Changelog
What changed in the game, newest first. Something feels off after an update? Report it and say which mecha or weapon, and what you saw.
- A lost connection no longer ends your match
- A faster end game
- Dying in a squad: watch your team and win with it, Dog Tags, marks that expire
- Squad opens, Duo closes
- Firestar rolls, Boltus fires, Gabriel's blast and head hits, Skylark, Tempest - and a free pilot and skin for everyone
- Guns reload in the mecha, shotguns stop jamming, gun shields against bots, Shiranui, Caramel
- Trio of Enders switches weapons, the turret fires, sniper reloads, duo mechas
- Lancelot's dome, Doomlight's turrets, Twilight's fog, the Cryo Gun, Northern Knight's shield
- Gabriel's and Hotsteel's clips, the game's last official numbers, Michael's second dash
- From the vote: Snow Mirage's rifle and stealth, Skylark's boost, Gabriel's and Michael's modules
- Arthur: the sword answers at once, Energy Conversion, Turbo Jet
- Health comes back, armor abilities, boxes that gave nothing, Flash Passes
- Mechas leave when you climb out, Shatterstar, Alborada's beacon, revives from a mecha
- Akashic fires, Ventorus' dragon form, sensor mines, weapon modules, Arthur's dash
- Lotteries are back, mecha and weapon skins work
- The mecha you called is the one you get back
- Module cards that did nothing, Arthur's cores, dash attacks, JOJO's C4
- PVP Coin pack refunds, the magazine module
- Arena modes: Sniper Fox and Gun Game
- Walls stop blasts, ACE time, Arthur, Firestorm, bots under the map
- Private rooms, skills that never hit, map marks
- Spectate, kill banners, new names
- Arthur and Michael
- The public hangar
- Duo, Hotsteel, missiles
- The numbers
- The first public update
A lost connection no longer ends your match6 October 2026
- If your connection drops during a match, your pilot now stays in the match for up to two minutes. When the game reconnects, you load back in where you stood, with your health, weapons, items and mecha. Until now a dropped connection left you on an empty screen and counted as leaving.
- While you are away your pilot stands still. It can still be hit and still takes zone damage, and your mecha stays where it is. If your pilot is defeated in that time, the match counts with the place you reached.
- If the game closed or crashed, start it again and log in within those two minutes: after a few seconds in the lobby you are taken back into your match.
- Leaving a match through the menu is still final.
- This works in Solo and Squad for now, not yet in private rooms or the arena modes. A few small things do not come back with you yet: your map marks and the quick slots for healing and throwing.
A faster end game6 October 2026
- Games now last 15 to 20 minutes. The first circle still waits 4 minutes; after it every wait is shorter than the one before (2:30, 2:00, 1:30, 1:00, 0:40, 0:25), so the end game comes fast.
- Outside the circle it hurts more as the match goes on: 8, 12, 18 and at the very end 25 HP a second (the same share of a mecha's HP).
- The zone no longer ends a match without a winner: if one tick would take everyone left, the one with the most HP stays standing and wins.
Dying in a squad: watch your team and win with it, Dog Tags, marks that expire6 October 2026
- When you die while a teammate is still fighting, you are no longer sent straight to the result screen. You get the continue screen and can watch your teammates, and your result is your team's: if they win, you win, and if they fall, you all get the same place. You can still leave early; the match then counts with the place your team had at that moment.
- Dog Tags are back. A teammate who is eliminated leaves a tag that only your team can see. Pick it up for 10 percent more damage, on foot and in your mecha; a second tag makes it 20 percent.
- Map marks expire as they did in the original game: a marked item after 90 seconds, a danger ping after 30, a go-to ping after 140. A new ping replaces your old one of the same kind, and a mark on an item or a terminal disappears as soon as somebody takes it.
Squad opens, Duo closes6 October 2026
- Squad is a mode of its own now, for teams of up to three. Invite up to two friends from the lobby and pick Squad; your friends press Ready and the leader presses Match. You land as one team, your shots don't hurt each other, a downed teammate can be picked up, and the last team standing wins.
- Squad no longer shares the Solo queue. Press Solo and you play solo; press Squad and you play a squad match.
- Teams are not filled up: queue Squad alone or as two and you play short. Bots in Squad still fight alone.
- Duo is closed for now. A Duo press tells you so, and two friends can queue Squad together.
Firestar rolls, Boltus fires, Gabriel's blast and head hits, Skylark, Tempest - and a free pilot and skin for everyone6 October 2026
This round took 36 of your reports at once. Where our server was at fault, the fix is below; for the others we found the cause and say so on the report itself.
A third pilot and a free pilot skin
- Everyone gets one more free pilot:
!picknow gives three. If you already used your two, the third is waiting. - Everyone gets one free pilot skin. Type
!skinin the lobby chat to see your pilots,!skin Ningto see that pilot's skins, then!skin Early Cherryand!yesto take one. The skin must belong to a pilot you own, and the pick is permanent. !helplists the chat commands.
Firestar
- Firestar rolls into its ball form again. The ball has its own fuel, so it ends when the fuel is gone or when you press the dash again.
- The charged ram hurts by how long you charged it.
- The lava ball sets its target on fire: 12 a tick on a mecha, 3 on a pilot, four ticks. Disarm throws its fire bottles.
- Shield Sphere, Rush Damage, Rapid Meteor and High-energy Fuel work.
Boltus
- Boltus fires its primary weapon. It never did on our server.
- Still missing: the lightning marks and the beam's jump to nearby mechas.
