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Mechajammer: The Refracted Update
has arrived.

Back in December, when Mechajammer first launched, we had a good few things to get on top of — overpowered PTSD character flaws, anyone?

Since then we have released 8 patches for the game, introducing a slew of updates and improvements. During that time we have adjusted game balance, fixed many launch bugs players were facing, added many additional weapons, armour, vehicles and character customisation features.

Refracted - a mammoth 1.1 Update to the game - finishes our roadmap and aims to bring you the complete Mechajammer experience. There's new quests, skateboards, new vehicles, weapons and a lot of polish.

Another feature of The Refracted Update is Razer Chroma! This allows integration with Mechajammer for a truly immersive lighting experience.

If you've been waiting for the perfect time to jump in: it's now.

Let us know how you find The Refracted Update over on the Mechajammer Discord! have puzzle-solving and character sheet channels now! We have also written a new guide to accompany the Refracted release, with a wealth of new insights, details and solutions.

https://discord.gg/6UYWXcy56fWe

https://mechajammer.com/manual/

Here's the full patch notes:

1.1 Quests:

Gang Quests
Companion quests for Aldo, Raddo & Ivo, Dex, Gillis and Abram



Added:

Merchants and clinics can be see on minimap and terminal (after receiving notes at the beginning of the game)
Can radio for gang allies from Terminal menu
More save slots on save/load screen
Bribe random spawners to leave you alone
Skateboards
New Vehicles
Merchants to Factus South
Ammo icon next to weapon
Player location shows on terminal map



Balance:

Increased difficulty of Knockout rolls
Faster bullets
Removed luck roll when no dice in a skill
Damage to weapon durability is a roll instead of a flat number
Mutation damage procs exhaustion ailment, but happens less frequently
Increased melee range for spears, clubs and chained items
Social rolls to charm companions become more difficult with increased party size
Hit roll bonus adds to damage (vs grace + occult + item deflector)
Updated item durabilities, damage deflection, damage bonuses, and merchant costs



Driving - Fixed Issues:

Will load game in car if saved while driving
Car can disappear when player is driving
NPC cars disappearing while driving
Bug where you exit car but position remains inside of the car
Character sprite flickering while driving fixed
Character sprites on cars disappear when zoomed in
Character head showing through auto-rickshaw
Car lights are unpredictable and too dim
Braking (default hotkey: x)
Increased gravity for cars
Sound effect missing for hitting civilians with cars
Pickup items menu not updating while driving
Cars on street do not change vehicle types between saves
Van wheels not turning the correct direction
Smoothed wheel turning
No sound playing while reversing



FX - Fixed Issues:

Bullets appearing too low from guns
Shooting walls or object makes particles come out of a previously hit location
ripple particles not showing when walking over water
Plasma gun missing charge up particle effect
Light left behind from fires but fire is gone
Removed noise radius effects while driving
Fixed stutters that happened while showing bridge raising/lower cinematic



Gameplay

Adjusted camera to stay closer to the player while moving
Fixed: Knockout still causing ailment even when roll failed
Fixed: Combat not ending as expected when hostile NPC is outside sight radius
Increased walk speed
Increased blood effects on impact
Fixed: Using vault generators is missing a cinematic like using bridges
Fixed: Fires and spills from breakable objects remain between saves
Fixed: Hackers missing trackball weapon
Fixed: Bug with arrow hotkeys not working until settings menu is opened
Fixed: Player does not face computer while using it
Gang music plays when roving factions attack you
Fixed: Bullets sometimes disappear without hitting anything
Fixed: When people shoot a gun they are briefly in shadow after
Fixed: Sometimes vagrants are in shadow when they should not be
Fixed: Bug where aiming to weapon was resulting in no damage occuring or weapon breaking
Fixed: Eating rations not healing character
Fixed: Weapons stay loaded after you unequip them
Fixed: Ammo does not load from saved games correctly
Removed pop up dialogue for police
Scanners only show visual effects when police are alerted to main player, not rioters
Fixed: After dinner, Doctor pops between upstairs and downstairs
Fixed: Vagrant companions not joining you correctly after dinner
Increased camera pan speed
Non-hostile NPCs do not start dialogue with you automatically, have icon above head indicating conversation
Fixed: Parked cars save health and type
Fixed: Player pathfinds through fire and spills
Fixed: Spotlights move during turn selection pause
Fixed: Can see NPCs in shadow when you get close to them
Fixed: Cyberfreaks utility box triggering incorrect radio call
Fixed: Extension Blade socket not adding correct distance to melee weapon



