Mech Engineer on Steam - User reviews, Price & Information

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A dark sci-fi mech assembling manager with semi-auto battles against mutating, alien bio-weapon.

Mech Engineer is a management, mechs and character customization game developed by KiberKreker and published by MicroProse Software.
Released on May 21st 2024 is available only on Windows in 8 languages: English, Russian, French, German, Spanish - Spain, Polish, Portuguese - Brazil and Simplified Chinese.

It has received 782 reviews of which 591 were positive and 191 were negative resulting in a rating of 7.2 out of 10. 😊

The game is currently priced at 8.11€ on Steam with a 35% discount.


The Steam community has classified Mech Engineer into these genres:

Media & Screenshots

Get an in-depth look at Mech Engineer through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7
  • Processor: 2-core 2.5 GHz
  • Memory: 500 MB RAM
  • Graphics: Need video card. 1gb video memory, 800 MHz
  • DirectX: Version 10
  • Storage: 100 MB available space
  • Additional Notes: Screen ratio 16:9

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

61 hours played
June 2026
It's Not That Complicated OK, the main issue with Mech Engineer is that people don't understand how to play it. Things are indeed not very well explained, and I was initially at a hopeless loss myself. But after 2 hours or so you get it. And once you do, the game is great . I dropped Kingdom Come Deliverance 2 to play this, and I never looked back. With that out of the way, there are two more issues I believe are worth mentioning. One is that the combat UI is atrocious. Eventually you figure it out, you understand what's actually going on, what you can do to make things go a different way during missions, and despite how awful it looks, in the end it works . As with the rest, you eventually get used to it, and then it's no big deal. The second issue is the saving slots. There are only 3 of them, the game automatically saves over the last one you used whenever you move on the the Next Day, and if you get defeated your latest save gets automatically deleted. So what happens is you have to be very careful about in which slot you are saving your game, and you also need to Alt+F4 whenever you want to Load, because you can't exit to the main menu without overwriting your latest save. OK, 3 issues. But don't get discouraged because, as I said before, once you learn how to deal with that stuff the game turns out to be really, really good. After the first completely-at-a-loss 2 hours, I enjoyed every second of it. As to the game itself -- because looking at the screenshots I couldn't quite tell what it was actually about either -- this is how it plays: You build up your Mechs, adding a Reactor, Motors, a Cabin, Auxiliary Components and multiple Weapons to them, select their Armor layers, add some Coating, activate (or not) their Energy Shields, add a Melee Drill to the models that accept it, all while taking into account in which environment they'll be used (Ice, Lava, something in between, or underwater) and then you send them to the Hangar. In the Hangar you'll choose what Pilot will drive each mech. Pilots can grow up to level 10, acquiring a maximum of 3 Perks each, out of 10 or so available. Once your Mechs are ready and manned, you get to pick what node on the world map you'll send them to. After choosing a node/mission, you can then select what type of enemy each mech will prioritize killing. Once this is done, you can dispatch them and the actual mission will begin. During the mission itself, a double left-click will order your selected Mechs to "auto-complete the objective," causing them to move on their own towards completing the mission. Otherwise, you can right-click to order the selected Mechs to move to a certain position and stay there, or middle-click to order them to attack a specific target. In any case, your Mechs fire at enemies on their own, automatically, reloading when they run out of ammo and shutting down for several seconds if/when they overheat (something you'll seek to prevent from ever happening when building your Mechs). Basically, that's it: you configure your mechs, man them, and send them into the actual missions. If you win, you'll get some resources as a reward. But there's more to the game. In the Engineering tab, where you build your mechs, you can (and must) also configure Weapons and Reactors. Each type of Reactor works differently, so I won't get into details about them. Weapons, meanwhile, can have one particular mod out of 8 or so that changes how they work (more penetration; faster bullets; spread-shot; etc.) and you can freely distribute some 20 points among their attributes: Rate of Fire, Weight, Energy , Accuracy and Damage/Penetration. There's also a Production tab, where you'll order new Mech frames, components and more to be crafted. Anything you craft has a cost in materials and also in Engineers, with these being the real bottleneck of how much stuff you can craft. Engineers are kept busy, and thus unusable, while they are already assigned to craft an item. They'll only become available again once that item is finished. And they are also needed to send Mechs from the Engineering tab -- the ones you fully configured -- to the Hangar. So they are quite important. Besides Engineers you also have Research Teams, which are used in the Research tab. This one is rather typical, containing a medium-sized tree of new techs available for you to unlock. The Hangar tab is divided into 3 sub-tabs: Calendar, Pilots and Mission. In "Pilots" you assign pilots to your Mechs; in "Mission" you see the world map and send your Mechs into combat; and the Calendar tab itself is divided into 3 other sub-tabs: one that shows the calendar itself, and what will happen on each following day; one that shows the results of the previous day; and one that shows your city . In the City sub-sub-tab (yeah, they didn't make this very easy for players to find), you can spend resources and Components (something else you can craft in Production) to upgrade some 70 different sectors of your City (your base, which, BTW, can and must move over the world map). Each such sector improves some aspects of your city, such as Energy, Food Supply, or Wounded People. You can hover over each one of these to get a pop-up telling you what they do, so you can choose what to spend your resources on. Also, some city sectors give important bonuses when upgraded, such as "reducing the time it takes to craft items on Production." (Don't overlook these; they are essential.) And... oof! I think that covers most of it. Oh! As time passes, boss-monsters will spawn all over the world map and start chasing your city, rather quickly leading to a point where, if you are not strong enough, you will be overwhelmed and defeated. I lost the game once like this, having no old-enough saved-game available left to fix the situation I got myself in. On my second, winning playthrough, I was very close to being overwhelmed and defeated again when, doing everything I possibly could, I finally managed to complete the main objective. I was very skeptical when I considered buying Mech Engineer. I had it on my Wishlist for quite a while, let some good sales pass because I couldn't move myself to get it, given how puzzling the game's screenshots are and how many reviewers there are saying the game is too "user-unfriendly," but damn! am I glad I finally bought it. This game is actually brilliant , and it's really fun . I absolutely loved it. If you can be a little patient, and endure some 2 hours of being completely lost before you finally start figuring out how everything works, and you like tuning up stuff, finding out the most efficient solutions to problems -- the most efficient configurations for your Mechs -- you'll have a blast with this. I'd even say those "3 issues" I mentioned at first only add to the charm of Mech Engineer. 100% recommended to people who like both a challenge and using their brains. (P.S.: There's a concise Manual and a Bestiary available in the game's UI. You can make do without the first, but should probably consult it about certain details. And you'll need some information from the second.)
