Mecha Skirmish Packet snapshot 2026-09-05

A hex board game about mechs you built yourself

Two players, three custom-assembled mechs each, a hex board with hills and walls and ground worth holding. Seven rounds, alternating one mech at a time. Every shot is four dice on the table. Parts break off. Best of three, with a bench swap between games. PC, Steam Deck, iPad later.

decisions open
7
decisions made
3
work items done
8/29
phase 1 progress
50%
rulebook
v0.2

Start here

5 minutes

Lite rules

How a game plays, phase by phase, with a worked round and the six things that have to feel good. The page to judge "is this fun?"

Read the lite rules →
needs you

Decisions

7 open decisions in priority order with the discussion so far, plus 3 already settled with reasoning.

See the decisions →
the whole game

Game design document

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

Open the GDD →
reference

Rulebook

Every rule with an ID (A1, F4). Locked, preliminary and open marked. Also as a styled edition with diagrams.

Open the rulebook →
evidence

Simulator

The rules run as code. Thousands of games a second. What the first batches say about heavies, lights, crits and pace.

See the numbers →
where we are

Progress

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

See progress →

Pillars

Every roll is a die on the table

Hit, location, penetration, damage, initiative, stress. Modifiers are dice too. Nothing is a hidden percentage.

Roster building is a few real decisions

Depth like a Magic deck, setup cost like picking three kits.

Damage lands on parts

Where a shot lands depends on how big the part is. Losing an arm loses a weapon.

Twenty minutes

Alternating activations, a round cap, objectives that force contact.

The sprue is the identity

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

Milestones

MilestoneContentsState
M1 Believable simRules decided; terrain, line of sight, zones; hex map panel; better AI; parameter sweeps7/14 items done, 0 active
M2 Tuned catalogTuning pass; catalog to 3–4 parts per slot per runner; roster complexity review; melee system; reactions1/10 items done, 0 active
M3 Play itBest-of-three flow with sideboard; hotseat prototype two people can play0/4 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