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MECH OPS 2092

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MECH OPS 2092 screenshot 1

MECH OPS 2092

Tech Guys · Published by Tech Guys

Last updated 28 Sept 2026

Customize your battle mech, pick contracts, and choose which side to fight for. Large-scale battles, deep customization, nonlinear storyline.

Free to PlayComing SoonDJCTQ 14

Free

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Prices can lag the live Steam store — always confirm before buying.

Action, Simulation · More free games

In MECH OPS 2092, craft your perfect battle mech and dive into a nonlinear storyline filled with diverse contracts. Choose sides and engage in epic conflicts across vast battlefields.

About this game

Mech Ops 2092 is a fast-paced arcade mech simulator with a third-person view, where a rough military atmosphere meets the aesthetics of 80s mecha anime: powerful war machines, heavy weapons, fearless soldiers, and lots of explosions.

Description

As an independent mercenary, you will find yourself in a near-future world that has survived an energy crisis, a series of global wars, and impact of a massive meteorite that changed Earth forever.

Old nations have nearly vanished, leaving behind only fragmented factions and greedy corporations fighting for resources and power across scorched wastelands.

Customize your mech, complete a variety of missions, fight off hordes of enemies, and take down massive bosses.

Gameplay Features

Large-scale battles
Feel yourself at the center of a real war: our advanced pathfinding and VFX management systems support up to 200 fully active combat units on screen. Dozens of tanks, helicopters, and mechs turn the battlefield into a kingdom of fire and steel.

You are not alone
You are not fighting solo — allied forces fight alongside you. They provide fire support, capture control points, and hold back enemy advances. But only you can turn the tide of battle.

High mobility
Your mech is highly agile: dash across the battlefield, perform rapid boosts, and jump to avoid danger. Constant movement is the key to survival — hesitation means death.

A walking arsenal
Your mech is equipped with 4 primary weapons, a wide range of support modules, and powerful tactical abilities called “Stratagems.” Choose your loadout wisely — a well-built setup lets you handle anything from swarms of drones to city-sized bosses.

Persistent destruction
Thanks to a dedicated instancing system, everything you destroy remains on the battlefield: wrecked enemies, collapsed buildings, fallen trees. After the fight, you can witness the full scale of the chaos you created.

Combat system
Standard enemies are easy to destroy — but there are many of them. Elite units require strategy: overload their defenses with rapid-fire weapons, then strike weak points with precision. Engage in close combat or use mines — the choice is yours, but act fast.

Massive bosses
Colossal walking fortresses are more than enemies — they are full-scale missions. Find weak points, destroy mounted weapons, attack cooling systems and hangars. Sometimes, you’ll need to get inside and destroy the reactor from within.

Dynamic environment
Your mech gets dirty, worn, wet, and covered in dust and battle damage.

Hangar

Build your unique mech
Over 30 weapon types, multiple variations of heads, bodies, arms, and legs, as well as modules and stratagems — everything you need to create a build for any situation.

Weapon modification
Fragmentation or armor-piercing shells? Cluster or thermobaric missles? Extended magazines or homing projectiles? Modify weapon behavior to suit your playstyle — no “+1% crit chance,” only meaningful changes.

Mechanics over stats
Each mech part provides unique abilities: thermal vision, hover legs, coaxial weapons, additional module slots. Changing parts means changing gameplay.

Customization
Choose colors for each mech part and apply decals. Military camo or glossy red finish? Create your own style.

Stratagems

Stratagems are powerful tactical abilities that complement your mech’s weapons. They have long cooldowns but can turn the tide of battle.

Supply drops, reinforcements, missile strikes, turrets, remote mines — each stratagem shines in the right situation.

Game Modes

Campaign Mode

You are a war veteran. After being betrayed by your employer, you are left without money or reputation. All you have is your mech.

Now you must rise from nothing, find a new home, uncover the secrets of powerful corporations, shape the fate of the world — and survive.

Reputation system
Complete faction missions, build relationships, and unlock unique gear.

Non-linear story
Your actions influence the balance of power and determine the ending. You decide who will dominate — and who will disappear forever.

Mobile base
A transport ship becomes your home: hangar, living quarters, command center — everything needed to run your own private military company. But first, you must take it by force.

Missions

A wide variety of objectives: sabotage, defense, counter-battles, anti-air missions, base assaults, and caravan raids.

Battles across the world
Ruined cities, snowy mountains, swampy jungles, the deserts of the Sahara, tropical islands, and ash-covered wastelands.

Battlefield conditions
Night requires thermal vision, radiation storms disrupt radar, heat causes weapons to overheat, swamps slow movement. Adapt your build to each mission.