145 hours played
Jan. 2026
If it bleeds - you can kill it. if it doesn't - you make it bleed. And this is 5th f***ing time pilot gets eaten alongside the mech This game has one of the more autistic UIs, anachronistically following 90s dos games in clumbersomeness. However - it is completely justified because you have to have this many panels for complete indepth customzation. Customization which, by the way - is very brazen. Equipment customization Weaponry customization is fun. Take most games - you have starter set of weapons and that's that - tougher enemies require later weaponry. I thought it will be the same here too. When first Arieses and fragellums started to appear it felt like a struggle. But turns out in mech engineer - your starter miniguns and rocket packs are tunable too. Rebalancing them for higher armor penetration off the bat (and adding increased penetration mod) at cost of weight and rpm claws the advantage back. The moment you get your first upgraded engines - you can further add more weight and ramp firing speed back. Don't be afraid to look into bestiary booklet to check what armor values (and behaviors) enemies have. . You can customize mechs themselves, their armor layering, weapons, reactors, hook reactor output (lightning bolt icon in mech customization) to engines and weapons for extra edge if you have spare energy. On top of that - you have to research several aux mods to operate in different conditions - heatsinks to operate in wastelands, deserts and near active volcanoes even, needle bullets to be able to shoot underwater, optionally underwater battle turbine to maneuver better underwater (which also occupies valuable aux slot so i just compensate their lack with superior firepower) and there is even more upgrades and modules. Sidenote - energy shields only work against energy attacks of fulgur, flos and colubra. . A note about reactors by the way - starter ice reactor (diesel based probably?) is all rounder and upgrades stack linearly but energy output is paltry. The nuclear on the other hand - requires actual balancing between rod types so it doens't shut down at the start, cooking the pilot, or doesn't just stall producing almost no energy. Fusion requires donut size config (X+Y+Z widening via modules, suggesting it's a tokamak design). City customization Then you also need to build up your city . Core buildings rely on state of 3 chained ground modules, outer shell buildings require upgrades of the core ones, second outter shell buildings rely on first one, roof ones requires core ones. Rushing upper factory is a must (components and general production), alongside waste and mineral recycling center (free resources per day). Then new technologies development center at level 4 opens up whole tech tree access, instead of one-to-one research so you can concentrate on the important modules. Eastern factory of standard parts increases amount of armor produced per unit. Et cetera, there is a lot. . This brings me to resources . There is 4 general resources all spent on different things + all of them spent for buildings and constructing new things in production tab. Metallite for armor and patching, bjorn and skalaknite for launching missions, a lot of energy things (reactors, energy weaponry) depend on munilon supply, etc Combat Battles themselves feel like cross between x-com apocalypse (tftd too), aliens and any number of ball-breaking RTT/RTS games. You have access to artilery which you also need to upgrade for more shots stockpiled per day, the commanding itself depends on comunication centre - higher level allows to issue orders faster. Pilots with bad relationships don't immediately follow orders and sometimes stick in place for a bit, pilots can panic and start shooting aimlessly too. Another note - missiles don't fly under Colubra's shield, however once you are inside it and able to doge its circle of activation - they work no problem, so a solid strategy is to wait for it to pass and then rush in and light it up while its turned away. You do need level 2 comm center at least, to micro around. Difficulty Difficulty ramps up both closer to continental shores, and later with introduction of more enemy types, and later if you are too slow - a "hazardous" cells propagate on global map and even basic enemies become tougher on those (same effect as attacking enemy underground bases essentially). First time you down your first boss (shoot off giant spider legs) - you feel like it actually mattered. Mercifully game doesn't save mid-mission so you can always quit to menu and retry to your heart's content. Lore Setting is post-apocalyptic interstellar race against the clock. Need to collect 3 parts scattered across the globe to escape the actively decaying (thanks to invading aliens) planet, need to visit cities to get locations of parts. Optionally - bunkers provide ample amount of people (scientists and engineers included) and some late-game loot while cities generally have some midgame loot. Needless to say - I am in love with this game . 10/10 would continue cursing when yet another brucus escapes with my resources loot.
71 hours played
Dec. 2025
The game's great, but WILL smack you over the head with a lead pipe until you start figuring out some of the more obscure mechanics. Things like overcharging your engines to get more carry weight, balancing reactor heat with output, and the various weapon/mod combos are all stuff you kinda have to figure out on your own. The in game manual definitely has a bit of helpful information, but also never touches on the completely broken things you can achieve if you experiment. Be aware that the tutorial is incredibly limited and you are expected to learn how things work as you go, you're going to fail the first dozen (or far more) times as you try to pick everything up, but that just makes things like learning that you can load slow on to an MG to keep enemies at a distance or juice up railguns for exponential damage feel like that much more of an edge. My only real complaint is how the map RNG will just completely screw you sometimes, putting nests between your only way to get to the tiles you need to reach to win the game in such a density that you can't even go around without sidetracking entire continents, all while the AI builds up far faster than you could ever hope to keep up with. The cultists are also a huge problem, usually showing up late game when your city damage is already in a bad state and just barely starting to recover, then casually ripping apart your city systems over the course of a few turns until you've basically got a turn or two to finish the game. It's definitely a game for anyone that likes to fine tune hardware to try and get that last bit of performance out of it, but the learning curve is more of a learning wall that will just stop you dead in your tracks and send you back to the start, usually for something that was out of your control. The reason I actually enjoyed it is, for every time cultists would destroy my reactors and send me into a death spiral when I was on the last few steps to winning, there was another time where I'd stick a crit mod on a heavy missile launcher and accidentally create a small scale conventional nuke that could clear the entire board.
21 hours played
Nov. 2025
This is weird game at one side you have absolutely awesome features like making your own mechs from components and having a team of pilots and city to take care of and research and all cool things at other side you have absolutely bizzare hostile controls to manage it....it takes immense amount of patience and dedication to get into this game...after which you find really good game inside. but is really tought question if its worth it... i had fun playing it so giving thumbs up, but you really have to watch atleast one or two videos on youtube how to play otherwise you will hate this game to guts,,,
46 hours played
Aug. 2025
Another outside the box game with 2 many buttons and confusing menus. In the 90's this would be a masterpiece, now it is a unique hidden indie gem. really recommended if you are sick of modern clone games...