UI

Fixed: Pressing W and S while driving moves game feed up and down
Vehicle damage only shows in game feed when caused by the main player or done to damage of player's car
Ammo always shows next to weapon
Removed rioter info from game feed
Generators only tell game feed that they need a key when you don't have one
Can stack rations, fruit, med kits, repair kits, and various other items
Ammo has higher stack maximum
Removed deprecated chat messages on right side of HUD
Removed sound effect that happens when new areas are uncovered during cinematics in intro
Changed selection color on text on notepad to darker color
Fixed: XP notice comes after fatal attack in game feed
Character level shows in character sheet
Fixed: Disconnected head in character sheet
Fixed: Hexagon grid only shows walkable tiles
Combined armor roll min and max shown when inventory is open
Fixed: Can drag non-matching sockets onto shields
Fixed: Sight cones for enemies inaccurate while player is in shadow or grass
Fixed: Tooltips not always working for actions and items
Fixed: Credit screen font size
Fixed: Ammo not clickable after unequipping gun
Fixed: Fire damage not showing in game feed
Fixed: Procing damage shows up in game feed



Performance

Reduced memory demand during gameplay
Reduced some stutters in heavily populated areas



Art

Fixed: Dead bodies scaled incorrect when returning to an area
Fixed: Lights are not working for trash cans on fire
Fixed: Stunned sprites clipping through floor
Fixed: Utility box outside Miners trigger incorrect dialogue



Companions

Companions can take pills
Fixed: Civilian portraits don't save for companions
Hovering on companion portrait show name, health, group, AI tag and directives
Fixed: Companions do not attack target when they are in range group but cannot see target
When directing companion from outside sight radius, companion takes time to travel to new location



Maps

Fixed several issues with cutaway map visual
Fixed: can see edge of water on big bridge between old town and factus
Removed door in building south of old town plaza
Added more chemical pools to Bottlers' compound
Fixed: opening in garden maze at Collectors' Estate
Fixed: Drivers near South Street that drive into building
Added: Two clinics in Factus Core
Two additional clinics in Factus Core
Fixed: civilians in air in factus east main
Fixed: Issue with bridge colliders while driving over them
Fixed: Bug with miner's spotlights not turning off after using code
Added: Lockers with item to Cyberfreaks base
Shadows corrected in Faith Temple
Fixed: Hole in geometry near Quinton Trains that could be driven through
Fixed: Blocked path near Mole people
Fixed: Incorrect utility box near Miners
Fixed: Collider issues while driving on bridges near Wolffz Bay
Fixed: Bottler spotlights moved away from street
Fixed: Spotlight computer at Miner compound



We expect this to be the last major update to Mechajammer. We want to thank every player who helped us get the game to where it is now, for all the bug reports, feedback and kind messages. We want to shout out Rithin - the moderator on the Mechajammer discord for their help, Emo Tarquin for their Steam guide writing, to our discord resident poet Khazeet and all these players:

Andre
Aure
Craftian
Custer701
D I N G
Davinewrath
DonDon
Doomguy
EnthalpyFlow
FIN
Fimbulherjan
Floppy_Glass
GODHARVEST
GamleKorp
JC
Jabberwok
Jesse Raen
Jinn
Jordiii
Kanonite
Kay
Kolohe
Mac
Mr Mistersen
Munday
Murdergurl
N3tgh0st
Nameless
Nordicmonkey
Ocean Drive
PatternBlue
Polloajillo
Portentosa
Pull That Up
QueenMemory
Redglyph
Rithrin
Scramster
Shizuwolf34
Siegdarth
Spoonylegs
Syke_low
Tdsupreme
TheSHEEEP
The_Arbitor
Thewatersupply
Toupzy
Vaughn Whiskey
Vitamin B2
Watchersix
Wizardovoz
Xhazahh
borkenal
catmes
cosplaydiver
fugori
kormakrtv
net8floz
prestoppc
syke_low
yarow12


— Whalenought Studios & Modern Wolf
Hej,

If I remember correctly there was the intention to implement controller support for the game. Seeing that work on Mechajammer is finished for now, I wonder if there are still plans to implement controller support?

I'd love that, I believe it makes perfect sense to play this game with a controller. I could accept if devs have other things to worry about since for the moment Mechajammer is not receiving all that much love from gamers (which is a pity, it's a great game). However, I'd love to have clarity on that one since for now I have been waiting for controller support to take the plunge.

Have a good one :)