties of Y1 to the year's last stand on its final day, you fight all

363 days of the outbreak between two human powers:

The Star Alliance — defenders holding the colonies behind the line. Your side.

Doctrine: Surge — late. You lose until you don't.

The Trinity Empire — aggressors who struck first without declaration. Doctrine:

Plateau — early. Overwhelming force from the opening bell.

There is no clean victory in Year One. Holding the colonies and living to fly

into Y2 is the victory.

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The campaign unfolds in four acts across three theaters (space, sky, ground):

ACT I — The Border Breaks. The front erupts. Trinity strikes first and hardest;

gates the Alliance held for a generation fall in a morning. Veterans drop in the

first hours; recruits fill boots before they fit.

ACT II — The Long Middle. The shock passes and the killing settles into

attrition. Sortie after sortie with no clean victory in sight — not glorious,

just continuous.

ACT III — The Tide Turns. The year's hinge. Momentum found and seized — or

lost and chased. The first reckoning of which way the opening year will fall.

ACT IV — The Last Line. The climactic stand through 31 DEC Y1. Everything

spent to hold the colonies. Whoever is still flying when the calendar turns to

Y2 has survived the war's opening.

Key Features

4 player mecha local coop! Endure the first year of a 100 year war with friends on the couch! 

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One War Per Run

A complete campaign every time — advance sectors, choose docks and events, fight

boss gates, capped by a multi-stage finale. Every decision matters. Every death

sticks. Win or lose, then start again with a new seed and a different war.

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100 Original Mecha

Five chassis archetypes across two factions, plus 8 hero-class Bravemech omni-frames

and 8 capital warships. Each frame carries a unique loadout — rifles, blades,

missile pods, repair beams, slow fields, weapon jams, weaken debuffs. Find, buy,

and upgrade them across the campaign.

Nemesis Aces

Enemy pilots that kill your people or merely survive get named, scarred, buffed,

and given a rival palette — then they come back for you, carrying a grudge. The

war has a memory, and it is personal.

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A Living Campaign

An story layer narrates your actual war — kills, losses, rivalries,

everything — in instant, authored prose.

Memorial Wall

A cross-run persistent ledger of every pilot who ever flew with you. Wingmen earn

callsigns and epithets, fall in battle, and live on the Wall across every run you

ever play. They are not forgotten.

Tactical Command

Classic strategy-RPG command UI with SD pixel sprites, HD-2D presentation, a

charged Ion Lance buster, and a 2× OVERDRIVE burst. Position your squad,

manage ammo, call repairs, and adapt when the line breaks.

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Ammo Economy & Supply

All long-range weapons carry limited ammunition. Units must cycle back to their

warship dock to rearm. Supply lines can strangle an offensive faster than any

enemy — in Year One you fight with what you brought.

Deterministic to the Frame

Seeded RNG, no `Math.random()` in the battle sim, inputs quantized to 1/127 steps.

Every run is an input log; ghost replays are byte-for-byte identical. Share a seed,

share a war.

Assist mode

Hand any sortie to the AI and watch your squad fight it out live. Take over the

instant you want to.

16-Bit SNES Pixel Anime Aesthetic

SNES style — crisp pixel clusters, dithering,

limited vibrant palette, beveled chrome HUD, CRT overlay. Humanoid battle mecha

in gunmetal-steel with warm amber and cyan accents.

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What's in Early Access

Bravemech: The Century War is in active development. What's complete and what's coming:

Already in the game (v0.68):

The full Century War campaign: 363 days, 4 acts, 3 theaters

100 mecha

Nemesis ace system with persistent rivalries

7 story types

Memorial Wall cross-run ledger

Ammo economy, repair/debuff systems, Ion Lance, OVERDRIVE

Tactical command UI

Bit-exact deterministic replays

Assist Mode

Planned during Early Access:

Additional story types and campaign events

Controller support

More Features Steam achievements and leaderboards

Soundtrack release

Additional languages (Japanese, Chinese, Korean)

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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