0.49 — War Room
Added a private mode: share a room code and play a friend directly. Victories there pay out Mineralium like any other match.
Outsmart your opponent before a single shot is fired.
Apex Mechs is a tactical auto battler. Each round you draft four cards, place your mechs on the grid and watch the battle resolve itself. No reflexes, no tapping, no timer punishing you for thinking. Just one question every round: what beats what they just built?
Every opponent in the arena is a real army a real player built and won with, recorded move for move. A match runs three to six minutes.
Striker swarms, Sniper punishes clusters, Goliath holds the line, Quasar melts armour with a cutting beam.
Stack three of the same unit and it merges into a stronger tier. Bolt on perks for range, rate of fire, armour or an acid death.
Amplifier buffs every neighbour round after round. Drill Mine prints supply. Nexus upgrades your board while you spend elsewhere.
Each opens you with a different pair of cards and pulls your whole strategy somewhere else. Unlock them by winning.
Climb Bronze, Silver and Gold against recorded armies. Ratings, leaderboards and seasons.
War Room: share a room code and duel someone you know.








What changed recently and why. Newest first.
Added a private mode: share a room code and play a friend directly. Victories there pay out Mineralium like any other match.
Phase timers, skip handling and proper match ending for real-time PvP. Forty five seconds to pick cards, thirty to deploy.
Live PvP had the two clients drifting apart: the same battle ended with different health bars. We moved unit movement onto a fixed simulation step, counted battle waits in whole steps instead of float time, and built a tracer that records every frame and hit so the two sides can be diffed against each other.
The game used to block you behind a 173 second download before the first battle. Content now loads in the background under a rebuilt tutorial, and the median time to your first fight dropped to 40 seconds.
Unit perks, a soft currency and a rotating shop. Retention over the following week rose from 3.6 to 6.0 per cent.
The entire league opponent pool was regenerated from armies real players actually won with, then filtered by their field win rate across five thousand recorded battles.
An iPhone and iPad build is in preparation.