A strategy guide to Mechabellum, the round-based autobattler with RTS roots. It covers how rounds, supply, positioning, techs, Specialists, and Reinforcements work, the core counter relationships, and what changed with Update 2.0 (Star Expedition, the Centurion, and the new Free Edition).
Researched September 2026 — current as of Update 2.0 (Sept 21, 2026) and Update 2.0.0.1 (Sept 23, 2026). Live games change; check the linked sources if something differs.
Update 2.0 added Mechabellum Free Edition. Update 2.0.0.1 (Sept 23, 2026) lists these Full Game benefits over it:
| Full Game benefit | Free Edition limit |
|---|---|
| Account leveling speed +300% (tech points unlock faster) | Normal leveling speed |
| Full Standard Battle Contract rewards | 50% of rewards locked |
| No credit cap | Capped at 40,000 credits |
| Extra Depot capacity (+5) | Base capacity |
| No public chat cooldown | Chat cooldown |
| Exclusive avatar, frame, Mountain skin, loading screen | None |
If you enjoy the Free Edition, the faster account leveling is the upgrade that actually affects gameplay, because it unlocks tech options sooner.
| Spend on | When |
|---|---|
| New unit type (unlock plus purchase) | When you need a counter you don't have |
| More of an existing unit | When your composition works and just needs mass |
| Tech upgrades | When a unit is core to your army. Techs change how a unit plays. |
| Unit levels | On units that will stay alive and relevant. Levels multiply stats. |
| Reinforcement cards | Free each round, or skip for supply |
You pick one Specialist at the start. The wiki lists these (numbers may be out of date after 2.0):
| Specialist | Effect (summary) |
|---|---|
| Aerial | Cheaper air unlocks, air units get more ATK/HP |
| Amplify | Free Small Amplifying Cores on round 1 |
| Cost Control | Extra supply every round, but all units have less ATK/HP |
| Elite | Extra round-1 supply, recruit units at Rank 2 |
| Fire Badger | Cheaper Fire Badger techs plus a free Fire Badger |
| Fortified | +HP to all units |
| Giant | Cheaper Giant/Titan unlocks |
| Marksman | A free Rank 3 Marksman in round 2 |
| Missile | Free Missile Strikes in round 2 (the 2.0 test server changed this to one free Heavy Missile in round 3; check in game) |
| Quick Supply | Big round-1 supply boost |
| Rhino | A free Rank 2 Rhino in round 4 |
| Sabertooth | Cheaper Sabertooth techs plus a free Sabertooth |
| Speed | +movement speed for all units |
| Supply | Extra supply every round |
| Training | Extra round-1 supply plus a free Intensive Training |
| Typhoon | A free Typhoon in round 4 |
The 2.0 test server added more Specialists, and they're still being tuned. For example, one grants a piece of random Small Equipment every round. Check the in-game list.
Beginner-friendly picks: economy Specialists (Supply, Quick Supply) and plain stat Specialists (Fortified) are forgiving. Unit-specific ones (Marksman, Rhino, Typhoon) push you toward a plan, which is good once you know that unit.
Units come in supply tiers: 100, 200, 300, 400, 500, and larger giants. Roughly, there are chaff swarms, mid-size ground units, air units, and giants.
| Unit (examples) | Role | Good against | Weak against |
|---|---|---|---|
| Crawler, Fang | Chaff swarm | Absorbing fire from big single-target units | Splash and anti-swarm units (Arclight, Fire Badger, Vulcan) |
| Arclight | Chain-lightning splash | Chaff | Long-range and heavy units |
| Marksman | Long-range single-target | Giants and big mechs | Chaff and fast divers |
| Steel Ball | Close-range beam | Heavy units | Chaff, long range |
| Wasp, Phoenix | Air | Ground-only armies | Dedicated anti-air (Mustang, anti-air techs) |
| Mustang | Anti-air / anti-small | Air and swarms | Heavy armor |
| Sledgehammer, Rhino, Fortress | Frontline tanks and bruisers | Holding the line, charging backlines | Focused anti-heavy (Steel Ball, Marksman) |
| Stormcaller | Long-range rockets | Slow clumped ground armies | Fast units and air |
| Vulcan, Fire Badger | Flamethrowers | Chaff and small units | Long range |
| Overlord, Melting Point, and other giants | Late-game power | Whatever they're teched for | Mass anti-heavy |
| Centurion (new in 2.0) | Versatile mech that fires at range, then switches to melee after enough attacks (20 on the final test build), fully healing when it switches | Flexible frontline and damage | Being focused down before it switches |
The Centurion in 2.0.0.1: it was buffed shortly after release (ATK 1401 to 1500, and one tech's cost lowered from 200 to 100). The developers said early data showed it slightly underperforming. Expect further tuning.
| Mode | Notes |
|---|---|
| Standard Versus (1v1) | Ranked and casual. The core competitive mode, with weekly in-game tournaments. |
| 2v2 | Team play |
| Brawl / free-for-all | Chaotic multiplayer |
| Survival (solo/co-op) | Waves of AI enemies |
| Rift Mode | Rotating rule modifiers |
| Star Expedition (new in 2.0) | Rogue-lite run through 9 planets, solo or 2-player co-op |
Is Mechabellum free now? Update 2.0 (September 2026) added a Free Edition. The Full Game adds faster account leveling, full contract rewards, no credit cap, and cosmetics.
What's Star Expedition? A rogue-lite mode added in 2.0. You fight across 9 planets against mirrored real-player builds, solo or in 2-player co-op.
What's the newest unit? The Centurion, added in 2.0: a mech that fights at range and switches to melee.
How much HP do I start with? 4,000 base, adjusted up or down by your Specialist and starting pack.
Is it pay-to-win? No. Units and techs aren't sold. Purchases are the Full Game upgrade and cosmetics.
Who publishes it now? Game River develops it, and the Steam store now lists Dreamhaven as publisher. Paradox Interactive published it at its early-access launch.