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Frequently Asked Questions

Mech Engineer is currently priced at 8.11€ on Steam.

Yes, Mech Engineer is currently available at a 35% discount. You can purchase it for 8.11€ on Steam.

Yes, Mech Engineer received 591 positive votes out of a total of 782 achieving a rating of 7.21.
😊

Mech Engineer was developed by KiberKreker and published by MicroProse Software.

Yes, Mech Engineer is playable and fully supported on Windows.

No, Mech Engineer is not playable on MacOS.

No, Mech Engineer is not playable on Linux.

Mech Engineer is a single-player game.

No, Mech Engineer does not currently offer any DLC.

Yes, Mech Engineer is fully integrated with Steam Workshop. Visit Steam Workshop.

No, Mech Engineer does not support Steam Remote Play.

Yes, Mech Engineer is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Mech Engineer.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 12 June 2026 23:04
SteamSpy data 11 June 2026 10:23
Steam price 13 June 2026 12:51
Steam reviews 12 June 2026 20:01

If you'd like to dive deeper into the details about Mech Engineer, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Mech Engineer
  • SteamCharts - Analysis of Mech Engineer concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Mech Engineer compatibility
Mech Engineer
Rating
7.2
591
191
Game modes
Features
Online players
10
Developer
KiberKreker
Publisher
MicroProse Software
Release 21 May 2024
Platforms