A mecha roguelite. One full war, every run. "Survive the beginning, and you will be present for the answer." — Star Alliance motto A 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. 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. 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! 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. 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. 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. 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. 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. Development Roadmap Operational Deployment ScheduleEarly Access → v1.0 Early Access — Active 01Deployed ● Operational Live in the game right now. The full Year One campaign — 363 days, four acts, three theaters Persistent officer careers — permadeath, Line Officer to Fleet Marshal 4-player couch co-op Online leaderboards — careers ranked in years held Nemesis aces & the Memorial Wall Full controller support, cloud saves & four languages 02In Development ◐ In Progress On the workbench now. The Ace Track — Citations ✪, Feats & ace ceremonies New sectors & the next chapter of the war A deeper arsenal — new weapons, gear & unstable upgrades More detailed sprite animations — richer attacks, transforms & hit reactions Daily & weekly challenge runs , with their own boards Steam Deck Verified 03Planned ○ Queued On the board for later in Early Access. Deeper between-run meta-progression & hangar command New modes — Boss Rush · Endless · higher difficulty tiers More Living Campaign — deeper emergent stories & rivalries More languages, accessibility & quality-of-life 04The Long War ◈ Vision Where the campaign is headed. ▲ Priority Objective ★ Online Co-op Take the 4-player campaign online — the whole war, played together over the net. Seasonal events , rival ghosts & tournaments Cross-platform save continuity v1.0 · Full Deployment 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 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)