Gabriel
- The Sniper Cannon's shot bursts where it lands: everyone near the impact takes the shot's damage, and walls give cover. A snipe into the ground next to an enemy hurts them.
- Head hits count, on pilots and on mechas. The same goes for the Ion Cannon and Pulsar's cannon.
Skylark
- The Talon module no longer freezes the game. It sent a broken value for the size of the bullet.
- The Hunt flies through what it hits, comes back and heals Skylark. Bellowing Crane makes that heal bigger.
- Talon and Swan Flight add their damage.
Tempest
- Shurikens give energy back when they hit. Timely Rain speeds up their recovery.
- Blast Wind adds its damage when six kunai land on one target within a second. Mighty Flash marks the target so the shurikens track it.
Other mechas and the match
- Skyfire's Zone Bombing shows the enemy mechas within 300 metres on its radar.
- The Never Give Up gift works: a destroyed mecha keeps all its modules.
- A mecha you climb out of can no longer be destroyed once it has flown off. In ACE time that used to end your mecha for the rest of the match.
Skins and pets
- The Flash Pass works on every step of the SS skins with several finishes: the next finish, the Skill Effect, the Weapon Effect and the EX Form. The effects you unlock can be switched on and show in matches.
- An S skin's S+ upgrade works. A pilot's S skin becomes S+ once you own every piece of its collection; if you already do, it unlocks at your next login.
- A pet you bought can be used: it stands beside your pilot in the lobby, its screen shows its level, and the daily bonus can be claimed. Pets do not follow you into matches yet.
What we found and could not change
- If your mouse suddenly moves a pointer instead of the camera: open and close the backpack once. The game leaves the pointer on when it closes the backpack by itself.
- The springboards were placed by the original servers, and their positions were never part of the game files.
- The short wait after switching weapons is the weapon's own draw time, as in the original.
Guns reload in the mecha, shotguns stop jamming, gun shields against bots, Shiranui, Caramel6 October 2026
This round started from your reports and one question: which fixes reach the most players. The server now counts the rounds in every clip, the way the original did, and three of the fixes below stand on that.
Guns
- Your pilot's guns are reloaded when you get into your mecha, so they are full when you climb out. Several of you remembered this from the original, and you were right.
- A mecha you call back, or climb back into, has full clips.
- The Shatterstar, the Gun Shield and the other guns that load one round at a time no longer swallow a click after a reload. The ammo count on screen follows every round you load.
Gun Shield
- The shield now stops bots' shots that hit it, and it takes its part of an explosion in front of you. Until now only another player's bullets could land on it, so against bots and explosives it did nothing.
- It covers your body from the front. A shot at your head goes over it, and it does nothing against a hit from the side or from behind.
- A hit on the shield is still split between the shield's durability and you. Whether the shield should take all of it is being looked at.
Tactical AD Terminals
- A terminal shows you the same three offers every time you open it. Closing and reopening it no longer gives new ones.
Shiranui
- Dashing to your Sorrow fan gives back 60 % of the dash's cooldown, as the game's last notes say: 4 seconds left instead of 10.
- Waning Light gives its 100 / 150 / 200 as an additional shield on top of the shield bar when the secondary hits. It used to refill the normal bar only, so at a full bar you got nothing.
- Farewell Song works: an enemy hit by the fan dance who dies within 3 seconds gives one charge of the secondary back.
- Joyful Moment slows for 2 seconds with its own effect. It slows players; bots do not slow down yet, and that goes for every slowing effect in the game.
Caramel
- Blazing Meteor, Shattershot, Air Shield and Superleap work. Until now only Cannon Reinforcement did anything.
- Raging Cannon (core): the bear form's primary fires 20 % faster and reloads 15 % faster, and the tank form holds a sixth round. The game gives no number for the fire rate, so that one is ours and may change.
- Not built yet: High-Energy Blast. The landing marker of the cannon ball is unchanged: we found nothing on the server that moves it.
Trio of Enders switches weapons, the turret fires, sniper reloads, duo mechas5 October 2026, evening
Your reports from 5 October. Thank you for the screenshots and the match times: most of these were found in the logs of the exact match you named.
Trio of Enders
- The weapon switch works: heavy machine gun, shotgun, rocket launcher, and back. Until now the switch never finished, which left the mecha unable to shoot, use items or let its pilot out.
- The assault (Full Firepower) runs its full 6 seconds. It used to end after about 2.
- Three of its modules work with this: Transformation Offense, Flawless Defense and Enhanced Tread. Enhancement Trio, Tactical Adjustment and Doomsday Symphony are not built yet.
Doomlight
- The Photon Turret fires. Yesterday's turret appeared and aimed but almost never shot: of 137 turrets placed today, 119 never fired. It now aims for about 1.5 seconds and shoots every 2 seconds, as long as it has a clear line.
- Still missing: both core modules (Photon Wall and Scatterbeam).
Northern Knight
- Shells that land on the raised shield hit the shield. Raven's charged shot and other projectiles could go straight to the mecha.
Guns
- The Explosive Sniper and the other bolt-action guns fire on the first click after a reload. The click used to be swallowed, sometimes several times in a row.
- The ammo count on screen is right after a reload. It could stay at 0 until you swapped weapons.
- Not fixed yet: the Shatterstar and the gun shields, which load one round at a time, can still swallow a click after reloading.
Modules
- Replacing a module removes the old one's effect. Swapping a core for the other core (seen on Hurricane) could leave the first core's effect on.
