
Scraps Of The Machine - Pre Alpha Demo
A downloadable game for Windows
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Scraps of the Machine is a Hawken and Armored Core inspired Souls-like Mech FPS.
The game has been in development for roughly 2 years, and currently features the following for testing:
- 2 Blockout Levels with multiple ways to travel between them
- Various enemy types, from small drones and tanks to other Mechs
- Souls-like inspired world exploration
- Mech Upgrade system
- More than 10 Weapons with different strengths and weaknesses
- Customizable Options and Keybindings
- Save System
- Music by [OneManSymphony]
The point of this demo is to gain important feedback and opinions early and help validate gameplay loops and game structure, and make adjustments wherever needed.
The demo will receive additional updates, aimed at addressing feedback points and improving the experience on the road towards a full release.
[Please Provide Your Feedback Here!]
Update 0.2 is here!
[Check out the Changelog here]
Status | In development |
Platforms | Windows |
Rating | Rated 4.7 out of 5 stars (3 total ratings) |
Author | Knight Division Games |
Genre | Shooter, Action |
Tags | 3D, Exploration, First-Person, Mechs, No AI, Sci-fi, Singleplayer, Souls-like, Unreal Engine |
Download
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Click download now to get access to the following files:
Scraps Of The Machine - Pre Alpha Demo v02.zip 754 MB
Development log
- Scraps of the Machine Pre-Alpha Demo V 0.2 UpdateJun 11, 2025
- Scraps of the Machine Pre-Alpha Demo LaunchMar 30, 2025
Comments
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Played a few hours.
Thoughts
-Really liking the sense of weight of the mech, namely when landing from a jump.
-Maneuverability feels like a good ratio between walking and boosting. Not too plodding, not too boosty.
-liked the sense of exploration once the map opened up, as well as delving into the tunnels.
-liked the switching between primary and reserve weapons, i think it's a good mechanic.
-liked the infantry variety and the various hazards
-there is a lot of potential here
Things i would personally like to see
-more inertia/recoil type effects when it comes to weapons. both on you and your targets. gives the weapons more feeling of oomph if they actually knock your aim and/or slow you when you shoot/get hit by them. currently hard to tell when you get hit if you aren't watching your HP bar.
-wider open areas with more opportunities to flank/be flanked and engage in a greater variety of ranges. Right now it's very constrained
-defensive/tactical abilities for you and your enemies to change the pace of combat and change the ideal tactics needed to defeat the opponent. Like if popping smoke countered lasers. if missile defense systems countered missiles and rockets. Stealth systems. Shields. etc.
-Crunchier damage system. Would be nice, i think for sense of difficulty and sense of gravitas of damage, if repairs were manually initiated and took a little time, instead of being automatic on item pickup. Additionally if there were more locational consequences to damage, to provide the drama of being peeled apart/peeling an opponent. Limping. Losing fuel/jets. coolant leaks. etc. Especially if it resulted in visual consequences like glitching visuals.
-progression system being less about linear progress, and more finding a deeper niche. like being more armored might mean less jumpjet fuel efficiency and vice versa. other variables like accuracy, walk speed, repair costs, and others could factor in, with any benefit meaning sacrificing something else.
looking forward to the next update!
Wow! Tremendously appreciate the write up and feedback! I'm glad the weight of the mech feels solid and fun.
I've been working on additional hit reactions, staggers, and other animations as non-placeholder assets are added.
As for deeper progression and part abilities, those were planned for early on but ultimately put on hold for a simpler experience for this title simply so I would have the capacity to actually release it in a timely manner. But it's absolutely something I want to look at and try again after release to make something better. This title is more about laying the ground work, seeing what interest is there for this type of game. And if it does well I'll do more and go deeper!
yeah, like i really appreciate the difference between feathering my jets to have a smooth landing, vs the times when i have to land hard, and there is that hard impacting lurch, and pause before being able to get moving again. Things that remind you that you are driving a big chunky machine, instead of a weightless camera on skates, i will always applaud.
I eagerly look forward to future updates on this and where it goes. :)
Wow, that was a lot more entertaining than I thought it would be, seeing only checker textures. Everything is very rough around the edges, but the base is solid. It can become a good game.
Video is me playing for the first time.
Also, do you guys have discord or something?
Thank you so much for playing and especially for recording! Video play throughs help a tremendous amount at seeing what a new player experience is like and where to make improvements.
If you could, please briefly fill out the feedback form as well!
[Please Provide Your Feedback Here!]
There is a [Discord Here]