Jupiter Moons: Mecha May Developer News


It has been another 3 weeks spent on game development, time goes really fast, I have to admit…

We are in the middle of designing campaign maps for Prologue. For the prologue, there will not be any procedural generation for campaign maps, just two fixed maps but with random encounters. Prologue will feature two mini-adventures:

  1. Tutorial - introduction to game mechanics.
  2. Story prologue - how nano corruption started. (pssst. I won’t spoil more of the story...)

Work in progress screenshots for the campaign map:

Creating assets is very time-consuming and this process sometimes gets monotonous, so what a nice variety to the everyday work was a video of Splattercat playing Jupiter Moons: Mecha!

I have to say that I got very excited as I am his follower and I really like what he does on his channel.

https://www.youtube.com/watch?v=jep2J6-f0NQ

Please remember to wishlist both our prologue and main game:

  1. Jupiter Moons: Mecha - Prologue
  2. Jupiter Moons: Mecha

I got some questions and feedback about inventory/slots systems. So it's a good time to explain how it will work in the final game. You will be able to choose from a number of starting mech frames and customize it a little.

Mech frames will have different types of body parts and different sizes. For example, there will be frames with shoulder mounts or knee mounts.

Two examples:

  • Melee frame -> tall arm slots to fit melee weapons and shields.


  • Range frame -> long arm slots to fit range weapons.


If you have any suggestions, please feel free to tell us about them.

The game is for you - the players - so your voice is the most precious. Please, keep that in mind!

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