Mecha calls
- Duo: two teammates can no longer call the same mecha. The one your teammate has is greyed out on your list until they use a Mecha Reset Unit.
- The Mecha Reset Unit works right after you leave your mecha. You no longer have to wait for the call timer. It still cannot bring back a mecha lost in Ace Time.
- Bots no longer call a mecha at the start of a match. Their first one comes 2 minutes after the fight begins at the earliest.
The zone and cars
- Outside the zone in a transform car, the driver takes the damage, not the car.
- A destroyed car no longer shows as a destroyed mecha in the kill feed.
Lancelot's dome, Doomlight's turrets, Twilight's fog, the Cryo Gun, Northern Knight's shield5 October 2026
Your reports from 4 October. Several weapons only looked like they worked: the game showed them, but nothing behind them existed. They do now.
Lancelot
- Celestial Shield deploys: the thrown shield becomes the big dome, 20 m across in every direction, for 4 seconds or until it has taken 4000 damage. Enemy bullets and shells stop at it; your team shoots through it. Guardian Shield and Dome Impact work with it.
- The joust no longer stuns the mecha on the lance, like the other charges since yesterday. The joust still deals its damage.
Doomlight
- Set Photon Turret builds a turret where it lands. It aims at the nearest enemy in its range, charges and fires: 72 against a mecha, 18 against a pilot, every 2 seconds. It has 130 durability, and you can have three at a time (a fourth replaces the oldest). Beam Enhancement, High Alert and Turret Reinforcement work with it; Photon Wall does not yet.
Twilight
- The smoke and the corrosion are back: the Nano Smoke Bomb leaves its cloud, and the main gun's grenades leave nanobots on what they hit. Enemies inside take corrosion damage, mechas lose fuel, and your team sees them.
- Nano Interception, Phantom Shadow, Energy Theft and Enhanced Poison Mist work in your own smoke.
Northern Knight
- The shield in the defensive stance has its own durability (1600): hits on it no longer reach the mecha, and it breaks when it runs out. It recovers out of the stance; Shield Charge gives 550 back; Reforge Shield adds its 160 / 220 / 280.
Cryo Gun
- The freezing mist slows, and enough hits in a row freeze the target for 2 seconds, pilots and mechas alike.
Hurricane
- Energy Recovery gives its shield when you switch into aircraft mode. Until now it never did.
Pick-ups and skins
- Picking up better armor no longer fails or swaps back to your old piece; you no longer need to press again.
- A second core module no longer makes the first one vanish: the old one drops at your feet, so you can take it back.
- Skins that come with pieces now give them: Mila the Princess brings the Princess Tiara and its hair piece. If you already own such a skin, the pieces arrive the next time you log in.
Gabriel's and Hotsteel's clips, the game's last official numbers, Michael's second dash4 October 2026, night
We went through Gabriel and Michael again, with your reports and a day of matches next to the game's own files.
Gabriel
- Cannon and sniper now share one energy clip of 12, as in the original: a cannon shot takes 1, a snipe takes 2, and one reload fills it for both. Until now each gun had a clip of its own.
- Large Energy Bank adds its 2 / 4 / 6 to that one clip, so the sniper gets them too. With Spiral Missile the clip is the stronger cannon's 10.
- A fully charged snipe deals 760 to a mecha, not 800. That is the game's last official balance change (24 October 2024); our copy of the numbers was older. With Judgement it is 851.
Michael
- The blast of the second dash went off at Michael's feet instead of in front of him, where you see it. Mechas ahead of you are hit now, mechas behind you no longer are.
Hotsteel
- Rampage no longer hands you a fresh clip: the normal and the Rampage missiles are one clip of 40, as in the original. A reload in either form fills it, and the magazine module grows it for both.
The game's last official numbers
The balance changes from July 2024 until the servers closed were missing from our copy of the game's numbers. They are in now:
- Nebula: shield 300 (was 450), shotgun reload 2.5 seconds (was 2.2).
- Skyfire: shield 850 (was 800).
- Ranger: missile 150 against mechas (was 141).
- Death Knell: Corrosive Plasma Orb 221 against mechas (was 207).
- JOJO: Jump-Boom! 600 against mechas (was 580); Fearless Charge 35 / 40 / 45% (was 30 / 35 / 40%).
- Andromeda: Energy Catapult reload 2.5 seconds (was 2). Lancelot: Glorious Lance reload 2.5 seconds (was 2.8).
- Firestar: Open Fire 8 / 12 / 16% (was 6 / 10 / 14%). Skylark: the boost lasts 5 seconds (was 4.5).
The hangar and the module texts still show the old numbers; the match uses the new ones.
Stuns
- Hotsteel's, Ventorus', Northern Knight's and JOJO's charges no longer stun the mecha they ram. Several of you told us the original had no such stun, so it is switched off while we check. The charges still deal their damage.
From the vote: Snow Mirage's rifle and stealth, Skylark's boost, Gabriel's and Michael's modules4 October 2026, evening
The first work from your vote. Its top three are Arthur, Snow Mirage and Gabriel; Michael and Skylark got fixes on the way. Snow Mirage is not finished: her scouting projection and four of her modules are still to come.
Snow Mirage
- Switching weapons locked her up: no aiming, no shooting, until you left the mecha. The switch now works, so the sniper rifle can be used at all. She keeps the weapon she had when you call her again; a Mecha Reset Unit puts the pistols back.
