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Ramshackle

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Ramshackle screenshot 1
Ramshackle Alpha Gameplay July 2025 (recut) trailerWatch trailer on Steam ↗

Ramshackle

Mountainous Development · Published by Mountainous Development

Last updated 10 Oct 2026

Ramshackle is a multiplayer sandbox game where you design a combat vehicle, or "Vessel", out of destructible parts and armor, and put it to the test against other player-driven and AI Vessels. Share designs with other players on your server or license it out to the AI and encounter it in battle!

Free to PlayComing SoonDJCTQ 14Co-opPvP

Free

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Action, Simulation, Early Access · More free games

In Ramshackle, craft unique vehicles using destructible parts and armor, then clash with player-driven and AI opponents. Share or license your creations for a dynamic multiplayer experience.

About this game

In Ramshackle, Instead of piecing together blocks, you construct vehicles (referred to as "vessels" in-game) with point-placed struts and armor plates as the core structure. Functional modules like wheels, tracks, and weapons integrate into this framework, but they only work when powered by engines, transmission lines, and ammunition. Combat then plays out with simulated ballistics: angled armor can deflect rounds, while a well-placed shot into an ammo rack can tear a vehicle apart from the inside.

Features

  • Designer

    - Construct your vessel's structure using an advanced vertex-based armor editor.

    - Plan your vessel around internal modules. Get five car engines and put them together!

  

  • Single-player, Multiplayer

    - Battle on a variety of terrains across different "Tech" levels, representing eras of military vehicle development.

    - Engage designs made by other players, operated by those players, or AI opponents.

  • Unique Roles

    - A vessel's tradeoffs between armor, firepower, mobility, and utility will determine its success in battle. Designs range from heavily-armored brawlers to paper-thin scouts, and everything in between.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: 64bit - Windows 7, 8, 10, 11
  • Processor: Quad core 3Ghz+
  • Memory: 8 GB RAM
  • Graphics: 2GB dedicated VRAM
  • DirectX: Version 11
  • Storage: 5 GB available space
  • Additional Notes: ~60 FPS in test drive on minimum settings @1080p

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: 64bit - Windows 10,11
  • Processor: AMD Ryzen 5 5600 or equivalent
  • Memory: 16 GB RAM
  • Graphics: 4+GB dedicated VRAM
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 5 GB available space
  • Additional Notes: ~60FPS in test drive on high settings @1080p. Locally hosted battles benefit from more CPU cores.

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Playtest 3 Status & Roadmap & Patreon!

    Greetings Everyone! Nice to see all the new players and all the feedback! Keep mashing that feedback button we read every one. We'd like to give a little status report on our current plans for the Playtest and what we have in store for the future of the game.Playtest StatusFirst off, we are going to be switching to a continuous playtest strategy where access is always open and major big updates are going to be split into smaller more manageable chunks. While the big scheduled playtests where nice to get major changes implemented, it also created burnout and made it difficult to test more incremental improvements as everything was just lumped into the next 'Big' update. We will still have 'named' updates that increase the PT version (PT3.5, PT4, PT4.5, etc) which denote larger balance/gamemode changes, new content, or server wipes. They'll just act more as bookmarks then big scheduled updates.This also means that official test servers will remain open 24/7 which we will need your help with.. More on that later! Playtest 3.5 UpdateWe are working on a major balance/QoL update for playtest 3 that should drop relatively soon. This includes a bunch of stuff that didn't make it in at the start and has some updates based on feedback that we've already processed. Here is a quick rundown of the changes:Balance:Multiple cannons on a single gunner will no longer auto converge on a single point.Reworked Shell Dispersion (Aim Speed & Cannon Accuracy)New Commander positions for passive spotting and crew coordination buffsSpotting & Detection Rating changes (make larger vessels easier to spot passively) Coordination(skill) system will be fully enabled will apply efficiency penalties for crew duplicate rolesArmor mass changes: structural mass will be linked to integrity scalingArmor Class on armor will now be dynamic based on plate thickness (surface/volume ratio), Thinner plates will only have None > Light, while thicker plates are Medium > Heavy. Different armor materials will hav...
    Read full article on Community Announcements (Invalid)
  • AnnouncementsOfficial

