
Enjoy complex Mech simulation in a single-player, deckbuilding, roguelike adventure. Change Mech loadout to customize your card deck. Level up your pilot, test countless card combinations, and discover powerful combos.
Features
Deck builder - craft perfect card deck of the many unique cards.Procedurally generated - missions, enemies, items are procedurally generated. Each game run is unique.
Equipment management - Equip your Mech with various weapons and support items. Each equipped item adds new cards to the deck. Change Mech loadout to craft a unique card deck.
Pilot skill tree - Level up your pilot and choose its skill. Skill can create powerful combos with properly constructed card deck. Experiment to discover new card combinations.
Campaign - Learn the origins of the ancient device that corrupts machines.
Tons of content - Choose one of four unique Mechs to play and more:
- 30+ different weapon types. All weapons and items are randomly generated ARPG style loot.
- 20+ support items types.
- 200+ unique cards.
- 20+ enemy Mechs and their corrupted variants.
- 6+ unique bosses and their corrupted variants.
Story
Jupiter's moons were colonized, megacorporation cities were built and then the war between corporations came. Cities were bombed, millions died. The moons were mostly abandoned by corporations.Jupiter's moons are more like the old Wild West. Home for lawless and brave souls seeking new life - slowly rebuilding. Immigrants from Sol’s system other planets come here to start a new life. Only law-keeping forces are freelancing bounty hunters.
When Ganimedes Capital was bombed something awakened from a long hibernation. Mysterious force manifested that corrupts machines. Affected machines are merged with a biological organism, gain conciseness, and became hostile to people.
The player is Mech pilot - freelancing bounty hunter. Because corruption is spreading, bounties are more laborious but more profitable than ever.
Development Diary #1
For Jupiter Moons I decided to give players more options in crafting and adapting the card deck. Randomness will still be a factor but you will have more options to counter its effects.
One of the rewards players will earn are items like weapons, armor, shields, support equipment, hacking software, drones, etc. Each equipped item will add 1 to 5 cards to your deck. You will be able to change your Mech load-out - rebuild deck to adapt strategy to changing circumstances.

Not used items will be stored in the Stash. This will allow players to keep items that could offer some synergies in the future. Stash size will be limited, you will have to prioritize what items to sell and what is worth keeping.
Each item will have size on grid for example small laser 3x1, large laser 3x2. Each Mech equipment slot is also a grid, that limits how much equipment can be put on given Mech model. Larger items will also take more space in Stash.
The player will be able to unlock new Mech models. Each will have different starting equipment and different grid sizes for body parts.

Items will be randomized when they drop as rewards. For example if you find "Small Laser I" it will be generated with 3-5 weak laser cards. If you find Small Laser IV it can give you 2 rare laser cards.
Game will feature different types of items: weapons, armor, utility, software, drones, etc. Final content is not yet decided but the plan is to give players lots of possible options in equipment and deck building.
On the screenshot you can see items & weapons that will be part of the prologue. The final game should have a much larger selection!
In the next dev diary I will describe some of the weapons and their effects/cards.
Introduction
One thing I don't really like in some deck building games is you can't control randomness. It really frustrating when you lose a game because of bad luck, bad rewards, etc.For Jupiter Moons I decided to give players more options in crafting and adapting the card deck. Randomness will still be a factor but you will have more options to counter its effects.
One of the rewards players will earn are items like weapons, armor, shields, support equipment, hacking software, drones, etc. Each equipped item will add 1 to 5 cards to your deck. You will be able to change your Mech load-out - rebuild deck to adapt strategy to changing circumstances.
Equipment

Not used items will be stored in the Stash. This will allow players to keep items that could offer some synergies in the future. Stash size will be limited, you will have to prioritize what items to sell and what is worth keeping.
Each item will have size on grid for example small laser 3x1, large laser 3x2. Each Mech equipment slot is also a grid, that limits how much equipment can be put on given Mech model. Larger items will also take more space in Stash.
The player will be able to unlock new Mech models. Each will have different starting equipment and different grid sizes for body parts.
Items

Items will be randomized when they drop as rewards. For example if you find "Small Laser I" it will be generated with 3-5 weak laser cards. If you find Small Laser IV it can give you 2 rare laser cards.
Game will feature different types of items: weapons, armor, utility, software, drones, etc. Final content is not yet decided but the plan is to give players lots of possible options in equipment and deck building.
On the screenshot you can see items & weapons that will be part of the prologue. The final game should have a much larger selection!
In the next dev diary I will describe some of the weapons and their effects/cards.
[ 2020-05-07 14:46:01 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu 14.04 LTS
- Processor: 2GhzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 2GB memory
- Storage: 1 GB available space
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