- Optical Camouflage did nothing. It now makes her faster, lets her jump higher and turns her stealthy for 5 seconds. Firing or getting hit ends the stealth; the speed and the jump stay.
- With the rifle in hand she turns stealthy by herself after 4.5 seconds without firing or being hit.
- Bots lose a stealthy mecha unless they are very close.
Skylark
- The boost hung in its start animation and never took off. It runs now. Skylark's weapons are next on our list.
Gabriel
- Blind Warp: the damage cut for 5 seconds after a teleport was missing.
- Rapid Charging did close to nothing. The sniper now charges 5 / 10 / 15% faster, as the module says.
- Judgement gave its 12% to the cannon instead of the sniper. It now counts for a fully charged snipe on a mecha, as its text says.
- Energy Tag: a mecha you snipe now shows through walls for 2 / 3 / 4 seconds.
Michael
- Meltdown Command (core) did nothing. Feathers now blast about 1.5 seconds after they stick.
- Pneumatic Optimization did nothing. The charge now goes 10 / 20 / 30% farther.
Arthur
- Turbo Jet: a used charge now comes back after 2.5 seconds, not 3.3. We measured it: at 3.3 the three short dashes covered less ground over time than the single long dash they replace. At 2.5 they cover the same.
Arthur: the sword answers at once, Energy Conversion, Turbo Jet4 October 2026, afternoon
A pass over Arthur, from your bug reports.
Arthur
- The Blade felt delayed. Your own sword wave was only drawn when the server's answer came back, so the further you play from the server, the later it showed. Now your game draws your wave at the swing itself. Everyone else sees it as before. This reaches you at your next login.
- Now and then a swing made no wave at all. When your swings reached the server bunched together, after a short network stall, the later ones were dropped. They all count now.
- Energy Conversion (protection module) looked dead: it only topped up the normal shield by a few points, and did nothing while the shield was full. Now the fuel you burn (a jump 20, a dash 5) builds an extra shield layer past the end of the shield bar, up to 48 / 84 / 120 by module level, and damage eats that layer first.
- Turbo Jet (core 1): each of the three short dashes goes half as far as the long dash (it was 40%), and a used charge comes back after about 3.3 seconds (it was 1.7).
Bots
- A bot that climbed out of its mecha, or lost it, could stand frozen in one spot for the rest of the match. It is now told where it stands and keeps going.
Health comes back, armor abilities, boxes that gave nothing, Flash Passes4 October 2026
More fixes from your bug reports, and two things the original game had that were missing here.
New
- Pilot health comes back on its own, as in the original game. After 15 seconds without taking damage you get 10 health every half second, up to full. This works inside your mecha too. Any damage, the zone's included, starts the 15 seconds again, so outside the zone nothing comes back. A downed pilot does not heal this way.
- The (A) armor gives the abilities its item text promises. Leg Guard (A) gives you a double jump. Combat Fatigue (A) turns your roll into the turbojet dash, up to three in a row, on the ground and in the air.
Fixes
- Revives: the bar on your screen could be full while the server still needed up to half a second, and letting go in that moment cancelled the revive. Now the revive ends exactly when the bar is full.
- A destroyed mecha kept firing a missile salvo that had already started, all through the eject (Firefox's shoulder missiles, for one). Now a destroyed mecha's guns stop at once. This goes for every mecha with a salvo weapon, and climbing out ends a salvo too.
- The zone kept hurting the winner on the win screen and could even kill them there (in 17 of the last 322 won matches). Once a match is won, the zone hurts nobody.
Lobby
- Boxes with random contents (daily token boxes, sticker packs, gift boxes) were used up and gave nothing. The boxes whose description states what is inside work now: the Daily Appearance Token Box (1 to 3 Appearance Tokens), the Daily Meow Token Gift Box (10 to 30 Meow Tokens), the Meow Encouragement Pack (50 to 100 Meow Tokens), the Talent Handbook Gift Box (2 to 20 Talent Handbooks) and the C Gift Box (a Lollipop, a Strawberry Cake or a Lemon Soda). The others, such as the Daily Login Pack, can no longer be used up: they stay in your bag until we have filled them.
- Every box you lost this way comes back to your bag at your next login, and a chat line tells you how many.
- A duplicate SS mecha skin from a lottery now becomes a Flash Pass instead of exchange tokens.
- The upgrade screen of an SS skin works for the look steps: each costs 1 Flash Pass and unlocks the next look. The last step, the EX weapon effect (3 passes), is not available yet. It is refused and you keep your passes.
Mechas leave when you climb out, Shatterstar, Alborada's beacon, revives from a mecha3 October 2026, evening
A round of fixes from your bug reports.
Mechas
- When you climb out of your mecha, it now leaves the field after about 3 seconds, as in the original game. While you are on foot nobody can shoot it, destroy it or climb into it. Get back in before the 3 seconds are up and it stays. Your next call brings it back as it was, with its health, shield and skill charge, and repair items still repair it while it is away. Cars and skateboards still stay where you leave them.
- Alborada's Radiant Beacon did nothing. Now firing it gives Alborada's mecha a 350 shield for 6 seconds, and a teammate's mecha it passes gets 350 too. Every enemy it passes takes 240 (a mecha) or 30 (a pilot) and is marked for 5 seconds, so her Light Missiles lock on.
- Knight's Core made Arthur's sword slower instead of faster. Now the Blade and the Whirlwind run 25 % faster with it.
