Mecha Skirmish Packet snapshot 2026-09-06

A hex board game about mechs that you built

Two players. Three mechs each, assembled from parts. A hex board with hills, walls and zones to hold. Seven rounds. The players activate one mech at a time, in turns. Every shot is four dice on the table. Parts break off. A match is the best of three games, with a bench swap between games. PC and Steam Deck first, iPad later.

decisions open
7
decisions made
9
work items done
30/45
phase 1 progress
79%
rulebook
v0.6

Start here

5 minutes

Lite rules

How a game plays, step by step, with an example round and the six things that must feel good. Use this page to decide if the game is fun.

Read the lite rules →
needs you

Decisions

7 open decisions in priority order, with the discussion so far. 9 decisions are made, with the reasons.

See the decisions →
the whole game

Game design document

Pillars, loops, modes, roster and sprue, runners and pilots, presentation, platform, technical direction, risks and milestones.

Open the GDD →
reference

Rulebook

Every rule has an ID (A1, F4). Each rule is marked Locked, preliminary or open. A styled edition with diagrams is also available.

Open the rulebook →
evidence

Simulator

The rules run as code. It plays many games each second. This page shows what the batches say about heavy mechs, light mechs, crits and pace. The live bench lets you try it.

See the numbers →
play it

Bench

The simulator in your browser. Assemble a roster. Run one seeded game and see each die. Run a batch of a thousand games. Or play a game against the bot on the Play tab.

Play a game →
where we are

Progress

Every work item, by phase and by epic. Phase 1 is a believable simulator. Phase 3 is a game that two people can play.

See progress →

Pillars

Every roll is a die on the table

Hit, location, penetration, damage, initiative and stress are dice. Modifiers are dice. No percentage is hidden.

Roster building is a few real decisions

The depth of a card game deck. The setup cost of three kits.

Damage lands on parts

The size of a part decides where a shot lands. If you lose an arm, you lose a weapon.

Twenty minutes

Activations alternate. A round cap applies. Objectives force contact.

The sprue is the identity

You build from runners, like a model kit. Parts are physical objects with a size and a weight.

Milestones

MilestoneContentsState
M1 Believable simRules decided; terrain, line of sight, zones; hex map panel; better AI; parameter sweeps11/14 items done, 0 active
M2 Tuned catalogTuning pass; catalog to 3–4 parts per slot per runner; roster complexity review; melee system; reactions7/12 items done, 0 active
M3 Play itBest-of-three flow with sideboard; hotseat prototype two people can play2/4 items done, 0 active
M4 Vertical sliceOnline match on one map in the production engineafter the engine decision
M5 Closed alphaHand-crafted maps and pilots, ranked ladder

What decided this week