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Watch trailer on Steam ↗Mad Metal
Mad Mechs Inc. · Published by indie.io
Mixed — 56% positive (18 reviews)
Last updated 28 Sept 2026
A dark vehicle combat shooter where you manipulate time, customize your vehicle, and dismember the opposition as you survive in an AI-driven apocalypse. Fight solo or with a friend in open-world co-op, extraction, and deathmatches.
Action, Indie, Racing · 2026 · More free games
Customize your mecha, manipulate time, and dismember enemies in Mad Metal's intense action-indie racing experience. Race solo or team up with a friend for open-world co-op missions set in 2026's apocalyptic world.
About this game
PLAY THE DEMO
About the Game
You don't walk into the apocalypse. You drive through it.
America, 2080s. AI corporations created sentient machines that made decisions no human authorized. Now they roam the wastelands, not to kill, but to convert. Humans are abducted and used to birth a new half-human, half-machine race created to inherit what's left of the world.
They took your wife. They have your daughter. You're one of the few still human. Still fighting. Still behind the wheel. And they haven’t taken you yet.
Dead Aim Targeting System
Slow time and dismember vital components. Break doors to target the driver, puncture fuel tanks to trigger explosions, or rip wheels apart to stop a vehicle dead in its tracks. Every enemy has a weak point. Find it.
Campaign, Co-op, Extraction, and PvP
Fight through the campaign solo, squad up in open-world co-op, survive long enough to extract with your team, or go head-to-head in ranked and unranked 1v1 deathmatches.
Built, Not Bought
Every part has a cost in weight and aerodynamics. Build for speed, build for firepower, but build smart. Pick up powerful augments mid-run to enhance your weapons and vehicle on the fly.
Cabin-View Combat
Track your dash instruments in first-person. Primary weapon overheated? Secondary out of ammo? Draw your sidearm and finish the job.
Boss Encounters
Massive threats that push your build to its limit. Learn their weak points or die trying.
Tactical Abilities
Combine active and passive abilities with your loadout to unlock new playstyles. Use sonar to track enemies through walls, drop caltrops to disable vehicles, or hit the jetpack and take the high ground.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel® Core™ i3-6100 / Core™ i5-2500K or AMD Ryzen™ 3 1200
- Memory: 4 GB RAM
- Graphics: TBA
- DirectX: Version 11
- Storage: 8 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 11
- Processor: Intel® Core™ i5-6600K / Core™ i7-4770 or AMD Ryzen™ 5 1400
- Memory: 8 GB RAM
- Graphics: TBA
- DirectX: Version 12
- Storage: 8 GB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Minor Hotfix Patch 1.0.13
Bug Fixes:Fixed quickmatch failing to progress beyond the loading screen for players more than 1000km away from each other despite custom matches working (we're monitoring this closely incase it reappears)Fixed violent pushback when two multiplayer vehicles collide head-on at high speedNetcode Improvement:Increased network sync rate 60Hz -> 100Hz Network now matches the previous physics overhaul which raised physics fidelity to 100HzVehicle Deterioration:Reduced vehicle handling penalty for damaged vehicles from 75% -> 25% Damage is not only cosmetic, but functional. Many players struggle with loss of control after taking damage, so we've significantly reduced the deterioration penalty. Healing also restores functional and cosmetic damage to 100%Level Redesign:Industrial District map improved Intended for close-quarter-combat, we felt it was a bit too tight. Removed some static buildings and props to open up the arenaNext Patch:Vehicle Handling: We'll focus on handling and continue improving physics interactions to ensure the vehicles feel fun and reliable to drive with any loadout The loadout you equip your vehicle with drastically changes its handling, so there are hundreds of combinations that make handling fun and many variations that make it difficult. We'll balance it so that each loadout is viable and handles wellPlease consider writing a review to let players know about the game and help populate the matchmaking pool. Continue to direct your feedback using the in-game feedback report (in the main menu) or the new Discord "bugs" and "feedback" channels.Thank you all for your continued input and helping us improve the game!Read full article on Community Announcements (Ness)Patch NotesOfficial
Physics Overhaul Patch 1.012
Physics OverhaulThis patch includes a physics overhaul which lays the groundwork for vehicle handling improvements in the next patch. It addresses physics concerns about vehicles feeling "floaty", "slippery", and "sluggish", and a quickmatch fixPhysics Overhaul: We've increased physics fidelity to support the changes in this patchIncreased physics calculation frequency 60Hz -> 100Hz This supports the simulation-heavy changes we've made in this patch and significantly improves physics stabilityVehicle Handling: Added simulated driving assists which enable players to focus more on shootingTCS: improved traction stability during slippage When drifting or when the wheels are slightly above the ground, you'll still have sufficient controlABS: autobrake system designed to prevent oversteer Brakes will continuously pump during extreme slippage to prevent loss of controlAerodynamic Steering: fine-tuned control over the vehicle's turning while airborne To facilitate airborne combat, we've increased the responsiveness of airborne turning, especially when using quick-turnAerodynamic Downforce: the shape, weight, and loadout of your vehicle will determine how much downforce is applied to ground the vehicle Ex. Spoilers generate subtle lift at high speed. Weight and shape generates downforce which increases with speedPredictive Landing: a subtle nudge to help the vehicle stabilize after rolling Predicts the optimal landing orientation and adjusts vehicle pitch/yaw with adaptive dampening so you can hit the ground running Vehicle Changes: Significant improvements to vehicle weightsAll vehicles: significantly increased weight and aerodynamic downforce This change allows vehicles to feel heavy and grounded, preventing them from launching too high into the airScorpion vehicle: switched from RWD to AWD and increased turn rate and quick-turn force 25 -> 35 The Scorpion was intentionally slow to turn because it's currently the heaviest vehicle in the game. We've bumped up its torque by...Read full article on Community Announcements (Ness)AnnouncementsOfficial