- Firefox's machine gun lost no damage with range and could hit across the map. Now it does full damage up to 46 m, then less, down to 72 % from 78 m on, like the automatic pilot guns. The same goes for the other automatic mecha guns: Trio of Enders, Hurricane and Wolf. In plane form, Hurricane's Precise Guidance card takes the fall-off away again for direct hits on a mecha, as the card says.
- When a mecha or car is destroyed indoors, its pilot now lands on the same floor. Before, the pilot could end up on the floor above.
Weapons and items
- The Shatterstar's pellets and the Explosive Sniper's round were scored like grenades: everything within 10 m of where they landed took damage, and they did the same damage at any distance. Now the Shatterstar only hits what its pellets touch and loses damage with distance (down to 29 % from 35 m). The Explosive Sniper has a small blast of about 1.5 m and loses damage with distance too.
- Things you drop yourself (a gun, a module, an item from the bag) were picked up again at once by auto-pickup. Now they stay on the ground until you pick them up by hand.
Duo
- Reviving a teammate from inside your mecha works. The server said you were too far away, because it measured from where the mecha was called, not from where it stood.
Bots
- A bot could shoot and use skills the moment it got into its mecha. Now it waits out the boarding animation (2 to 4 seconds, depending on the mecha), like a player.
- Bots used their secondary weapon and dash on their own timers, which could be shorter than the real cooldown (Caramel's barrage came back after 6 seconds instead of 8). Now bots wait the same cooldowns as players.
- Shells from a bot mecha's main gun hit twice, the second time with the damage of its secondary weapon (a bot Alborada's Light Missile did an extra 260 on top of its 130). Each shell now hits once, so the bots in those mechas are weaker than before.
Akashic fires, Ventorus' dragon form, sensor mines, weapon modules, Arthur's dash3 October 2026
A round of fixes from your bug reports (#58, #60, #62, #80, #103, #106).
Mechas
- Akashic's Drill Launcher never fired. Its two main guns share one magazine, and our server never set that up. It fires now.
- Ventorus' E did nothing. It now turns Ventorus into the dragon form for 8 seconds. Press E again to leave it early.
- Skyfire's car missiles and scan bombing were fully charged every time you called Skyfire. Now they start empty and charge from the damage Skyfire deals, as in the original. Calling the same Skyfire back keeps its charge. A destroyed Skyfire starts empty again.
- Arthur keeps his speed after a dash. Before, he dropped to a standstill when the dash ended and started running from zero. Now the dash speed carries into running and into your next dash.
Modules
- Module cards that change a weapon did nothing. Now they do. Hurricane's Heat-Tracking gives him tracking missiles (stronger with each level). Missile Cluster gives cluster missiles, and with both cards the cluster missiles track too.
- The same fix works for Firefox's Raging Missile, Andromeda's Heat-Seeking Barrel, Skylark's Talon, Caramel's Rapid Volley, Gabriel's Spiral Missile and Michael's Overload Command. The weapon changes the moment you put the card on, even while you are inside the mecha, and goes back when you take it off.
Other fixes
- Sensor mines showed up as big white blocks and never went off. They are real sensor mines now and go off when an enemy comes near.
- ACE time: a mecha that was still rebuilding when ACE time started could never be called again. Now the rebuild finishes and you can call it. Only a mecha destroyed during ACE time stays locked.
- Fewer crashes: a destroyed transforming car could flood every player in the match with messages until clients froze. Fixed.
- Fewer crashes after a server update: players who had just left a match could get stuck on the lobby loading screen. Fixed.
Lotteries are back, mecha and weapon skins work3 October 2026
Four lotteries run next to the Chromatic Ball and the Lucky Ball, two collections and two Lucky Spin wheels. We picked them by the mechas you play most.
- Season Collection: Field Roaming. The top prize is Firefox's Orange Kitty (SS), with Arthur's Delusion Destroyer and more. Every draw costs one Premium Ticket. You get the SS skin by your 21st draw at the latest; the counter on the page shows how close you are. (The page's own rules text still says 140; the counter is right.) Duplicates turn into tokens for the exchange shop.
- Banquet of Eternal Night, a Lucky Spin wheel. Seven prizes, Vita's Lilith's Kiss on top. Every prize can be won once, and each spin costs more tickets than the last (1, 2, 3, 6, 14, 24, 34). Seven spins win the whole wheel. The odds are the ones the page shows.
- Season Collection: Deep Space Nightmare. Hurricane's Dominator of the Starfield (SS) on top, with Ranger and Vita skins. Same rules as Field Roaming: the SS by your 21st draw at the latest.
- Judgment Moment, a second Lucky Spin wheel with Gabriel's Judgment Priest on top. Same rules as Banquet: every prize once, seven spins win it all.
- Everyone gets one free Premium Ticket a day, at your first login of the day (UTC).
- Matches pay more Crystals: 140 for a win, then 56, 42, 34, 28, 22, 17, 14, 11 and 8 down to 10th place. Twelve wins pay for a guaranteed skin.
- Mecha skins now work. Pick one in the hangar and the mecha wears it in matches, for you and for everyone who sees you. It stays after a relog.
- Weapon skins now work too. Equip one in the items book and that gun wears it in matches, in your hands and for everyone else.
The mecha you called is the one you get back2 October 2026
- After your mecha is destroyed, the next call brings the same mecha back, without the choose screen. That is how the original worked: your pick for the match is made at your first call.
- The Mecha Reset Unit, the item that did nothing until now, frees the choice. Use it on foot once the call is ready, and the next call opens the choose screen again. A parked mecha is gone when you use it.