Negotiations with employers
Bargain for better rewards using your reputation. Choose between money or barter — higher risk means higher reward.

Intel inaccuracies
Mission data may be wrong — or you may be deliberately misled.

Moral choices
You can leave a mission at any time. Refuse contracts that go against your values — but remember, every choice has consequences.

Operation system
Chains of missions that impact the final battle. Resources and repairs are limited — plan your strategy carefully.

Defense Mode

Fight in a simulation against endless waves of enemies, refine your build, and push your combat skills to perfection.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5-8400 / AMD Ryzen 5 1600
  • Memory: 8 GB RAM MB RAM
  • Graphics: NVIDIA GeForce GTX 970 / AMD Radeon RX 570, 4 GB VRAM
  • DirectX: Version 11
  • Storage: 40–50 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11 64-bit
  • Processor: Intel Core i5-12400 / AMD Ryzen 5 5600X
  • Memory: 16 GB RAM MB RAM
  • Graphics: NVIDIA GeForce RTX 3060 / AMD Radeon RX 6600 XT
  • DirectX: Version 12
  • Storage: 40–50 GB available space

Supported Languages

English*, Simplified Chinese, Russian, Japanese
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    Dev Log: meet the "Eber"

    EFD H-89 "Eber"Europäischer Föderativer Direktorat Hauptkampfplattform H-89 Eber(European Federal Directorate Main Battle Platform H-89 "Eber")The H-89 "Eber" is the standard combat platform of the European Federal Directorate (EFD), designed for sustained, high-intensity operations. While lacking exceptional performance in any specific category, the combination of reliability, modular design, and seamless integration into the combat network makes the H-89 one of the most effective Mechs on the modern battlefield. While capable of autonomous operation, the vehicle demonstrates its greatest effectiveness when deployed with other mechanized units, where the advantages of Directorate doctrine (coordination, logistics, and reliance on heavy ballistic weapons) can be fully realized.The EFD's Mechs appear less technologically advanced than those of other manufacturers, reflecting a lack of resources and the effects of the energy crisis that hit the European Union in the 2040s. However, they compensate for this with reliability and good protection, as well as significant bonuses when using ballistic weapons, cannons, mortars, and recoilless rifles. The Directorate is truly strong in producing large guns. Building a build with Directorate components will produce a powerful Mech with good cannon armament for close and medium ranges. It will have sufficient protection to get to a comfortable firing range even under enemy fire, especially if you equip it with solid shields. Its sheer firepower will crush anything. So if you like a lot of guns, be friends with the Directorate's weapon manufacturers.Thank you for your attention.We are continuing to actively work on the project and will have more updates soon.Join our Discord group for even more information.
    Read full article on Community Announcements (Teliri)
  • AnnouncementsOfficial

    Dev Log 4-2

    Hello everyoneThis is the second and final part of our monthly progress report. There will be lots of pictures, so let's get started.Working on the First LocationSince we don't have our own level artist yet, we decided to keep the level design as basic as possible. We agreed that for the first location we would have just one house in the middle of the desert, but we didn't agree on what kind of house it would be or how big it would be, so I decided to have a little fun and started creating an orbital elevator.I sketched out a 3D concept, and this is what I came up with:I'm currently finalizing the elevator model and have already started transferring its individual parts into the engine. This work requires not only the creation of the model itself but also the development of new procedural materials, as we don't have a whole team of environment artists to hand-paint every rivet and stone and we don't use neural networks, so we need to somehow automate the work.A lot isn't ready yet, and it's too early to brag, but I'll still add a few screenshots from the engine to show how the process is moving. And finally,Working on the new mechI already showed this mech in Devlog 3, and since then it's received arms, legs, and a back, but even now it's still not ready, since I'm torn between it and the orbital elevator. So far, the screenshots are only in the form of a single-color sketch in Blender. I still need to finish the pelvis area, polish up some other small details, add labels, and prepare the model for import into the engine. Then, assemble everything in the engine. When I'm done, I'll definitely record a gameplay video showcasing the new mech. It may not be the epitome of aesthetics, but I think it's quite brutal and militaristic. That concludes the monthly report. We'll be back with new updates soon, most likely not in a month, but in a few weeks. Even much earlier.Thank you for your attention.Join our Discord group for even more information.
    Read full article on Community Announcements (Teliri)
  • AnnouncementsOfficial

