Really great roguelike mech game. Tutorial has a bit too much text but once you play it most mechanics are fairly intuitive. Huge amount of customization and each part feels great to play with. You get slots for legs , each arm (which can either carry a weapon or be a weapon itself), a torso (back modules if your torso has space for them), a reactor and usually a special module Weapons can be Melee, Firearms, Sideports (meaning it replaces the arm) or backports (Back module weapon) Probably one of the most fun combinations I used so far were Spider Legs (Drageck) and the Beam Lance. Torsos and legs affect what kind of movement boost and the boost type you can get and many come with secondary functions/weapons as well. For example Drageck, the spider legs, comes with a tracking missile launcher and a jump with a boost, meaning you can leap right onto enemy mechs with a melee weapon. Reactors are mostly something you think about while lacking a good one and afterwards you can pretty much spam most of your weaponry and movement boosts. I beat the first 2 campaigns in about 2.7 hours while experimenting with different parts and maximizing my upgrades. So, I think if you have any kind of experience with any mech games, you may find normal a tiny bit too easy to start off with. Campaigns consist of a map of tiles, with the first campaign being smaller and the 2nd being larger. Difficulty can be set before starting a campaign. Once starting the campaign you will additionally have a wanted system akin to GTA. The more stars the harder it will become, up to 5. So far it has added enemy reinforcements and constant bombardments onto your position. I would say the constant bombardments are not that fun, I would prefer an elite enemy mech or artillery enemies to show up, so that you can influence the bombardment and not be bombarded. Also you can be bombarded in the evacuation zone, which I found mostly annoying. Most missions consist of the same thing, go there, destroy that, with boss fights at the end of campaigns. The economy consists of 2 main resources, hours and credits. Credits carry over from mission to mission and can quickly amount to 100's of thousand, while hours remain the same amount of each mission, with whatever you don't use being lost at the next resting spot. I found that most of the time you will want more hours and have entirely too many credits past the first few missions. Near the end of a campaign, I usually had too many resources to really do anything with. I would love for there to be more options to spend credits especially. There's 4 campaigns and I know the first 3 have unique mechanics concerning both locations and options to spend your resources on. Those first 3 handle your inventory differently. In all of them you have a limited inventory of your mech and a depot with a limited but larger amount of slots. In the 1st campaign you can keep everything from mission to mission, in the 2nd campaign you only get to keep what's in your inventory and in your 3rd campaign you get to keep everything again. The inventory system is something I did not enjoy that much. It is split into the inventory your mech can carry which depends on your torso and your back modules which can include a cargo module. Most of the time I found far more loot than I could carry and selling things takes the resource of hours, you cannot even simply give things to the local populations for a little reputation. In one campaign you can also store things in your depot and that will come with you for every mission and in the 2nd campaign you have to have every part you want to take along to sell or scrap with you to the next mission or it is permanently lost. That becomes frustrating because credits stop being sparse fairly quickly, but hours remain limited. Combined with the inventory restrictions of the 2nd campaign and upgrading your parts costing a lot of resource hours, switching out the different of the same tier parts feels coutnerproductive. the loss of those parts via the inventory system, in addition to upgrading parts of your own mech makes switching out parts counterproductive since you are essentially nerfing yourself due to losing out on previous upgrades. You can also carry over some parts you carry in your mech inventory to the next campaign, depending on difficulty. On normal you can keep most parts, in harder difficulties you can keep 1 or 2 parts or you might not be able to keep any on the highest difficulty. I would love for a metaprogression for inventory carry-over from completed campaigns. There's so many parts to use, I would love to use fully upgraded parts of a great variety than simply sticking with the very few parts you might carry over. Enemy mechs are fun and there is a decent variety of them, though I wish elites had a different behavior pattern than normal enemies, as far as I can tell they act almost the exact same. (there are are also infantry and tanks or APCs, but they are mostly a nonfactor and can be destroyed near instantly) -> Ranged Enemies back away from you if you get close and keep shooting, melee enemies charge at you and sometimes use a booster to charge at you. Artillery mechs have the same AI as ranged mechs as far as I can tell. --> It would be nice if the elite mechs had a more versatile AI, such as charging in with a melee weapon if you get close or if they have a long range weapon, they could try to keep moving away from you or use grunt mechs as a cover while repositioning or peeking out to fire at you You can shoot individual parts off of enemy mechs, although most of the time you'll want to focus on destroying the mech, it can be very useful to shoot the weapon arms off of elites You can also use the terrain to block vision and shots from the enemy, just be careful of artillery mechs and bombardments as they will still be able to hit you. That said, the combat remains satisfying and comfortable to play. You will get the hang of it fairly intuitively and I believe the only other gripe is having to check the controls to see how you can use the secondary functions of some of your parts or shoots the back weapons. Jumping and boosting feels very smooth (though I haven't been able to try all torsos). tld;dr Granvir is a highly customizable roguelike mech game, with smooth movement, decent combat and a huge build variety. Mixing different legs, torsos, weapons and back modules can be very fun with some combinations offering you a huge amount of synergy. The game has multiple campaigns, with atleast 3 of them having unique inventory rules, though the economy is a bit of a miss with credits usually amounting to very high amounts end-game and hours being permanently limited, making experimentation a little more limited than liked. This and restrictive inventory rules in the 2nd campaign can make it feel slightly punishing to experiment around. Enemy variety is decent with 3 main enemy types, melee, artillery and ranged mechs. Elite AI could be more dynamic as they have almost identical AI as the grunt mechs. The in-campaign wanted system makes use of bombardments which feel less fun and more annoying. I would like to see a metaprogression system to make use of your parts at the end of a campaign. Perhaps a carry-over inventory would be nice. Granvir is a very fun mech roguelike with great customization and solid combat feel.