Demo Deactivates Sep. 24, 2026
In order to better address player feedback and provide a reliable update cadence, I've made the decision to deactivate the Demo on Sep. 24, 2026 at 10am ET for the foreseeable future. The demo has been serviced for 1,5 years across more than 460 patches. Updating the full game and the demo significantly reduces the patch deployment speed of the full game. Thank you for your understanding. I also want to thank everyone for their support of the demo up until this point. For those that have bought the full game, please don't forget to leave a review. It really helps more people find the game and populate the matchmaking pool. HakimRead full article on Community Announcements (Ness)Patch NotesOfficial
Balance Patch 1.011
Balance ChangesThis patch addresses player concerns about the difficulty of navigating rough terrain, arena and extraction modes being too easy, and player health pools being too low. See developer note below regarding the retirement of the demo.Health Balance: Many players find the health pool to be challengingly low, so health and health pickups have been increased across the boardIncreased health pickup amount from 250 -> 500Increased Grafter HP 600 -> 800Increased Custom Speedster HP 900 -> 1100Increased Buggy HP 950 -> 1150Increased Falcon HP 1000 -> 1200Increased Reaper HP 1000 -> 1200Increased Interceptor HP 1100 -> 1300Increased Vigilante HP 1200 -> 1400Increased Scorpion HP 1200 -> 1400Increased Sour Diesel HP 1200 -> 1400Increased Custom SUV HP 1000 -> 1400Progression Balance: Extending the faster progression from the last patch (see patch 1.0.10), you can also unlock the final two vehicles earlier. The rest of the changes are intended to create a greater separation between early and late-game unlockablesReduced level required to unlock the Sour Diesel vehicle: 20 -> 15Reduced level required to unlock the Grafter vehicle: 30 -> 20Increased level required to unlock V8 Redline Engine 13 -> 17Increased level required to unlock Feathertech NOS Container 13 -> 17Increased scrap required to unlock Feathertech NOS Container 3,500 -> 15,000Increased scrap required to unlock Missile Swarm 15,000 -> 25,000Increased scrap required to unlock Flamethrower 7,500 -> 15,000Increased scrap required to unlock V8 Redline Engine 15,000 -> 50,000Increased scrap required to unlock Redline Quad NOS Boost 3,500 -> 10,000Increased level required to unlock Redline Quad NOS Boost 7 -> 15Level Redesign: Some maps are unnecessarily rugged and claustrophobic, so we've reduced terrain roughness and clutterMother Island: reduced terrain roughness to allow better navigation for low-profile vehiclesNew York A.D: reduced dynamic clutter and removed some pillars and obstaclesArena/Extraction...Read full article on Community Announcements (Ness)Patch NotesOfficial
Balance Patch 1.0.10
Balance changesProgression Balance: Our goal with XP progression was never intended to be grindy, so XP gain has been increased and level-gated unlocks are now easier to unlockIncreased XP gained at higher levels by +10% per levelReduced level required to unlock the Scorpion vehicle: 15 -> 11Reduced level required to unlock the Plasma Gun: 15 -> 10Reduced level required to unlock the Impulse Laser: 20 -> 11Reduced level required to unlock the Plasma Beam: 25 -> 15 Weapon Balance: Weapons updated to be more responsive and allow for faster tracking of targetsWeapon horizontal tracking speed: 90 -> 120 It can be challenging to track a fast moving player in multiplayer. This change allows turrets to keep up with high-speed loadoutsWeapon vertical tracking speed: 15 -> 40 Players that use a vertical lift ability can be difficult to track, so we've increased the vertical rotation speed of all turretsWeapon max vertical rotation: 60 degrees -> 80 degrees Players that use vertical lift have a consistent high-ground advantage. By increasing vertical turret rotation, grounded players can shoot higher and airborne players can shoot lowerBug FixesHigh-speed collisions causing vehicles to get stuckMissiles sometimes failing to damage other playersSome players experiencing lighting conditions that are considerably darker than intendedPowerups, augments, pickups, and vehicles not spawning in the correct location in Mother IslandNext PatchLevel redesign We're aware that when driving in low-profile vehicles (Interceptor, Speedster, Reaper), some of the maps are extremely difficult to navigate due to aggressive terrain. We'll increase traction and suspension distance on those vehicles and redesign the maps to be more open, reduce unnecessary obstacles, and smooth-out some of the rough groundEnemy variation and balance Some extraction maps are not as challenging as others. We'll add more enemy variation and extraction bosses to spruce things upQuickmatch sometimes fails to progress be...Read full article on Community Announcements (Ness)