Module cards that did nothing, Arthur's cores, dash attacks, JOJO's C42 October 2026
A big pass over mecha modules and skills, from your bug reports (#88, #90-92, #96-99).
Fixes
- 48 module cards that change how a mecha moves or fights did nothing at all, for example Firefox's Leap Enhancement and Super Jet, Gabriel's Hyper Warp, Andromeda's Engine Enhancement, Firestar's Ring of Fire and Disarm, and Neutron Star's T.R.S.M. They work now. If a mecha had two of these cards, only one of them worked before. Now both do.
- Arthur: Turbo Jet now turns his long charge into three short ones. Knight's Core now speeds up his sword, his Blade and his movement. Powerleap raises his double leap, and Frantic Charge makes the Whirlwind Charge hit harder.
- Four defence cards cut the damage you took all the time. Now they only work when the card says so. Hotsteel's Ironwall and Skyfall's Reactive Armor only work while you fire and the hit comes from the front. Aurora's Engine Force Field only works while the Particle Cannon fires. Caramel's Cannon Reinforcement only works in tank form.
- Lancelot's Joust and Stomping Charge and Flamenco's Heroic Leap never did damage. They do now.
- Tempest's dash is ready again right after you kill someone or destroy a mecha, as its description says. This can happen at most once every 2 seconds.
- JOJO's C4 now stays where it lands or sticks to the mecha it hits. The detonate button sets it off, and it also goes off by itself when an enemy comes close. Throwing a new C4 removes the old one. JOJO's dash now damages everyone near where it ends, but never JOJO.
- Weapons now leave their effects on the units they hit. Caramel's barrage and JOJO's C4 knock mechas back, Firestar's lava burns, Death Knell curses, Guerilla Hunter's crossbow shows the target through walls, Dreadwolf marks its target, and Twilight's secondary weapon roots mechas in place.
- Stuns are back. Hotsteel's, Ventorus', Northern Knight's and JOJO's charges stun the mecha they ram for 1.5 seconds. Lancelot's Joust stuns the mecha on the lance for 2.1 seconds. Akashic's dash pins its target on the spike for 1 second. Andromeda's javelin, Nebula's hook and Twilight's secondary weapon make a mecha flinch for a moment. Only mechas get stunned, never pilots on foot.
- No stun-locking: a mecha that was stunned cannot be stunned again, or take Arthur's Blade Marks, for 3 seconds after the stun ends. A mecha in the middle of a dash that resists stuns (Hotsteel, Boltus, Northern Knight, JOJO) shrugs off the effects its dash resists.
- Nebula's hook did no damage when it caught a mecha or a pilot. It does now (200).
- Bots now stand still while their mecha is stunned. Arthur's paralysis did not stop them before.
PVP Coin pack refunds, the magazine module1 October 2026
Two fixes from your bug reports.
Fixes
- The shop sold the PVP Coin pack, but PVP Coins are not in the game yet, so the coins were gone after your next login. The shop no longer sells the pack. If you bought one, you get the full price back the next time you log in, and a chat line tells you how much came back. Unopened packs are taken back as part of the refund.
- Taking a magazine module off and putting it back on refilled your primary weapon at once, with no reload. Now only the first time you install a module does that. A higher level of the module still refills your clip when you put it on.
Arena modes: Sniper Fox and Gun Game1 October 2026
Two new modes for private rooms. Create a room (Match mode, then the room button). The host types !room Sniper Fox or !room Gun Game in the room chat. !room on its own lists every mode.
New
- Sniper Fox: everyone plays Firefox with the Explosive Sniper Rifle. Firefox is ready at once. No bots, no zone, no loot. When you die you come back after 3 seconds. The first to 20 kills wins.
- Gun Game: everyone starts with the same gun, and every kill hands you the next one on a ladder of 10. A kill with the last gun wins. No bots, no zone, no loot. When you die you come back after 3 seconds.
- Both modes play inside one of the game's walled arenas on the island, behind the blue wall. You get a new arena every match. Past the wall you take damage, so stay inside.
- In modes where you come back after dying, you now come back at a random open spot, away from other players. Before, everyone came back on the same spot.
Fixes
- In the public hangar (
!public), your mecha sometimes stood off its spot or did not show. It now stands where it should, with its skin. If you switch mechas in the public hangar, the hangar now shows the new one.
Walls stop blasts, ACE time, Arthur, Firestorm, bots under the map1 October 2026
All of this comes from your bug reports and from the chat. Thank you for writing them.
Explosions
- Walls stop explosions. Grenades, launcher shells, missiles, mines and skill blasts no longer hurt you through a wall, a floor or a hill. In the next room you are safe.
- Partly behind cover, you take part of the damage. With only your head above a low wall, a blast on the other side does a third.
- Mechas block explosions too. Standing behind a mecha covers you from a blast on its other side.
- Whoever the shell hits directly still takes the full blast.
Mechas
- ACE time works as in the original: only a destroyed mecha cannot come back. If you climb out of your mecha during ACE time, you can call it back. If you never called one, you still can.
- A destroyed mecha takes 60 seconds to rebuild, not 45.
- Arthur's sword wave hits pilots standing at his feet. The wave starts a few metres in front of him, so a pilot right in front of him was missed.
- After Arthur's Blade Marks paralyze a mecha, that mecha takes no new marks for 3 seconds once the paralysis ends. No more stun after stun.
- The stray button that showed up on screen after picking up a module (Arthur's dash button, Firefox's too) is gone.
