Registry dispatches · June 19, 2026

Status report 2026.06.19: the survivor fix and quality-of-life update

Surviving mechs were wrongly marked destroyed, now fixed and restored, plus favourites, roster search and sort, and real dodge on Movement.

Combat & Mechs

The big one: your mechs were dying when they shouldn’t have been.

  • Fixed: surviving mechs were being marked as destroyed - mechs that lived through a battle, even on the winning faction, were being logged as killed. That tanked your K/D, zeroed your survive count, and dumped perfectly healthy mechs into the repair queue. Survivors now correctly stay alive.
  • Affected mechs restored - every mech wrongly flagged Damaged by that bug has been cleared and is battle-ready again. Genuine battle casualties were left as-is.
  • Pilot stats corrected - wins, kills, deaths, and survives in the Pilot Dossier now read true.

Arena

  • Battle number is now shown in the arena readout - the bottom-of-screen stats line now tells you exactly which battle you’re watching, so you can call out fights in clips and bug reports.
  • Battle History updates live again - the history panel was showing stale times and looking frozen. Finished battles now appear with the correct “X min ago” stamp, ordered by when they actually wrapped.

Workshop

  • “Equipped elsewhere” is now a link - when a subsystem is fitted on another mech, the tag names that mech and jumps you straight to it in the Workshop.
  • A-Z mech sorting - a new toggle sorts your mech roster alphabetically.
  • “Open all” button shows up reliably - newly granted crates no longer hide the “Open all” button until you refresh the page; the crate list now keeps itself up to date.

Spotted something off? Drop it in Discord - playtest feedback is shaping every one of these.


The Roster Command Update

Run a fleet without the chaos: pin your mains, search by name, sort by power, and read each build’s strength at a glance. Plus a round of house balance and a fix for bought mechs that wouldn’t deploy.

Workshop & Roster

  • Favourite your mechs - tap the star to pin a mech to the top of your Deploy Queue and Workshop roster. Favourites are saved to your account, so they follow you across every device you sign in on (and to mobile when it lands).
  • Subsystem favourites sync too - the stars you set on subsystems now save to your account instead of just one browser, so they show up everywhere. One-time reset on this update: stars that only lived in a single browser won’t carry over - just re-star the ones you want.
  • Search your mechs by name - a type-to-filter box on the Deploy Queue and Workshop roster trims a long roster down fast.
  • Sort by power - a new power-level sort sits alongside the A-Z toggle. Favourites still pin to the top; search and sort apply within your pinned and unpinned mechs.
  • Power-level badge - every mech now wears a power number (roughly 0-2000) summing up how strong its build is across HP, shield, speed, agility, damage, and range. A quick build indicator only - it’s purely cosmetic and never affects battle odds, payouts, or influence.
  • Copy a mech’s ID - the selected mech now shows a click-to-copy ID chip, so it’s easy to quote the exact mech when you report something.

Combat & Mechs

  • Fixed: bought mechs are deployable again - a mech purchased on the Marketplace arrived with no pilot and could never be deployed, with no way to fix it. The pilot now travels with the mech to the buyer, so what you buy is battle-ready straight away.
  • Olympus durability nerf - the RM Olympus had its survivability tightened to bring it back in line with the other house mechs.
  • Skins are purely cosmetic - skins no longer change a mech’s damage; the old skin damage multiplier is gone for good. Your skin is style, not stats.
  • Tighter melee range - melee reach was tuned in for cleaner, less whiffy brawls.

Arena

  • Melee swings match their reach - the melee slash effect now scales to the weapon’s actual range instead of a fixed size, so a brawler’s swing visibly connects instead of slicing short.
  • Pilots in the in-battle readout - click a mech mid-battle and the Selected Mech Info panel now shows its pilot.

Spotted something off? Drop it in Discord - playtest feedback is shaping every one of these.


The Dodge & Demand Update

Movement finally matters. Bullets travel, mechs juke, and a fast build is genuinely slippery - plus the Subsystem shop now prices on demand instead of selling out, and a stack of arena quality-of-life.

Combat & Mechs

  • Movement is now a real defensive stat - mechs dodge - shots no longer home in on their target. A weapon fires at where you’re predicted to be and the round flies straight, so a mech that strafes and jukes physically slips the shot. The AI now actively weaves under fire, and the faster the mech, the harder it is to pin down. Pour energy into Movement and your boy can finally run.
  • Each weapon class now has its own dodge feel - railguns fire a flat, blink-fast slug that’s nearly impossible to juke (reward for good positioning, punishment for standing in the open), while rockets and artillery lob slow shells you can strafe right out of - paid back by their splash. Machine guns and plasma sit in between. Movement is strong against the slow, heavy hitters and weak against snipers.
  • Fixed: mechs could shoot through cover - shots are now reliably stopped by walls and pillars. Fire into cover and it hits the cover - so breaking line of sight actually protects you, and snipers have to find an angle.

Arena

  • Your mech’s real battle record shows on the intro card - the pre-battle dossier and the Selected Mech Info panel now display each mech’s actual lifetime Kills / Deaths / Wins. They were stuck blank at 0/0/0 before; now veterans wear their record and “Never deployed” only shows for genuinely unblooded mechs.
  • Fixed: deploying a Damaged mech - a knocked-out mech now shows a clear DESTROYED badge with a disabled Deploy button (hover it for the nudge to repair in the Workshop), instead of letting you click Deploy and bounce off an error.
  • Selected Mech Info panel scrolls - a long dossier (full weapon loadout plus pilot stats) was getting cut off at the bottom. The panel now scrolls, so you can read the whole thing.

Workshop

  • The “AGI” stat is now “ROT” - that compass axis was never agility/movement; it’s turret turn speed - how well a mech keeps its gun on a moving target. It’s relabelled ROT with a hover tip, so it stops getting confused with the Movement slider. Doubly relevant now that dodging is in: ROT is the stat that beats a juking target.

Economy

  • The Subsystem Factory is now demand-priced - never sold out - the shared stock pool is gone. Each slot type’s crate now has a price that rises as people buy it and cools back down over time. So there’s always one available to buy - it’s just pricier when a slot is in demand, and cheaper when it’s quiet. The shop shows the live price ticking down, and a slippage guard means if the price jumps right as you click, you’re told “price moved” instead of being overcharged.
  • Fixed: accrual double-credit - an auto-flush bug was occasionally crediting an accrual twice; balances now credit exactly once.

Spotted something off? Drop it in Discord - playtest feedback is shaping every one of these.