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Procelio

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Procelio

Ironshell Studios · Published by Ironshell Studios

Very Positive — 84% positive (210 reviews) · 2 achievements

Last updated 28 Sept 2026

Procelio is a multiplayer vehicle builder/shooter set amidst a proxy war on the red planet. Build and refine your custom machines from orbit, then pilot them in a distant war against CPU and enemy players.

Free to PlayEarly AccessDJCTQ 14PvP

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Action, Indie, Simulation, Free To Play, Early Access · 2026 · More free games

Procelio challenges players to design and control unique machines from orbit before engaging in intense battles against both AI and competitors across the red planet's surface.

About this game

CALLING ALL PILOTS

Procelio is a modular vehicle builder/shooter inspired by classics of the genre, where every component brings new functions to your robot and any system can break when under fire. Construct combat vehicles ranging from cars, tanks and hovercraft to planes, blimps, and drones- all from the comfort of your orbital home. Load your designs with your choice of ordnance, and fight for dominance in a proxy war over the dunes of Mars. Fight alone or with your coworkers in a multiplayer battle arena fit for chaos.

[RE]DESIGN, REFINE, REPEAT

As a valued employee of Osprey Modular Hardware and Robotics, an arsenal of potential is yours to command. Prove your worth to the company, and you’ll unlock permanent part requisitions to expand your building toolkit. Through a tight loop of building and combat, you’ll learn the best practices of engineering for war. With each deployment, your arsenal expands and your designs can be refined.

While your potential has no limits, your power budget does. Limited AMP space means choices have to be made, and no one machine can truly have it all. Balance your offensive, defensive, support, and mobility capabilities to craft a war machine tailored to your specific play style and needs. 

FIGHT YOUR WAY

There’s more than one way to fight a proxy war. 

  • Brawl your way through the front lines to secure valuable ground and collect the materials necessary for victory. 

  • Go on the defensive, and protect allies and their collected resources directly and indirectly.

  • Embrace the power of logistics, repair and restock allies to keep them in the fight for longer.

  • Take to the skies to provide close-air-support for your allies, or high-altitude aerial bombardment against enemy forces.

  • Sneak your way around to flank and surround enemies, or take out priority targets from afar with long-range firepower.

With an endless combination of weapon systems, movement types, components and modules, you choose your approach to combat amidst a shifting battlefield. If one strategy isn’t working, you can choose another robot from your drop deck and redeploy with a new plan. 

THE FUTURE IS COSTLY

The year is 2152: man has entered a new era. Earth still turns, but the red planet burns. In the first bid of public interplanetary expansion, Hypox Mining Company was granted unrestricted rights to mine, process, and commercially exploit several sectors of Mars. When they arrived to commence operations however, they found the AEGIS colonies which had worked to open Mars to interplanetary traffic in the first place. With the colonies having claimed the same land for their own future plans, confusion and hostilities between the two groups boiled over into violence and sabotage. Enter Osprey Modular Hardware, a monumental research and hardware conglomerate with just the modular warfare package needed to fight a proxy war in a harsh environment, far from the logistics lines of Earth. The ensuing war will be long and hard-fought, but to the victor go the spoils of Mars. 

And to Osprey, of course, the profits.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: 64-bit Windows 10
  • Processor: Intel Core i3 / AMD Ryzen 3
  • Memory: 4 GB RAM
  • Graphics: External graphics card
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 6 GB available space
  • Sound Card: Might exist
  • Additional Notes: Please don't try to run Procelio (a Unity 6 HDRP game) on a laptop with 2GB of RAM and Integrated Graphics, we'd miss you.

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: 64-bit Windows 10 / 11
  • Processor: Intel Core i5 / AMD Ryzen 5
  • Memory: 8 GB RAM
  • Graphics: External graphics card from the past decade
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 8 GB available space
  • Sound Card: Exists

Supported Languages

English*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Procelio 1.6.3 Update

    Hey all - Brenn here with your monthly-ish post, this time. The bad: No URP yet. Now, the last post teased a few big changes - the rewrite from HDRP to URP for performance gains; new wheels; map updates. As Pan also alluded to there, changing the Unity Graphics backend we're using entirely is a large endeavor, and while we were hoping to get one big update with everything, we've realized that wasn't reasonable and we've kept some QoL and part improvements pending for too long. Turns out reimplementing every material, every light, every particle effect in the project takes a lot of work. Who'd have thought? Therefore: QoL and some fixes/rebalances now, and many of the other improvements will come as 1.6.4 (or 1.7) in the hopefully not distant future. (I don't want to promise anything, but the URP branch mainly just needs testing at this point ;) )Dev TeamA lot of the improvements in this patch can be credited to Daylee, who's joined the dev team this cycle. Daylee's been part of the Procelio community for a long time, and everything finally aligned this time to bring him on board to really focus on coding and UX for game feel and part mechanics.In particular, Daylee joining the team compensates for one of my own shortcomings -- while I've been the lead programmer for Procelio for, well, pretty much ever, my interests and talents lie much more towards the "classical" software engineering problems of networking and overall infrastructure, and I've more of a blind eye for the smaller gameplay features. That was fine while we were still building out all of the core game systems, but as we've hit our Steam era it's become quite obvious that the added help to focus on gameplay was needed.And, without further ado...ChangelogAudioNew: Secondary Reload Sound EffectPlays a sound when a secondary’s magazine is completely reloaded.If your secondary is unequipped, the icon will also flash when reloaded.New: “Bonking” Sound Effects When your bot impacts a surface at high speed the...
    Read full article on Community Announcements (Brenn_)
  • AnnouncementsOfficial