- Firefox's Firestorm core works: while you keep firing, the primary machine gun does 0.9 % more damage with every shot, up to 36 % more after 40 shots. It did nothing before.
Bots
- Bots no longer end up under the map. A bot could fall through the ground on another player's game and then sat underground for everyone.
Private rooms, skills that never hit, map marks30 September 2026
Most of this update comes from your bug reports. Going through them turned up one fault that stopped six mecha skills from ever doing damage.
New
- Private rooms: in Match mode, press the room button. Create a room (with a password if you want one). Others find it in the room list or by searching its name. Seats, kicking, handing the room over and closing it all work. The host can type !room in the room chat to list the modes. Private rooms give no rewards: no gold, XP or stats.
- Private Battle Royale rooms are free. The team deathmatch and GvG room types cost PVP Coins, and PVP Coins are not in the game yet.
- ACE time: 15 minutes into the fight, nobody can call a new mecha. Mechas that are already out stay out, and you can still board one. A warning shows a minute before.
Skills that never did damage
- Arthur's Whirlwind Charge hits: 565 a hit, up to three hits on one target. It did no damage at all before.
- Shiranui's dash slash hits for 420.
- Neutron Star's slashes hit: 210, 210, 270 and 270 for the four-hit combo, and 250 for the heavy slash.
- Aurora's secondary beam hits: 400 when it first touches a mecha, then 112 every 0.2 seconds for up to 2 seconds (1,408 in all). A pilot takes 70 on the first touch. Targets at the edge of the beam take less.
- Flamenco's slash hits for 150, and its slash wave really flies now. The last update said the wave was fixed, but on the live server it never left the sword.
- No mecha skill kills a pilot on foot in one hit: one hit takes at most 60 % of a pilot's health. Skill damage is made for mechas, and a pilot took all of it (Arthur's Whirlwind did 565 to a 200 HP pilot). Guns are unchanged: a sniper headshot still kills.
Mechas
- A destroyed mecha drops one random module. You keep the others. Before, you lost them all.
- After you climb out of your mecha, you can call it again after 10 seconds, not 30.
- Michael's second dash (the backward one) explodes in front of him, where it starts. Before, the blast went off behind him after he had backed away.
- Arthur's sword wave hits pilots on foot that it passes through, and it is a little wider.
- Shiranui's shotgun: the second and third pellet of one shot do 35 % and 25 % on the same target, as in the original. That is 256 on a mecha, not 480.
- Moon Rabbit's carrot and fairy volleys: the first hit on a target does full damage, the rest of the volley half. The fairy's six balls do 770 to a mecha, not 1,320.
- Flamethrower burns count your damage cards and gifts, the same as the flame's direct hits.
- Eye for an Eye's mark raises the damage on anyone marked. Before, it only worked if the marked player held a gift too.
Map
- The clear button on the map removes your marks. Before, marks stayed for the whole match.
- A quick mark lands where your crosshair points. It did nothing before.
Other fixes
- Players who load into a match that already started get their Uzis.
- Kill banners are off for now. After the last update a banner could repeat over and over. They come back once that is fixed.
- Logging in on the same account twice no longer makes both game windows fight over the connection.
Spectate, kill banners, new names29 September 2026
A lot of small things the game expected from the server and never got, plus three new ones.
New
- Spectate: when you die in 3rd place or lower, the screen after the death recap has a "Spectate Opponent" button. You watch whoever killed you. If they die, the camera moves to whoever got them. You keep your match reward either way. The "N watching" counter shows the player how many are watching.
- Kill banners: First Blood, Double Kill, Triple Kill, Ultra Kill and Killing Spree for kills within 10 seconds of each other, Bullseye for a headshot kill, Terminator for taking out a pilot with 3 or more kills, and Titan Slayer for destroying a mecha on foot. Only you see your own banners.
- Rename yourself once a month: every account gets a free Rename Card, and the rename button in your profile uses it. A new card comes 30 days after your last rename. Names are 3 to 16 characters, using A-Z, 0-9, space, _ - and . only, with at least one letter. No two players can have the same name. Rename Cards are not sold.
Fights
- The skull shows over whoever killed you (and over their mecha).
- A pilot thrown out of an exploding mecha is safe for about a second. Your shots show "Immune" during that second.
- Other players' missed shots hit the ground and walls visibly, with the sound. Before, you only saw the shots that hit you.
- Glass, crates and other breakable things break for everyone, not just for whoever broke them.
- Explosive snipers and other bolt guns fire on the first click. Before, you had to click twice when aiming.
- Dragging a weapon to another slot in the bag works.
Mechas and cards
- Module cards belong to the mecha you are in. Before, a card picked up for one mecha stayed on the next one you called.
- Magazine cards (Fiery Chamber and the like) keep their extra rounds after a reload.
- Cards that cut cooldowns, refill fuel or give shield on hits and kills work (Kinetic Charging and others).
- The Extended Repair Kit shows its incoming repair on the mecha's health bar. Cards that raise a mecha's maximum health show the new maximum.
- The heat-detector gifts New Frontier and Upright mark nearby enemies. They did nothing before.
- Arthur's Blade Marks show on the marked mecha.
- Others see Hurricane's flight effects and hear its flight sounds, 8020's car form, and 8019's shield stance.
Backpack
- You carry at most what the item says: 10 bandages, 10 health packs, and so on, with room for 20 kinds of items. Before, you could carry hundreds.
Arthur and Michael29 September 2026
You voted Arthur to the top, so Arthur came first, then Michael. Fixing them turned up the same faults in other mechas, and those are fixed too.