    Playtest 3 Official Start

    Delayed Start Sorry for the delay we encountered some issues with the patch yesterday. Anyway better late then never. We'll be granting access to new testers in batches of 1000 over the next few hrs/days. The aim is to get everyone access, just not all at once. We didn't have time to fully add the tutorials to explain how crew works. So will add a blurb here. Important Please Read: 1. Crew are required to operate the following: - Transmissions \ - Gunner Stations (scopes) \ - Turret-Rings/Trunnions \ - Reload Cannons \ - Reload Mgs \ - Operate standalone MG mounts \You can change what roles each crew position is allowed to execute in part settings, default: AnyIf you are importing an older blueprint you may need to replace MG mounts in order for them to fire.2. Some parts have a editable crew interaction point that is accessible via 'Vertex-Edit' \ - Transmissions/Gearboxes can have their "Shifter" moved closer to the driver (unlimited) - Turret-Rings/Trunnions can have their "Cranks" moved closer to gunners (limited)- Gunner Scope can be placed separately from cannon and assigned manually3. Cannons & Fixed MGs & ACs need to be assigned to a 'Gunner Station' (scope) part.- Place Gunner Station (Tab: Firepower) > Place cannon > Select cannon and press 'Assign Trigger' in settings > Everything should hide except for valid Gunner Stations > Select the station. - Cannons can be moved to the secondary trigger by changing a dropdown on the cannon. - To switch ammo on cannons press and hold the 'Ammo Select' input \ and then press \ for primary switch, or \ for secondary4. Hydraulics - Place 'Hydro Pump' (Tab: Drivetrain) connected to engine- Place 'Hydro Motor(s)' (Tab: Drivetrain) to a turret-ring or trunnion crank port. - Select motor and 'Assign' motor to the pump just like assigning cannons.- Some pipes should generate if its hooked up correctly, if they show red lines then the distance is to high. - Place 'Cable Mounts' in between the pump and the motor and assign th...
    Read full article on Community Announcements (Sterik)
  • AnnouncementsOfficial

    Playtest 3 official start moved to June 13th

    Hello everyone! Due to the large possible influx of new players we are electing to postpone the playtest by a week in order to give us time to upgrade our MP servers. We are working to double our current capacity to hopefully allow for 1000ccu. This is a last minute decision as we want to make sure everyone that wants to partake in multiplayer can, while also maintaining a decent experience in doing so.For those who already have access to the playtest client, expect a PT3.01 update to test everything a bit early. This will be announced in the discord.Thank you for your patience, ~Sterik
    Read full article on Community Announcements (Sterik)
  • AnnouncementsOfficial

    Ramshackle Playtest 3: Opens June 6th

    We are happy to announce Playtest 3 of Ramshackle and the long awaited Crew 2.0 update. This will probably be the biggest single update strictly from a changes/additions perspective since entering playtesting. Thank you to all 10k of you patiently waiting for playtest access, you'll all be granted access once the playtest opens on June 6th. And if you haven't already make sure to hit that 'Request Access' button. This announcement will act as a summary of all the major changes/additions for the PT3 update. However, more of the finer details will be announced when the update goes live. As with all previous playtests the aim is to try stuff and fine-tune during the test, everything is subject to change. Lets get into it!Designer UpdatesUI ReorganizeThe layout of the buttons and menus has been tweaked slightly to be more obvious and easier to navigate. Allowing direct access to most menus without needing to go 'Back' constantly. Key-binds have also been added to all the tooltips when relevant.SubassembliesAdded the ability to save selections of parts and reuse them later in other designs. At the moment these are only saved on your local machine, cloud and workshop support will come later.4D Armor TypesTrialing a new 'Advanced' armor construction material that allows for holes and bent armor shapes. These are a unique type \ following the trend of the 3d & 2d armor types. These have the special ability to bend and create 1 hole or notch (square, circle, or ellipse) per plate. They also allow for 'inside' corners but have the tradeoff of being a bit more expensive and needing to have the same uniform thickness across the entire plate. Developer Comment: Based on how well these work, the long term intention is to consolidate all the different armor construction types into just 1 armor.Clipping Overlap VisualsNew fill volume visuals that show you exactly what parts of hitboxes are clipping into each other. Instead of just the whole part showing red. Gives you much better f...
    Read full article on Community Announcements (Sterik)
  • Community & EventsOfficial

    10,000 Wishlists, Next Fest Conclusion & Future playtest details

    With Steam Next Fest concluded, we've just reached the 10,000 wishlist mark on steam. Huge thanks to everyone who tried out the game! We have gotten a lot of great feedback and ready to dive into our next dev cycle. The "Ramshackle Demo" app is planned to be deactivated and won't receive updates anymore, but the playtest will continue to be open for the rest of this week. Make sure to Request access on the steam page! For those new here a little disclaimer of what to expect from playtest to playtest: The game is, of course, in active development and therefore anything and everything is subject to change between each playtest. We find these playtests the best time to bounce ideas off the community before things get more locked down post-release. All while trying to streamline the core experience. Typically our dev cycle is about 1-2 months between each playtest. TLDR: Demo client will deactivate and be removed from library, However the Playtest Client will stay playable even after the playtest ends. Some of the pain points we need to resolve gathered from player feedback:More tutorials and better tutorial presentationFixing a few strange crashes, disconnects and performance issues (most of which on vulkan)General presentation polish (updating item descriptions, fixing UI oddities, etc)General improvements to the designerOur plans for the next playtest:Updated matchmaker/battle management for a more seamless experienceNew vehicle loadout systemRevised combat deploy screen with added featuresTrialing some different gamemodes, some 'short-form'(15-20mins), others 'long-form'(1hr+)Gamemodes can take advantage of a new spawn location selector which favors different classesLevel generation improvements to complement the new gamemodesImproved tools for hosting dedicated serversCrew 2.0 - Complete refactor of how the crew interacts with your designMore AI units (AT guns, Artillery, static infantry, etc)More utilities & QoL improvements to the designerA long list of bugfixesW...
    Read full article on Community Announcements (mtnbuilder)

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