    Straight from the Forge (July 2026)

    Hey all, it’s Pan from Ironshell Studios here again! I apologize for our recent quiet spell, it’s been about a month since our Early Access release and we’ve been keeping our noses on the grindstone preparing future improvements and additions to the game. I wanted to let you all in on some of the stuff we’ve been working on, as well as a little more information about our team so you can get to know us and our development practices a little better. We're more regularly vocal in our discord community, but don't want to leave external users out of the bigger picture. As such, I'm starting this "Straight from the Forge" newsletter for times where we have extended gaps without patches, to let people see what's going behind the curtain.Where in the world is Ironshell Studios?To answer that question literally: all over the place. We’re a small volunteer team with members across the United States, Europe, Australia, and beyond. Most of our members don’t have direct experience working in game development, just a shared interest and a passion for learning through action. When we decided to make June’s Next Fest our soft release date, we committed as a team to grinding out improvements and updates from May through June of 2026. After the dust settled from the EA release, some of us took a little time off to recuperate and plan for the future while others shifted their focus to our next big-picture goals. I, myself, was temporarily out of the fray due to a medical issue which benched me for a while. All this to say: we’re a small team, but we’re still committed to improving Procelio daily. So, let’s talk about some of the things we’ve been cooking up behind the scenes.The URP BranchThis has been our big commitment for July, a whole game conversion from Unity HDRP to URP. Last patch notice I mentioned there was a history lesson, and if you’re the kind of person to read this newsletter then I think you deserve an explanation. When this project started, Universal Render Pipeline (...
    Read full article on Community Announcements (IronshellStudios)
  • Patch NotesOfficial

    Update 1.6.2 - Grand Day Out

    Hey all, we've got out first post-Steam EA patch for you all! We appreciate all the feedback and new voices in our community, we're taking notes and making plans for the next couple patches of content based on user feedback. In the meantime, we've been working to bring new adjustments, improvements, and optimizations to the game.Dedicated Linux Branch Now that we've properly launched and better understand steam release architecture, we're pleased to announce a native Linux branch is launching alongside 1.6.2. This native version runs on Vulkan, has less overhead, and should hopefully help remedy performance issues encountered while running Procelio through Proton or other wrappers. 1.6.2: A Grand Day Out Optimized the dynamic blast doors on Icarus North.Optimized the dynamic spotlights on Deimos Nexus and Icarus North.Fixed side-slip correction causing planes to retain too much energy and drift weirdly instead of stalling.Fixed Arcshield M7 CoM Offset.Added a reminder for players to check out the requisitions tree if they load into the garage with enough money to afford unlocking a new item.Fixed CAS Cutter clientside hit detection not working in online matchesFixed Nova / Cerberus AoE going through terrain.Fixed CAS Cutters firing through blocks.Matchmaking screen displays an error message if it's unable to connect to the serverMatchmaking screen how has a "don't backfill into existing matches" toggleWheels apply a bit of downforce when in contact with the ground to help maintain contact over bumps and turns.Fixed a bug where recharging secondary weapons would drain extra ammo based on how long it was since you last took damage (faulty heal multiplier).Team players counts are now based off of stats data, not matchmaker registration data - should be more accurate to who's actually in match, albeit slower to update when new players are assigned.Rivet Rifle gains inaccuracy based on your recent speed- to be tunedTank gear toggle in control settings now properly displa...
    Read full article on Community Announcements (Pancake)
  • AnnouncementsOfficial

    PROCELIO Early Access is OUT NOW!

    Hey all,Procelio Early Access starts TODAY! We're a little fashionably late, but it's still Spring in our hearts. Come play free today, join our community, provide feedback, and help us build the game into the best thing it can be. For those who played the Steam Next Fest demo, all your progress will be retained- nothing will be lost. For those who played on Standalone accounts, you will still be able to access and link your Standalone and Steam accounts at any time. In addition, the version has been bumped to 1.6.1, including all the little tweaks, QoL updates, bug fixes, and changes we made to improve the game during Next Fest. Also, check out our sick roadmap!Real talk for a second.When we started this project years ago, Steam was always a possibility considered for the future- Another time, another update, another goalpost we kept moving a little forward with every passing addition. We didn't want to commit to being truly "public" until we were certain we had a foundation we were proud to show off and were willing to see scrutinized. Now, the time has come. We're committing to the future, and all that might come with it. With Early Access, we hope to expand out of our comfort zone and bring the game to new audiences, letting everyone experience the core we've spent years building from scratch while working to make the game better every day we can. We've been doing this out of love for the craft, and we hope to keep it that way. Whether you've followed us for years or are just hearing about us now, thank you for taking this journey with us.Pan Ironshell Studios
    Read full article on Community Announcements (Pancake)
  • AnnouncementsOfficial

    Thanks for playing our demo!

    Hey all, Pan from Ironshell Studios here again. We wanted to thank you for stopping by and playing out demo during Next Fest. A lot of great games were had, a lot of progress was made, and a lot of feedback was submitted. We'll be combing through the responses on our feedback form to see what we can prioritize fixing and improving immediately, and what can be built into a bigger picture roadmap for our plans going forward.If you've not filled it out already, our demo feedback form will be available for a little longer here:https://forms.gle/FFaKtpjHKHMMWXXP7To those who played the demo, your account progress will be retained when we launch into beta (Steam Early Access) here in a few weeks. The game will continue to be available to play in the meantime. Thanks for coming out, your support and feedback means the world to a small team like us. Pan
    Read full article on Community Announcements (Pancake)

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