Arthur
- The EMT Blade throws its sword wave now. Until today the wave never left the sword, so Arthur players swung at nothing. A wave does 257 to a mecha and 56 to a pilot.
- Blade Marks: every wave hit marks the mecha it hits. Four marks paralyze it for about a second. A second paralysis that starts right after the first one is shorter.
- Whirlwind Charge works. It never charged up before.
- Versatile Fighter cuts your damage taken for 2.5 seconds after a Whirlwind Charge, as in the original. Before, the cut was always on.
- Energy Conversion turns the fuel you spend on jumps and dashes into shield.
Michael
- Whirling Daggers and the Charge work. The buttons did nothing before.
- Feathers hit when they land, not 2.5 seconds later.
- The cards Charging Sheath, Close Contact Mark, Block Program and Function Disturbance do what they say.
- Not yet: the core cards Meltdown Command and Overload Command don't change the weapons.
Every mecha
- Skill cooldowns follow the original game now. Before, almost every skill recharged at the same fixed speed, which was wrong for most of them. Some skills recharge faster than you are used to and some slower (Skyfall's secondary, for one).
- Skills that could never be used because they never recharged: Nebula's hook, Snow Mirage's boost, JOJO's dash and Skyfire's scan bombing. They work now.
- Thrown skills that never appeared now show up and hit: Doomlight's secondary, Snow Mirage's grenade, Tempest's secondary and dash, JOJO's C4 and Flamenco's slash wave.
- Gaia's bomb hits when it sticks (180 on a mecha) and explodes for 40 more after the delay. It used to do only the 180, and late.
- Guerilla Hunter's crossbow bolt does damage. It never hurt anyone before.
The public hangar29 September 2026
- Type
!publicin the lobby chat to join one shared hangar with everyone else who typed it. You see each other walk, jump and emote. Chat and the Match button work as usual, and after a match you go back to the hangar. !public leavetakes you out.!public autojoinputs you in every time you log in, and!public autojoin offstops that.!public helplists the commands.
Duo, Hotsteel, missiles28 September 2026
- Duo: invite a friend in the lobby and queue together. You play as one team, and your shots, blasts and skills don't hurt each other. The last team standing wins.
- Downed, not dead: while your partner is still alive, a pilot at 0 health goes down with a red bar of 200 that bleeds 2 a second. Your partner picks you up in 5 seconds and you get back up with 30 health. Healing doesn't work while you're down. If both of you go down, the team is out.
- Friends list: send and accept requests, block players, see who is online and who you played with recently.
- Map marks show up for you and your partner. Before, nobody's marks showed.
- The Match button no longer needs two presses after a cancelled queue or a finished match.
- Squads of three or four aren't in yet. Squad shares the Solo queue.
- Hotsteel has three weapon slots: the Overheat gun in slot 2 and the Thermal Fusion cannon in slot 3, so the right-click secondary works. Rampage ends again and the heat gauge shows. While rampaging, the heat wave reaches twice as far.
- Hotsteel's Tornado Missile volley did 1,100 to a mecha. It does 448 now: one main missile and four swirl missiles, each with its own damage.
- Skyfall's homing missiles: each missile pair after the first in a salvo does less to the same target (100, 50, 30 and 20 percent), as in the original. A full salvo does 672 to a mecha instead of 1,344.
- You see much further: the draw distance of buildings and scenery is three times what it was.
The numbers27 September 2026, evening
Damage checked number by number against the SMC research center's documents on the original game. Thank you to the research center for the work.
- Damage drops off with distance again, like it did in the original. Every hand weapon has its own range: rifles carry far, SMGs and shotguns do not. Explosions do less towards their edge; a direct hit is always the whole number.
- Head shots: 2.5 times on every weapon that has them. The Achilles, the Shatterstar, the cryo gun, the flamethrower and the laser never head-shot a pilot. Mecha heads take 1.5 times, 1.2 on Firefox and JOJO; the ion cannon a little less.
- Ion cannon: a full charge is about 2.6 times a tap (it was 4).
- The explosive sniper head-shots again, on pilots and on mechas.
- Plasma missile: the burst at the end hits (450 on a mecha, 30 on a pilot); the field ticks as before.
- Flamethrower: a hit keeps burning for 15 seconds, 10 damage every 3 seconds.
- Helmets take 10, 15 and 20 percent off mecha damage.
- Pilot health follows the pilot: Cyrus, Mila and Serena 180, Ivan 210, everyone else 200.
The first public update27 September 2026
- Island wins: a match can only be won after it has started. When everyone else leaves on the island, nobody gets a victory screen for it any more.
- The freeze: one player's dropped connection could stall a whole match for everyone in it. Fixed.
- Matches nobody could join: sometimes everyone was put into a match that couldn't be reached. Fixed.
- Stutter: for a few hours bots found their way too slowly and made matches stutter. Fixed.
- Solo, duo and squad share one queue for now. A match starts once two players are waiting, then gives others 45 seconds to join.
- Repair kits, the terminal gifts and the recharger do what they say now. Helmets and the gun shield count against mecha damage.
- Mecha modules and skill cards, first batch: Firefox, Shiranui, Hurricane and Hotsteel.
- Bots walk the real map now (no more bots in the hills or hanging in the air) and carry the same guns as players.
- Hotsteel's rockets no longer hang in the air for other players; thrown shells and leftover loot no longer pile up over a match.
- Free picks: three mechas and two pilots per account through
!pick(see the FAQ).