    Dev Log 4-1

    Hello everyoneWe're starting our monthly progress report, this is the first of two.This report won't feature videos, as we've been busy with several large-scale tasks and haven't finished them yet. We'll be releasing videos as we complete various stages of current tasks. However, we still have a lot to tell and show, so let's get started.A new missile launcher.You can never have too many missiles. This launcher's unique feature is its simplicity: it fires infrared-guided rockets at the player's active target, meaning it doesn't require a separate target lock, allowing for a salvo to be fired much faster than other missile launchers. True, the missile guidance isn't very good, and a mobile enemy can easily dodge them, but against large, slow targets, this missile launcher will be ideal.Damage modelIn short, fairly large enemies will have several modules that can be destroyed individually, including weapons, armor plates, weak points, and so on. Damage to modules reduces the unit's overall combat capability until it's no longer able to fight. Nothing groundbreaking in terms of gameplay, but in 2026, it's a shame to make something simple. The health bar, modules, and damage model are a massive undertaking. Modules have their own stats and defenses, and they literally provide enemies with their offensive and defensive capabilities. Even working out the architecture of how this should work is a massive undertaking that requires time, but we'll be showing it in action soon.To make it less boring to just read the text, I'll add a few weapon sketches. These weapons are still far from finished, but work on new guns is ongoing. The damage model entails even more extensive mechanics, which we spent a lot of time conceiving. Armor and APS mechanics This is a combination of two key mechanics that, in my opinion, should add realism and depth to the game, transforming it from simply shooting tanks into something more.The armor part is clear: our game is about powerful military veh...
    Read full article on Community Announcements (Teliri)
  • AnnouncementsOfficial

    DevLog 3-2

    We're continuing our monthly progress report. Let's go over the remaining items.5.New weapon - Micro Missile Array This back mounted missile launcher fires a swarm of small missiles that can tear apart anything in any quantity. It's a kill-all button, but it has a very long reload time, so you need to carefully choose the location and moment to launch it to avoid wasting its ammo. This may be our most controversial weapon right now, and we'll likely continue to tweak its mechanics and role in the future, but for now, this will do. In total, we already have seven different weapons. This isn't enough for a full-fledged mech sim, but we've only just begun. The project is only three or four months old, in fact, when we talk about full-fledged development and there's still a lot to come. You can see how it works in the video below: 6. Medium Transport CopterAn aircraft for delivering heavy equipment and large cargo to the battlezone. It can operate in both unmanned and manned modes. Four powerful generators provide enough power to rotate eight propellers, allowing it to lift loads weighing up to 200 tons (though only briefly). This versatile vehicle, with four double grapples, allows it to transport and quickly drop almost any unit except the largest, in any combination. In addition, it is very durable and protected by an autocannon and two side machine guns, and also has anti-missile and anti-drone systems. A fairly classic layout, reminiscent of the transport copters from Front Mission, Supreme Commander, and Helldivers 2.7. Transport copters drop systemThe transports in the screenshots above aren't just models; they're already flying and doing their job, as shown in the video:However, the video itself isn't really important; the mechanics written by my partner are important. Transports work as part of the unit spawn system. This system will have multiple ways for units to appear, depending on the unit type and the mission circumstances. The main thing is that no unit ...
    Read full article on Community Announcements (Teliri)
  • AnnouncementsOfficial

    Devlog 3-1

    Okay, let's start the monthly report. This time it will consist of several separate posts and will stretch over several days, because I've been stuck fixing bugs and haven't had time to take screenshots, record and edit videos, and come up with descriptions for everything we've managed to do this month.Let's start point by point. 1. First StratagemWe've created our first Stratagem, which essentially means my partner has written the mechanics of how abilities work, how they recharge, how they're summoned, and so on, all the mechanics. Now we can add new Stratagems of various kinds. This particular Stratagem summons drop pods with a squad of unmanned drones that support player in battle. We call them VE-Droids (official name Versatile Expendable Drone) This is a play on words and transcribed into our language vedroid means a robo bucket. This VE-Droids won't win the war for you; they're very vulnerable to air strikes and clearly can't do anything against heavy elite units or bosses, but they can deal with common enemies and temporarily distract stronger ones.2. Drop pod modelNow, a few screenshots of the landing pod from the Stratagem. It's not particularly important, but I spent a whole day drawing it. I want to show it off :) The pod is versatile and will be able to carry various items, supplies, other units, and weapons in the future, enemies will also use it Currently, the landing pods have unstable engines and explode after landing. The problem is that we haven't yet addressed environmental destructibility, so it's better for the pod to explode, leaving behind a few pieces, than to be an eyesore for the rest of the mission. It might look a bit like a Warhammer Drop pod, although I based it on the Soviet Soyuz descent vehicles. Well, purpose dictates form. I don't want to be original for the sake of originality. The vehicles in our game should look functional and militaristically ascetic. 3. A new unit, Battle Expendable Drone (BE-Droid). This is a modified versio...
    Read full article on Community Announcements (Teliri)

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